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Axom: ConquestNewsAxom: Conquest Demo Patch 0.9
In-game event

Axom: Conquest Demo Patch 0.9

Axom: Conquest · published 8 Dec 2025, 23:34 UTC

All newsPlayers around this dateRead on Steam

Patch 0.9.0.1

New Features

Structures

  • New Tower: M6-Frost Fang - A low damage, fast firing icicle gun that deals cold damage.

  • New Hazard: Laser-Tripwire - Connect two together to form a damaging beam between them.

  • New Hazard: Launch-Pad - Launches enemies into the air, dealing damage and stunning them briefly (Also makes them vulnerable to anti-air attacks)

Gameplay

  • You can now change each Tower's target priority while looking at their stats (Highly asked for)

  • Enemies have been completely reworked. Now Enemies are fully physically simulated and will collide with each other as well as climb over obstacles as well as each other.

  • Wave Time change - Now instead of ending immediately, enemies will stop spawning and you must kill all remaining enemies to end the wave.

  • Flying Enemy logic reworked - Now towers that were previously ground only can no longer target enemies if they are physically above them. Vice-versa for Air only towers.

  • Normal difficulty now contains 15 waves, while Hard still contains 20

  • The Trader now has a section where you can exchange resources directly (At a terrible rate of course)

  • Tutorial has been updated so that UI elements only appear when they are relevant in the tutorial. This should hopefully help with onboarding

  • You will now only get offered new Structures at the tier you are currently at. So no more getting tier 1 structures deep into a run, you will only be offered high tier structures instead.

  • Starting Towers reduced to 2, from 4, but earlier waves are now slightly easier.

  • A few upgrades have had their damage increases changed to Fire-Rate to make them more visually interesting.

  • More Basic upgrades added with multiple rarities, now with multiple stats.

  • Number of Refined-Metal ore locations on each map increased by 50%

  • Added keybinds to most user interface buttons and also added small boxes to each button to remind you of the keybind.

Upgrades

  • New Upgrades to find and experiment with!

Visual

  • New Main menu visuals

  • Enemies now react to being hit physically and they have a new death animation

  • The map has been updated with Alien flora to give it a more Alien vibe

Audio

  • New Build phase track

  • New Final wave combat music

  • New Victory Music

User Interface

  • The main dialogue box can now be dragged around the screen to reposition it by clicking on a new drag button.

  • The user interface has been reworked again to make it more sleeker and minimal.

  • Every Tower and Hazard has been renamed to something more epic

  • You can now view total damage and DPS when clicking on Structures. DPS is calculated from its damage divided by how long it has been alive in combat.

  • End game screen has been reworked. There are now a lot more stats to see at the end of each run. As well as this you can now go back to the game to look around the map after a win/loss.

  • Stats page is now implemented. You can view your global stats as well as your best run stats.

Story

  • The story of the game has been altered to make the motivation simpler. Gameplay is the main focus on Axom: Conquest and I want to make sure ambiguity of the story doesn’t confuse people and spill over into the gameplay

Minor Changes

  • Steam Cloud-Sync is now enabled

Gameplay

  • You now gain bonus Centurite at the end of every wave.

  • Phantasm mod now increases damage by 10% in addition to it’s phasing effect.

  • Capsule effects that create new Structures now have a particle effect that lingers on them so you can find them easier if they are off screen.

  • Chance of getting capsules from map crystals reduced slightly.

  • Infected-Ground spread rate reduced by -20%

  • Hard difficulty now increases Infected-Ground spread rate by +20%

  • The fast forward button during combat is now a toggle instead of a hold action

  • Research structures are now offered at wave 8 and 16

  • The main Nexus-Drill can no longer be destroyed by infected tiles.

New Upgrades

  • Morph Capsule (Capsule) - Select a Tower or Hazard, 3 random structures are converted into your selection.

Upgrade Changes

  • Prototype - Level increase from first structure reduced to 1, from 2

  • Ghost Capsule - Now states it does not affect Refineries

  • Antidote Capsule - Infected-Ground clearing radius increased by 10%

Enemies

  • All enemies health and damage reduced by 10%.

  • Bomber damage reduced by 30%

  • Small cooldown added to the Burrower’s burrow ability

Structure Changes

  • Stasis trap cost reduced to 8 from 20.

  • Radiation Zone cost reduce to 20 from 50.

  • Scouting-Beacon base health increased to 65 from 55.

  • Refinery base health increased to 175 from 150.

  • Laser-Tower damage decreased by 37% but the maximum ramp up damage has been increased.

  • PH3-Stasis Prison no longer prevents enemies being damaged while trapped

Visual

  • The highlight effect showing valid structures for abilities is now more eye catching.

  • In the settings menu you can now select “Low” screen shake as an additional option to on and off.

  • Grass objects are now darker

  • Crystals now become dull when clicked to avoid confusion

  • A new Hairy Penguin intro video

  • When Structures are destroyed by Infected-Ground they now leave a purple hologram behind for a while to lets you see what you lost.

  • AURA icon updated slightly

  • Towers now smoothly rotate to fire at their targets. This does not affect their actual time to attack.

  • Updated effects for certain upgrades and structures

  • New particle effect to show the wind direction (This is relevant for some upgrades in the full game)

  • V-Sync is now enabled by default

  • Hazard placement on highground now highlights red to indicate it's invalid.

  • The original Nexus-Drill variant is now blue to better contrast with the green alien enemies.

  • New explosion effect for the Nexus-Drill when destroyed

  • Leech effect now has a visual popup when it activates.

  • Clickable Crystal model improved slightly

  • Ion-Cannon visuals improved slightly

  • The build grid on high-ground now shows in yellow have it be more contrasting.

  • When selecting a Refinery to build, all ore patches are now highlighted as well as invalid ones are highlighted in red.

  • Structures now wobble when damaged and destroyed as visual feedback element.

  • Towers now have a small recoil animations when firing.

User Interface

  • Changed button text in the defeat screen to make it more clear what each button does.

  • Updated a few tooltips to have more clarity.

  • Added an additional loading screen tip.

  • The Axom Codex now shows the amount of things unlocked as a number next to the category

  • Trader upgrades have been renamed to “Core Upgrades” for clarity sake

  • There is now a small delay when an upgrade appears on screen before you can click it to avoid misclicking.

  • Upgrade button in the build phase renamed to “INTEL” as it now also shows enemies in the run

  • You can now see the kills of a Structure even after it has reached max veterancy level

  • You can now see the age of a Structure in it’s Structure panel. (This is relevant for a few upgrades)

  • There is now a dedicated quit button in the main menu instead of it being hidden in the options menu

  • The upgrade selection screen and icons in the shop are now slightly more polished.

  • Cost stat now has an associated icon

  • The final wave has new text for starting and completing it.

  • settings options and other similar selectors now have little boxes to show how many options there are to select from

  • At the end of each wave your top 3 structures will now have a crown icon above them to highlight your best performing structures.

Bug Fixes

  • Scouting beacon is now fully affected by Phantasm ghostly effect.

  • Refineries can no longer be affected by Phantasm.

  • Double Capsule will not longer duplicate a structure to 0,0,0 coordinates if there is no valid spaces.

  • Boss health bars now appear at the correct height for their size.

  • Dialogue boxes can no longer pop up during combat.

  • When using a Capsule on a Structure the build preview will no longer be misaligned afterwards.

  • Text inside of Building buttons is now less blurry

  • Towers will now consistently find a new target without a delay if their target dies.

  • Fixed an issue where towers that were teleported onto low-ground kept their high-ground bonus. Now it updates correctly both ways.

  • Is it no longer possible to place multiple structures with the random structure capsule (It should only be 1)

More from Axom: Conquest

Other announcements

All news
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