Demo version and maps

I have a steam game axontd uprising that claim i can get more mapes in the steam workshop, but will these work with the demo version
?

The demo version of *Axon TD: Uprising* does not officially support Steam Workshop content. While the full game includes a map editor with Steam Workshop integration, allowing players to create and share custom maps citeturn0search1, there’s no indication that these features are accessible in the demo version.

To access and play custom maps from the Steam Workshop, you’ll need to purchase the full game. If you’re interested in exploring user-generated content and utilizing the map editor, upgrading from the demo is the way to go.

For a visual overview of the map editor and its capabilities, you might find this feature preview helpful:

videoAxon TD Map Editor – Feature Previewturn0search5
what is the difficulty level to recreate this game in unreal?
Recreating **Axon TD: Uprising** in Unreal Engine lands somewhere between **medium and hard**, depending on your goals and how pixel-perfect your clone needs to be. Here’s a rough breakdown:

### 🎯 If you’re aiming for a *basic functional clone*:
**Difficulty: Moderate**

**Key systems to build:**
1. **Grid/tile-based tower placement** – Easy-medium with spline/grid logic.
2. **Enemy wave spawner** – Straightforward, using timers and arrays.
3. **Pathfinding (Tower Defense AI)** – NavMesh-based or A*; medium difficulty.
4. **Tower attack logic (targeting, damage, range)** – Medium.
5. **UI (money, upgrades, lives)** – Easy-medium, depending on polish.
6. **Visual polish (VFX, camera, transitions)** – Optional, but raises difficulty fast.

### 💀 If you’re going for a *full-feature replica with map editor and workshop support*:
**Difficulty: Hard to “you better love suffering”**

**Additions:**
– **In-game level/map editor** – Advanced. Requires runtime mesh editing or tilemap logic.
– **Steam Workshop integration** – Advanced. Involves backend code, file I/O, and Steam SDK.
– **Balancing, difficulty curves, tower upgrade paths** – Medium-high (time-consuming).
– **Multiplayer or co-op (if supported)** – Nightmare mode if done right.

### 🧠 TL;DR Summary:
– **Functional clone** = 1–3 months solo with C++ or Blueprints if you’re learning fast.
– **Feature-rich faithful copy** = 6+ months even for experienced devs, longer if you’re solo.

Want to do it modularly with possible reuse in your VR museum? That could be smart. Want a breakdown of just the core mechanics to get started?