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Arcade Highlight: Clash on Abaddon

This week’s Highlight comes from the group ‘Crusade of Blader,’ who we’ve featured in the past for their card game BarCraft. Today, we look at another one of their great games: Clash on Abaddon. CoA is a four player cooperative tower defense game that blends hero leveling, resource management, and a built in progression system into a deep and satisfying experience.

CoA has elements from multiple game types and merges them into a deep and complex tower defense game. You have your standard tower defense mechanic of protecting yourself from waves of enemies racing down predetermined paths by creating towers of various types. Additionally, you can choose between a few heroes whose spells can increase your chances of success. These spells range from destructive energy attacks to boosting the attack speed and range of towers. Heroes can also activate beacons around the map that offer different effects such as revealing invisible units or increasing attack damage of all towers. Finally, CoA includes the classic StarCraft II economy management which allows you increase your probe count and upgrade your basic buildings so that you’ll always have a healthy income. 

Jump online and give Clash on Abaddon a go. If you already have StarCraft II installed, click here to start playing now. You can also play it free with a StarCraft II Starter Edition account.

We talked to the team behind this great game to get some insight on what was involved in its creation.

Traysent: What made you interested in game design? 

Crusade of Blader: Our team members have been gamers for over 10 years. There really wasn’t any other choice then to get into game design.

T: What made you want to make games with the StarCraft II editor? 

CoB: We’ve always been big Blizzard fans and we’re very familiar with the StarCraft Brood War and Warcraft III editors. We started to work on the StarCraft II editor during the beta. During this time we found kindred spirits within the community and set up our team which ultimately developed BarCraft and Clash on Abaddon.

T: What was the inspiration for Clash on Abaddon?

CoB: Players may recognize that some of the elements are similar to the game “Kingdom Rush”, a game we were thoroughly enjoying when we were deciding on our next concept. We thought that it would be cool to design a game that focused on players cooperating as well as adding economic and hero systems. This all culminated into “Clash on Abaddon!”

T: How long did it take to make your game? 

CoB: It took about four to five months before our first public release.

T: How many people worked on this game and what roles did they have? 

CoB: Initially, we had four members but later expanded with two more. Four of us poured all of our energies into Clash on Abaddon, dividing the work between script, data, design, and art production. While the other two members helped test for bugs while also maintaining “BarCraft.”

T: What was the hardest obstacle in the development process and how did you overcome it? 

CoB: Balancing the economic system and terrain became a challenge as players started cooperating more effectively. In fact, it’s such a challenge that we feel we haven’t solved it yet, but we’ll continue to work on it! 

T: Are there any updates coming to Clash on Abaddon that the community can look forward to?

CoB: Indeed! We’re looking to optimize the later waves to improve performance. We’ll also be working on the upgrades that players can purchase. We’re also planning to add additional modes such as a single player mode later down the line.

T: What advice would you give to someone who was interested in using the StarCraft II editor to make their own game? Where is a good place for them to start the learning process? 

CoB: For our Chinese brothers and sisters, we highly suggest using as a good starting point. Additionally, we find very helpful.

T: Do you have any plans for other games or future goals as a game designer? 

CoB: After creating Barcraft and Clash on Abaddon, we felt we’ve really hit our stride from a game design standpoint and we’ll continue to produce games that are of the same quality as what we’ve done so far.

T: What’s the best way people can follow you and your work (Twitter, Facebook, Website, etc.)?  

CoB: Chinese-players follow us by visiting while Chinese players can join our QQ group, 5188488. Additionally, we still use the email address to stay in contact with our players. We reply to every message! 

T: Do you have any favorite games on the StarCraft II Arcade? 

CoB: Squadron TD helped inspire us with their economic system. We also like the famous “Clash of Clans” which also inspired some of our design choices, though we think they’ve done a better job!

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