Chthonian TD

Chthonian TD

About the Game

Chthonian TD

is a dark, stylized co-op blend of action roguelite and tower defense. You don’t just place towers—you run, shoot, and swap between a combat platform above and a mining layer below. Spend a shared wallet wisely, hold the line through six escalating waves and a boss (Wave 7), then push your luck in Endless. Runs are quick (about 10–15 minutes), tense, and built for “one more try” with friends.

Play your role. Four classes make the team click: the Fighter carves space, the Miner fuels the economy, the Engineer shapes lanes and keeps defenses running, and the Medic stabilizes the push with heals and clutch revives. Everyone contributes, and your money pool is shared—coordination beats raw stats.

Build on the move. Crossbows handle single targets; cannons blast groups. Each now comes in three archetypesBasic, Crystal, and Void—so you can tailor lanes to enemy comps:

  • Crystal adds Chain Shot and can grant bonus resources on kill.

  • Void adds Armor Penetration and a brief Micro-Stun on hit—great for elites and boss pushes.
    All towers gain Tower XP during the run and level 1→3 for extra range (with visual bullet scaling), making builds feel stronger without slowing the pace.

Know your targets. Enemies come in categories—normal, anti-AOE, anti-projectile—so you’ll want a mix of projectile and AOE damage to stay ahead.

Progress beyond a single run. After each game you earn crystals to invest in permanent base stat boosts (damage, move speed, attack speed, attack range, max health). Meta upgrades now also nudge your next attempt with higher starting resources/XP and slightly juicier pick-ups, so each new run begins a touch stronger.

Maps that stay fresh. Each run seeds a new crystal-lit mine with two distinct feels: Dungeon (tighter rooms) for scrappy holds and Wide (open fields) for flexible setups. Swap layers instantly to plug leaks or scoop resources; readability stays high via class colors, outlines and clear VFX. No friendly fire—this is about teamwork, not team griefing.

Art style. Stylized low-poly dark fantasy: chunky silhouettes, hand-crafted forms and cozy dungeon lighting. Stone, runes and glowing hexagonal crystals create a clean, readable battlefield that supports fast decisions.

What’s in Early Access

  • 1–4 player online co-op

  • Two modes (Dungeon and Wide), six waves + boss (Wave 7), optional Endless afterward

  • Core towers: Crossbow, Cannon plus their elemental variants (Basic / Crystal / Void)

    • Crystal: Chain Shot + chance of resource drops on kill

    • Void: Armor Penetration + Micro-Stun on hit

  • Tower XP & Levels (1→3): towers gain XP from damage/kills; range scales per level

  • Run-based upgrades (XP picks) and a tight shared-wallet economy

  • Meta progression (crystals): permanent base stat boosts, improved run starts (higher starting resources/XP) and slightly increased pick-up yields

  • Seed-generated maps in a crystal mine biome

  • Simple in-game library to look up classes, towers, enemies, perks and resources

  • English only

Vision

This is a small, honest Early Access build focused on the core loop. If enough players enjoy it, the plan is to expand with more towers and enemy variants, additional maps/biomes, deeper meta progression and new class options. For now, it’s all about tight, replayable co-op that respects your time:

Fight above, mine below, survive together.

Initial Release