[Update] We all hate ads - Nodefall is now completely ad-free

[Update] We all hate ads - Nodefall is now completely ad-free

Season 1.0 has been live for almost 3 weeks now. Working on upcoming features gave me a chance to take a breath and look at Nodefall as a whole.

We hit a cool milestone: almost 100 installs and massive, nearly 800 games played in those 3 weeks.

To celebrate, and honestly, just because ads suck and ruin the flow, I decided to completely remove all ads from the game. No forced ads, no rewarded video junk, nothing. Nodefall is now completely free and 100% ad-free.

In other update news, I also added a Game History feature today. You can now review past runs to see what tower setups worked, what failed, and refine your strategy for the next attempt.

Hope you like these changes, and I'll see you on the leaderboards!

u/AnomalyDevTeam — 1 day ago

PvP in tower defense games - what makes it actually good?

Hey! Most tower defense games don't have PvP. The ones that do often get it wrong. What do you think would make PvP good in a TD game?

Some starting points:

  • What PvP mechanic actually feels fun to you? Why does it work?
  • What PvP mechanic feels bad or unfair? Why?
  • If you designed PvP in your imaginary, perfect tower defense game from scratch, what would the core mechanic be?

Feel free to reference games as examples, but I'm mostly curious about the mechanic itself and why it works (or doesn't). No wrong answers here.

reddit.com
u/AnomalyDevTeam — 14 days ago

Nodefall TD (formerly Pure TD) just went alpha and got offline mode with zero ads

A few weeks ago I got some harsh but honest feedback that the game was looking static, and it stuck with me. I've been working really hard since then on the visuals, so I really hope it feels tempting to look at now.

Big milestone for me - the game just went alpha and got its own identity as Nodefall TD. Every enemy, tower, and map has been revamped, towers now have perks, SFX and sound design are new, the UI got a full polish pass, and a bunch of small quality-of-life stuff snuck in too.

Season 1 alpha kicks off August 1st, with season rewards finally showing up on profiles.

And since I was already rebuilding everything.. I have added a fully offline mode. Zero data fetched, zero ads. No account, no connection, nothing. Because why not!

If you end up trying it out, I'd genuinely love to hear your feedback, here, or on the community Discord.

I hope I'll see you on the leaderboards!

u/AnomalyDevTeam — 22 days ago

Pure TD - From the love of classic tower defense - your feedback needed

Hey everyone! Solo dev, first post here, so a proper intro is in order.

I grew up on classic tower defense, the kind where winning came down to where you placed a tower and how you read a wave, not how much time or money you'd sunk into upgrades. Somewhere along the way a lot of mobile TD drifted into loot boxes, energy timers, and power creep, and I missed the genre I fell in love with. So I built the game I actually wanted to play.

The core idea:

- No loot boxes, no pay-to-win, no meta-progression

- Everyone plays on the same level ground — first hour or thousandth

- Success comes from strategy and tower synergy, not what you've unlocked

- Global leaderboards and ranked seasons to actually test that strategy

- Clean, minimalist visuals — clarity over clutter once waves get big

It's been running a few months now through beta seasons, and a small community's starting to form. I'm having as much fun playing it as I did building it.

Video's below, I'm not looking for installs here, just your honest read. Does the concept land? Does it look like something you'd actually want to play? What's missing to make it awesome rather than just solid? Brutal honesty welcome, I'll be around all day to reply.

u/AnomalyDevTeam — 27 days ago

From the love of classic tower defense - introducing Pure TD

Game Title: Pure TD

Playable Link: https://play.google.com/store/apps/details?id=com.anomalydev.towerdefense

Platform: Android

Description: 

Hey everyone!

I'm a solo indie dev, and this is my first post here, so let me introduce myself properly.

I grew up on classic tower defense, the kind where winning came down to where you placed a tower and how you read a wave, not how much time or money you'd sunk into upgrades. Somewhere along the way, a lot of mobile TD games drifted into loot boxes, energy timers, and power creep, and I missed the genre I fell in love with. So I built the game I wanted to play myself, a no-nonsense, zero-grind TD for Android.

The core idea is simple:

- No loot boxes, no pay-to-win, no meta-progression.

- Everyone plays on the same level ground, whether it's your first hour or your thousandth.

- Success comes down to strategy and tower synergy, not how much you've unlocked.

- Global leaderboards and competitive ranked seasons to actually test that strategy against real players.

- Clean, minimalist visuals. I wanted clarity over clutter, especially once waves get big.

It's still small, it's been running for a few months now with beta seasons and a real community starting to form, and I'm having as much fun playing it as I did making it.

I'd love for folks here to give it a shot and tell me honestly what you think, what feels good, what feels missing, anything that would make it a better TD game. This community's opinion means a lot to me, and I'll be around to answer anything.

u/AnomalyDevTeam — 29 days ago

PureTD – Season 4 is live + 6 months later thoughts

Hey everyone! It's been a busy 6 months since launch, and I wanted to share an update.

First off,new season is live, so leaderboards have been reset. Fresh start for everyone!

Looking back at where the game was 6 months ago, it's come a long way. Connecting all the mechanics together was an enormous amount of fun, and honestly I'm still having a blast playing through each map myself.

What's coming next:

- I'm currently working on a proper in-game tutorial.

- The next big milestone after that will be adding user profile history and seasonal rewards.

- Also, UK launch is happening in the next few days!

I just want to say a genuine thank you to this community. The support and advice I've gotten here has honestly shaped a lot of where the game is headed, and I don't take that for granted.

I've also got two quick questions I'd love your input on:

  1. How important is it to you to see the monster order in a wave before starting a map? Should I add some kind of indicator or helper on the maps list to preview this?

  2. How much information is "enough" in the UI? Would it help to have short descriptive texts on the tower bottom sheet in-game explaining what each tower does, or is having that info in the Seasonal tab of the main menu sufficient?

Let me know what you think, always looking to make this better with your feedback. Have a great day, and see you on the fresh leaderboards!

u/AnomalyDevTeam — 2 months ago

PureTD - Classic Tower Defense looks nicer now!

Hey everyone! I had the chance to push through some UI improvements I've been wanting to do for a while, and I'd love to hear what you think.

What's new:

- Tower panel bonuses are now visible — you can finally see the actual bonus values applied to each tower directly in the panel, no more guessing.

- Colored indicators for booster effects — towers affected by a booster now show a colored highlight, so it's much easier to tell at a glance what's buffed and what isn't.

- Tesla and Viper towers now display details for chains and poison.

- Lots of small fixes — stability and polish improvements all around.

I hope this will improve your gaming experience. If anything feels off, is missing, or could use more love, let me know!

Have a great day and see you on leaderboards.

u/AnomalyDevTeam — 2 months ago