
As we gear up for the launch of Trolls vs Vikings Reborn, I wanted to highlight some of the many changes we’ve made. A lot of thought and work has gone into this game, so let’s dive into some of the updates!
The speed-up button is a no-brainer for player satisfaction. It doubles the game speed with a single tap, making it easier to blast through early waves or grind easier levels. We experimented with multi-step speeds, but found a simple on/off toggle worked best. Cranking up the difficulty on double speed? That’s a challenge in itself.
While this might seem like an easy feature to add, the original code structure made it surprisingly complex. Many of the UI elements, animations, and spawn rates were tied to specific game beats, meaning we had to do some heavy restructuring. Fingar, our coding wizard, initially hit a wall and summed it up perfectly: “uff, that is much harder than it sounds.” But after some deep diving into the codebase, he cracked the problem.
Personally, I mostly use the speed-up button for early-game setups—establishing my economy and defenses—or in moments where I know I’ll win and just want to move on. (Side note: I’ve tried beating every level on double speed as a personal challenge, but some of the Brutal levels are still getting the better of me. One day!)
Let’s talk about Buster, leader of the Troll Liberation Front. In the original game, he walked from tile to tile. That was a cool mechanic—a movable troll unit in a tower defense game was pretty unique. But over time, I felt like he was a bit slow and clunky.
For Reborn, we changed his animations, adjusted his design, and most importantly—made him jump instead of walk. This alone massively improves his responsiveness and battlefield mobility. But, of course, implementing it wasn’t that simple. Since Trolls vs Vikings is precise about damage calculations (when attacks hit, where they land, and how units interact), we had to solve a ton of edge cases. For example: What happens if a Viking swings at Buster, but he jumps away at the last second? Should that count as a hit or a near miss? We ultimately decided that his damage and HP stay the same, but his improved movement makes him a stronger tactical unit, especially in the early game.
One thing we realized with Buster’s new jumping ability is that he can be used to bait and manipulate enemy behavior. This is where things get really fun.
For example, the Archer Vikings, one of the nastiest enemies in the game, are lethal from a distance. But—if Buster jumps right in front of them, they instantly swap to melee combat instead. No arrows to dodge, no relentless ranged pressure. Just a good old-fashioned brawl where Buster actually stands a chance.
And then there’s the Stilt Vikings—those guys who tower over the battlefield, making them a real pain to deal with. With his jump, Buster can force them to stumble and fall off their stilts. Watching a Stilt Viking go from towering menace to scrambling on the ground? Chef’s kiss.
I’ve added a short video clip from one of our new special missions, where Buster and the Dwarf work together. Buster acts as a frontline tank (since he can heal), while the Dwarf deals heavy damage from behind. The Dwarf’s chain attack has just enough range to stay out of reach of enemy spears, and—pro tip—the closer he is, the faster he attacks since the chain has less distance to travel.
This setup creates a powerful but high-maintenance duo. Moving them dynamically across the board makes them lethal, but it also demands constant attention. If you like an active, strategic playstyle, this is for you!
I’m a hardcore chess player. I’ve played daily since I was six, competed at some point, and even worked on a chess game at Funcom. That mindset bleeds into Trolls vs Vikings—the board is an active battlefield, not a static defense line.
Buster, in particular, plays like a Knight or a Bishop—quick, dynamic, and capable of changing the game if used correctly. But like in chess, a misplayed piece can become dead weight. If you throw Buster into the wrong fight, he’ll get crushed. If you position him smartly, he can swing an entire battle in your favor.
Reading the Battlefield – The Damage Face
Trolls vs Vikings is often pure chaos, with battles raging across the board. That’s why Mikael Noguchi, our art director, put extra effort into facial expressions. When Buster starts looking beat up, that’s your cue to pull him back and let him recover—if you can!That’s all for this update!
What do you think? Is there anything you’d like to hear more about in future updates? Drop a comment, and we’ll try to cover it!
All the best,
Jørgen Tharaldsen
Game Director
Trolls vs Vikings Reborn