- 1. Getting started
- 2. Game modes
- 3. Creeps
- 4. Towers
- 4.1 Tower types
- 4.2 Tower strategies
- 5. Keyboard shortcuts
- 6. Drag actions
- 7. Graphics quality
- 8. Advanced guides
- Appendix A: Commander's Codex
Welcome to the CreepTD Manual!
The manual will provide you with all the information you need to get started and to improve your gaming skills. This is the first place to go if you have any questions.
The manual will also show you how to play the game, what types of creeps exist and what their special abilities are as well as introduce you to the different and unique tower types used to defend your lives against incoming creeps.
1. Getting started
CreepTD is in fact "the mother of all TD games". So, if you played another tower defense game before, most of the following documentation may sound familar to you to some extend. However, if you never played a tower defense game before, never played the tower wars subgenre that requires you also to send creeps or just played rather simplistic ones, these are the basics:
Just looking for a quick start?
Check out the CreepTD Quick Start Guide!
CreepTD basically is about finding the best compromise between attacking your opponents by sending creeps and defending your lives against incoming creeps by building defense structures (towers). At the beginning you get 200 credits, 20 lives to defend and an income per round of 200 credits. If a creep manages to pass through your game board completely, you will lose a life.
Sending creeps will cost some credits but will increase the income you receive with a new round. One round lasts 15 seconds and when a round is finished your credits will be increased by your current income. With this in mind, the best strategy is based on building as few towers as required and sending as much creeps as possible.
When defending, the rule is to place your towers at strategic locations, e.g. where they are able to hit incoming creeps as often as possible to deal maximum damage. On the other hand you have to select the right tower types for the right purposes, decide whether to build additional towers or to upgrade existing ones and later on adjust your towers' strategy settings to deliver best results.
When attacking you gain an advantage by good timing and selecting the most dangerous creep types depending on your oponents' defense setting. Sometimes it may be the right decision to send a wave of smaller creeps and another time there will be a big creep required to put your opponents under pressure.
2. Game modes
The game features a set of entirely different game modes suitable for 1-4 players. You can play a game against the AI, coop games together with your mates or a set of unique competetive modes against other players or teams.
Survivor 2-4 50
In survivor mode, creeps are sent by the AI that is using a set of more or less effective strategies depending on the actual scenario chosen. Players are not able to send creeps but receive income by investing and credits for kills. There are no winners in Survivor mode but the last survivor will gain the most points and skill. Additionally every player's maximum reached level will be saved to the highscores if played using the official highscore difficulty.
Survivor Coop 2-4 50
Survivor Coop mode is similar to Survivor mode with the exception that all players play on a common game board. Players are not able to send creeps on their own but receive income by investing and credits for kills. Credits but not income are shared equally and every player controls only self-built towers. There are no winners in Survivor-Coop mode, it's all about the level you reach through team play.
All vs. All 2-4 50
Creeps are sent to every opponent. If a creep passes through a player's game board completely, it appears again at the beginning of the same player's game board. The last surviving player is the winner. If you are looking for a fair competitive multiplayer mode, this is the mode to play.
Send to random 3-4 50
Similar to "All vs. All", but the player receiving a sent or transfered creep is randomly chosen. If you gain an advantage depends on which player is randomly choosen for each creep. The winner is the last surviving player.
Send to next 3-4 50
Quite similar to "Send to random", but the player receiving a sent or transfered creep is the player behind your position in clockwise order. You might gain an advantage depending on how skilled respectively under pressure the player in front of your position actually is. The winner is the last surviving player.
2vs2 4 50
Players 1 and 2 (top) play against players 3 and 4 (bottom). Creeps are sent to both opponents and if a creep passes through one's game board completely, it will be transfared to the team mate's game board. Winners are both team mates of the last surviving team.
2vs2 Coop 4 50
Similar to 2vs2 but both team mates share a common game board and have to combine their powers to win. Credits but not income are shared equally. Both team mates may build towers anywhere at their common board but each of them will control its own towers only. Winners are both team mates of the last surviving team.
2vs2 Survivor Coop 4 50
2vs2 Survivor Coop mode is a combination of 2vs2 Coop and Survivor. Both teams share a common game board and have to combine their powers to win. Players are not able to send creeps on their own but receive income by investing and credits for kills. Credits but not income are shared equally and every player controls only self-built towers. There are no winners in 2vs2 Survivor Coop mode but the last surviving team will gain the most points and skill.
Sandbox
Try out advanced tactics or just have some fun playing Sandbox. In Sandbox mode there are no winners and no losers, you even cannot die. It's just about trying out new things.
2.1 Survivor scenarios
When playing Survivor, you have the choice between a set of unique scenarios. Some of them are investment based which gives you an ideal way to practice for competitive play while bounty based scenarios are meant for a fun casual game on the go.
The Big Combo | Face deadly combos of incoming creeps while maintaining your bank account. | Investment based |
---|---|---|
Bounty Hunter | Collect bounty for every single killed creep. | Bounty based |
3. Creeps
Use the following creeps to attack your opponents. When sending a creep, your credits will be decreased by the creep's price and your income raises by the creep's income generation value which is 7-10% of its price depending on its strength. Weaker creeps create more relative income while stronger creeps create lesser. When killing a creep, your credits are increased by the creep's bounty.
Price | Bounty | Income |
---|---|---|
50 $ | 5 $ | +5 $ |
Health points | Speed | |
300 | 70 | |
Specials | ||
Regenerates |
The weakest creep in the game. However, don't underestimate them in the beginning.
Price | Bounty | Income |
---|---|---|
100 $ | 10 $ | +10 $ |
Health points | Speed | |
700 | 65 | |
Specials | ||
EMP immunity |
The second creep in the game armored more than twice as much as a Mercury.
Price | Bounty | Income |
---|---|---|
250 $ | 25 $ | +25 $ |
Health points | Speed | |
1.400 | 80 | |
Specials | ||
Fast |
Because of its speed the Fast Nova has a good chance to slip through the early defence.
Price | Bounty | Income |
---|---|---|
500 $ | 50 $ | +50 $ |
Health points | Speed | |
3.700 | 50 | |
Specials | ||
Tough |
A medium armored creep that is difficult to kill at the beginning of a game. It's armored more than 10 times as a Mercury.
Price | Bounty | Income |
---|---|---|
1.000 $ | 90 $ | +90 $ |
Health points | Speed | |
6.000 | 60 | |
Specials | ||
Regenerates |
Because of their special ability, Demeters are a good choice against widespread defence.
Price | Bounty | Income |
---|---|---|
2.000 $ | 180 $ | +180 $ |
Health points | Speed | |
14.000 | 65 | |
Specials | ||
EMP immunity |
Rays cannot be slowed by EMP Emitters. Because of this, the first incoming Rays are a real challenge.
Price | Bounty | Income |
---|---|---|
4.000 $ | 360 $ | +360 $ |
Health points | Speed | |
30.000 | 90 | |
Specials | ||
Fast |
Being both very fast and medium armored makes Speedy Raiders an excellent weapon.
Price | Bounty | Income |
---|---|---|
8.000 $ | 720 $ | +720 $ |
Health points | Speed | |
80.000 | 60 | |
Specials | ||
Tough |
Compared to previous creeps Big Toucans are very tought but slow. Later on Toucans are often used to generate income.
Price | Bounty | Income |
---|---|---|
15.000 $ | 1.200 $ | +1.200 $ |
Health points | Speed | |
120.000 | 70 | |
Specials | ||
Regenerates |
Similar to Demeters, beating a Vulture is tricky because it is able to regenerate its health over time.
Price | Bounty | Income |
---|---|---|
25.000 $ | 2.000 $ | +2.000 $ |
Health points | Speed | |
250.000 | 75 | |
Specials | ||
EMP immunity |
Sharks are fast as well as immune to EMP Emitters. A quite challenging combination to cope with.
Price | Bounty | Income |
---|---|---|
40.000 $ | 3.200 $ | +3.200 $ |
Health points | Speed | |
500.000 | 100 | |
Specials | ||
Fast |
Pretty good armor, outstanding speed. Racing Mambas are not to be underestimated.
Price | Bounty | Income |
---|---|---|
60.000 $ | 4.800 $ | +4.800 $ |
Health points | Speed | |
1.200.000 | 65 | |
Specials | ||
Tough |
This is your assignment: How to kill a creep that is this heavy?
Price | Bounty | Income |
---|---|---|
100.000 $ | 7.000 $ | +7.000 $ |
Health points | Speed | |
1.400.000 | 65 | |
Specials | ||
Regenerates |
Next one: Find out what will happen when combining heavy armor with health regeneration.
Price | Bounty | Income |
---|---|---|
200.000 $ | 14.000 $ | +14.000 $ |
Health points | Speed | |
2.500.000 | 80 | |
Specials | ||
EMP immunity |
Ok, this one is hard: Not affected by EMP Emitters and really tought.
Price | Bounty | Income |
---|---|---|
400.000 $ | 28.000 $ | +28.000 $ |
Health points | Speed | |
6.000.000 | 140 | |
Specials | ||
Very fast |
You see it, then it's gone. Express Raptors are a real nightmare.
Price | Bounty | Income |
---|---|---|
1.250.000 $ | 105.000 $ | +87.500 $ |
Health points | Speed | |
15.000.000 | 70 | |
Specials | ||
Launches Creeps |
They warned me not to tell you, but I... arrgr aaarhr... they are... com
TRANSMISSION ABORTED_
4. Towers
In CreepTD there are six unique kinds of towers and every single one is suitable for different purposes. The following tower types are available:
4.1 Tower types
Gun Turret (Basic)
Gun Turrets are cheap to build and upgrade. When upgraded, Gun Turrets deal more damage in a wider range. Gun Turrets can also be built to kill a creep that has managed to slip through the early defense - and sold again when the job is done.
Price | Range | Cooldown |
---|---|---|
50 $ | 35 | 0.65s |
Direct Damage | Splash radius | |
25 | none | |
Slow rate | Default strategy | |
none | Closest | |
Specials | ||
Cheap upgrade |
Price | Range | Cooldown |
---|---|---|
100 $ | 45 | 0.65s |
Direct Damage | Splash radius | |
50 | none | |
Slow rate | Default strategy | |
none | Closest | |
Specials | ||
Cheap upgrade |
Price | Range | Cooldown |
---|---|---|
150 $ | 55 | 0.65s |
Direct Damage | Splash radius | |
75 | none | |
Slow rate | Default strategy | |
none | Closest | |
Specials | ||
Cheap upgrade |
Price | Range | Cooldown |
---|---|---|
200 $ | 65 | 0.65s |
Direct Damage | Splash radius | |
100 | none | |
Slow rate | Default strategy | |
none | Closest | |
Specials | ||
none |
EMP Emitter (Slow)
To support your defense setting, you should build EMP Emitters here and there. EMP Emitters will slow down the targets they attack so that other towers are able to hit incoming creeps more often. Additionally EMP Emitters deal a little damage and will splash-slow multiple targets when upgraded to the maximum level.
Price | Range | Cooldown |
---|---|---|
100 $ | 35 | 0.75s |
Direct Damage | Splash radius | |
25 | none | |
Slow rate | Default strategy | |
30% (0.8s) | Fastest | |
Specials | ||
Slows target |
Price | Range | Cooldown |
---|---|---|
200 $ | 45 | 0.8s |
Direct Damage | Splash radius | |
50 | none | |
Slow rate | Default strategy | |
35% (0.8s) | Fastest | |
Specials | ||
Slows target |
Price | Range | Cooldown |
---|---|---|
400 $ | 50 | 0.85s |
Direct Damage | Splash radius | |
75 | none | |
Slow rate | Default strategy | |
45% (1s) | Fastest | |
Specials | ||
Slows target |
Price | Range | Cooldown |
---|---|---|
3.000 $ | 55 | 0.9s |
Direct Damage | Splash radius | |
100 | 25 (30% Dmg.) | |
Slow rate | Default strategy | |
50% (1s) | Fastest | |
Specials | ||
Splash-slows targets |
Cannon Tower (Splash)
The Cannon Tower's splash damage affects multiple creeps in the target area, so if you notice a bunch of creeps swarming through the map, this is the tower to build. The damage dealt by Cannon Towers and their range can be increased by upgrading.
Price | Range | Cooldown |
---|---|---|
150 $ | 35 | 1s |
Direct Damage | Splash radius | |
60 | 25 (19% Dmg.) | |
Slow rate | Default strategy | |
none | Closest | |
Specials | ||
Deals splash damage |
Price | Range | Cooldown |
---|---|---|
300 $ | 40 | 0.8s |
Direct Damage | Splash radius | |
120 | 30 (30% Dmg.) | |
Slow rate | Default strategy | |
none | Closest | |
Specials | ||
Deals splash damage |
Price | Range | Cooldown |
---|---|---|
600 $ | 45 | 0.6s |
Direct Damage | Splash radius | |
180 | 35 (40% Dmg.) | |
Slow rate | Default strategy | |
none | Closest | |
Specials | ||
Deals splash damage |
Price | Range | Cooldown |
---|---|---|
1.200 $ | 50 | 0.4s |
Direct Damage | Splash radius | |
240 | 40 (50% Dmg.) | |
Slow rate | Default strategy | |
none | Closest | |
Specials | ||
Deals splash damage |
Missile Silo (Rocket)
Missile Silos will launch homing missiles at creeps that get into their range. A missile that once has been launched will follow the creep, even if the creep is no longer in the silo's range. If the targeted creep is killed by another tower, the missile will search for another target in range to head towards. Missiles cause splash damage to a large area on impact. Range, splash radius and damage dealt by Missle Silos can be increased by upgrading.
Price | Range | Cooldown |
---|---|---|
1.000 $ | 50 | 3.5s |
Direct Damage | Splash radius | |
1.000 | 30 (19% Dmg.) | |
Slow rate | Default strategy | |
none | Strongest | |
Specials | ||
Launches homing missiles |
Price | Range | Cooldown |
---|---|---|
3.000 $ | 60 | 3.5s |
Direct Damage | Splash radius | |
3.500 | 30 (30% Dmg.) | |
Slow rate | Default strategy | |
none | Strongest | |
Specials | ||
Launches homing missiles |
Price | Range | Cooldown |
---|---|---|
7.500 $ | 70 | 3s |
Direct Damage | Splash radius | |
7.500 | 30 (40% Dmg.) | |
Slow rate | Default strategy | |
none | Strongest | |
Specials | ||
Launches homing missiles |
Price | Range | Cooldown |
---|---|---|
15.000 $ | 80 | 3s |
Direct Damage | Splash radius | |
15.000 | 30 (50% Dmg.) | |
Slow rate | Default strategy | |
none | Strongest | |
Specials | ||
Launches homing missiles |
Tesla Tower (Speed)
As soon as you need a tower that deals heavy damage with a short cooldown, the Tesla Tower is the one to build. When upgraded, the Tesla Tower's damage and range will be increased and the cooldown time becomes even shorter.
Price | Range | Cooldown |
---|---|---|
1.000 $ | 50 | 0.45s |
Direct Damage | Splash radius | |
250 | none | |
Slow rate | Default strategy | |
none | Strongest | |
Specials | ||
Fast attack speed |
Price | Range | Cooldown |
---|---|---|
3.000 $ | 55 | 0.35s |
Direct Damage | Splash radius | |
700 | none | |
Slow rate | Default strategy | |
none | Strongest | |
Specials | ||
Very fast attack speed |
Price | Range | Cooldown |
---|---|---|
7.500 $ | 60 | 0.25s |
Direct Damage | Splash radius | |
1.350 | none | |
Slow rate | Default strategy | |
none | Strongest | |
Specials | ||
Super fast attack speed |
Price | Range | Cooldown |
---|---|---|
15.000 $ | 65 | 0.15s |
Direct Damage | Splash radius | |
1.800 | none | |
Slow rate | Default strategy | |
none | Strongest | |
Specials | ||
Ultra fast attack speed |
Ion Cannon (Ultimate)
Everything comes at a price, so comes the Ion Cannon. Ion Cannons cause maximum havoc over long distances. When fully charged, Ion Cannons use an orbiting mirror satellite to fire their high energy ion beam towards the targeted ground area.
Price | Range | Cooldown |
---|---|---|
20.000 $ | 100 | 5s |
Direct Damage | Splash radius | |
27.500 | none | |
Slow rate | Default strategy | |
none | Strongest | |
Specials | ||
Huge damage, very high range |
Price | Range | Cooldown |
---|---|---|
50.000 $ | 150 | 2.5s |
Direct Damage | Splash radius | |
40.000 | none | |
Slow rate | Default strategy | |
none | Strongest | |
Specials | ||
Maximum damage and range |
4.2 Tower strategies
To improve your defense setting's efficiency, there is the option to manually define each tower's attack strategy. The following strategies can be set:
Tower strategy | Selected target in the tower's range | Keyboard shortcut |
---|---|---|
Closest | The least distant creep to the tower | K |
Farthest | The creep nearest to the map exit | 0 (zero) |
Weakest | The creep with the least absolute health points left | O (character) |
Strongest | The creep with the most absolute health points left | P |
Fastest | The fastest creep in range (prioritizes slowable over slow immune creeps) | L |
Additionally there is the option to enable the Lock-Strategy (Keyboard shortcut: 9). When enabled, the tower will, when once attacking a creep, not select another creep until the currently attacked creep is out of range.
5. Keyboard shortcuts
Most of the commands available through buttons may alternatively be performed using keyboard shortcuts. Advanced players usually use these shortcuts to act even faster.
Keyboard shortcut | Action performed |
---|---|
U | Upgrade the currently selected tower |
I | Sell the currently selected tower |
G | Build Gun Turret |
H | Build EMP Emitter |
J | Build Cannon Tower |
B | Build Missile Silo |
N | Build Tesla Tower |
M | Build Ion Cannon |
0 | Set "Farthest" strategy |
O | Set "Weakest" strategy |
P | Set "Strongest" strategy |
K | Set "Closest" strategy |
L | Set "Fastest" strategy |
9 | Toggle "Lock" strategy |
TAB | Toggle sound on/off |
ALT | Left click to highlight an area (Coop only) |
Keyboard shortcut | Action performed |
---|---|
1 | Send Mercury |
2 | Send Mako |
3 | Send Fast Nova |
4 | Send Large Manta |
Q | Send Demeter |
W | Send Ray |
E | Send Speedy Raider |
R | Send Big Toucan |
A | Send Vulture |
S | Send Shark |
D | Send Racing Mamba |
F | Send Huge Titan |
Z or Y | Send Zeus |
X | Send Phoenix |
C | Send Express Raptor |
V | Send Mothership |
SPACE | Invest (Survivor only) |
Mouse wheel |
Adjust investment amount / Invest (Survivor only) |
Additionally it is possible to send a whole wave of creeps by pressing SHIFT + creep shortcut. Alternatively, sending a wave can also be performed by holding down SHIFT while clicking the creep's send button.
6. Drag actions
It is possible to build a whole bunch of towers of the same type at once. To do so, select the desired tower type by pressing the corresponding keyboard shortcut or select it by using the tower sidebar buttons. Now you are able to build multiple towers by dragging the mouse over the desired cells while holding down the mouse button.
Similar to drag-building, the shortcuts U, I and the change strategy shortcuts may also be used to perform drag-upgrading, drag-selling or drag-strategy-changing of a whole bunch of towers. Just hold down the shortcut key and move over the targeted towers while holding down the mouse button.
The upgrade, sell and change strategy shortcuts will also perform the desired action if there is actually no tower selected but highlighted (hovered by the mouse cursor). To deselect the current tower, press the second mouse button.
7. Graphics quality
There is the possibility to select your desired graphics quality in the options screen. The game has been optimized for the "medium" setting, however quality may be improved by additional interpolation and higher thresholds. If you are playing on a netbook or similar, you may also find it usefull to give the lower qualities a try. It's also possible to adjust the quality level while the game is running.
Quality | Effects | Context animations | Projectile tail length | Antialiasing | Transparency | |
---|---|---|---|---|---|---|
Maximal | ∞ | 500 | 20 | Yes | Yes | |
High | ∞ | 250 | 15 | Yes | Yes | |
Medium | 50 | 100 | 10 | Yes | Yes | recommended |
Low | 25 | 50 | 5 | No | No | |
Minimal | 10 | 25 | - | No | No |
8. Advanced guides
If you like to learn more about tactics, map making or development, we encourage you to visit the forums. There you will find detailed and advanced guides (some things may really impress you) created by other players and all other additional information that might be useful for you.
So it only remains to us to ask: Are you smart enough? ;-)
Appendix A: Commander's Codex
To make a multiplayer game like CreepTD a thrilling experience for everyone, there is just a handful of rules that every player needs to follow:
- 1. Let everyone enjoy the game
- Noone feels comfortable in a hostile environment. So use mild language, do not spam and especially do not harrass others in any way. If you cannot say something constructive, better do not say anything at all.
- 2. Practice fair play
- Every form of sports and every game needs fair play to be enjoyable. So do not use bugs (please report them instead) or even a second account to intentionally defeat players with a obvious lower skill value to push your own stats.
- 3. Practice team play
- If you once decided to play a team game, do not leave your team mate alone unless there is a good reason for this and you explained it to your mate.
- 4. Drive constructive feedback
- The game provides you with various possibilities like the forums or the Facebook page to express your own thoughts. To make this a profitable process, please do not misuse this freedom for any kind of harassment. Again, if you cannot say something constructive, better do not say anything at all.
Of course we know that the majority of players will agree with the Comander's Codex and see it just like a matter of course. However, everyone else who is unable to behave according to the Commander's Codex must be prepared to face a temporary or permanent suspension of his account. Additionally the Commander's Code will of course still remain untouched if your account has been suspended, so if you make an attempt to remove or shorten the duration of the suspension, do this constructively.
Thank you!