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Good day, Keepers! Its been a week since Keep the Keep got released and so far we are pleasantly surprised at how much feedback weve gotten from you so far! (a special shout-out here to our Discord followers). With your help, quite a few small issues have been found and fixed during the past few days:
Keepers, rejoice! Today is the day we finally release Keep the Keep out of Early Access! After almost three years of development and 1.5 years in the EA, it is time to release the game and let it be for a while. And, despite being our first product of that scale, Keep the Keep has attained plenty of features over that time:
Greetings, you all, good sirs and ladies, Keepers and spectators alike! Today we are excited to tell you: the time has come for us to finally release Keep the Keep out of the Early Access! On March 15th, there will be the final version release - 1.23.1! It's been a long and rather bumpy road with all sorts of adventures, upgrades, trials and errors on the way - and we are so, so glad that you've taken it with us! After almost 3 years of development, 1.5 of which have been spent in early access, it's finally time to say: we are ready to release our Keep the Keep (feels almost like a child at this point). It's actually crazy how much has this journey taken us, but thanks to you, our players, our friends and our supporters, it's been a pleasure and a lot of valuable experience. You see, Keep the Keep, while being our first game of that release calibre, is a game like no other - which is both a blessing and a curse. Is it a turn-based strategy? Is it a puzzle? Is it a tower defense? Auto chess? Wacky streamlined Netstorm-like tactics? It's just too hard to precisely describe what it is in straight terms - you'll have to see it for yourself. And we'll always be glad to hear your feedback, be it positive, negative or constructive. What can you expect from this release? We're preparing the last fixes and adjustments, making sure that everything runs smoothly, but generally, the game will stay like it is right now since its plot campaign is finished, its towers are balanced, and features - defined. What shall happen afterwards? We are yet to see ;) Suffice it to say, it depends on the interest of our players, whether we will release free DLCs in the future or will limit ourselves to bug fixes. It's largely up to you, our dear Keepers. So, get ready for the 15th of March, for Keep the Keep is coming! Nebulate.me team
Greetings, our valiant Keepers!
Have you thought, that we, perhaps, were gone missing yet?
No worries, this rather long pause was due to us working hard on the latest update, to bring out a lot of important changes. Lets get right into them.
First of all, weve seen that you liked the Encyclopedia changes and have gotten out an absolutely massive UI redesign for a few more screens:
1. Multiplayer Lobby got completely redone thanks to a friendly helpful designer hand. The original version was rather clumped up and confusing in terms of what the player was supposed to do there, so we've made a more concise flow for you to use:
As you could no doubt see, the current player shall now always be displayed in the top left part of the screen, above all the other players on the server; there is a logical grouping of server options (top right part of the Lobby) and player options (bottom right part), so you won't get lost in those anymore. We hope you'll like it!
2. The Battle screen now allows you to access both Settings and Encyclopedia by pushing the top-right Pause button or Escape. Also, the Tower initiative Queue has been relocated to a more prominent and visible position in the top centre of the screen, so you will have an easier time monitoring the tower activation order; additionally, we've got player turns recorded there as well, thus, making it obvious which player shall build their tower after which.
3. Settings Screen is now in a matching wiki-style, with a more concise outlook and a familiar closing button in the top left corner of the screen. Buttons are now consistent with the overall menu style, and hopefully, the screen itself is easier to read now as well.
Secondly, a bunch of important multiplayer issues have been addressed, such as the infamous game soft-locking bug whenever the server quit the lobby before his clients got the chance to leave. Likewise, it has become easier to click the right spot whenever placing a tower with subtle changes of the clicking area.
Thirdly, minor quality-of-life improvements have been introduced - for example, the winning player will enjoy a small firework show shooting out of their Keep; tutorial advice should not vanish immediately, making first levels much more straightforward to complete at your own pace, finally, the recommended graphical settings will be calculated on the first game launch for a properly comfortable experience, addressing a known issue of launching the game at maximum settings - at the cost of one's performance.
As you can see, a lot of things have been moved around and improved, and thus we finally enter the thin finish line before the actual long-awaited release of Keep the Keep as the game manages the level of polish we are rather content with.
As for now, stay tuned for the incoming week and keep it cool!
Always at your service,
Nebulate.me team
Greetings, dear Keepers!
Today we are happy to announce a multitude of awesome updates that will make your keeping much more enjoyable.
First of all, weve completely overhauled the Encyclopedia screen: from now on, you shall see all of the relevant stats of any given tower next to its narrative description. This is very important for you, good folks, to understand how every tower operates and what are its strengths and downsides, its the number of health points and shooting range.
Furthermore, we have added 2 more tabs to the Encyclopedia - Characters and Rules: the former will tell you some lore about the characters of Keep the Keep while the latter will finally shed some light on all the battle mechanics present in the game. Did you know that every Tower has its own initiative that it activates upon? Do you know why and how Soldiers and Golems move around and choose their targets? Well, now there is a detailed explanation of that!
Secondly, weve finally figured out the AI for all of the towers unsupported by AI before: namely, Golems and Barracks. While the current AI isnt the brightest yet at picking the places, its reasonably competent to pose a bit of a challenge for you now - and so were glad to enable all of the towers for its choice in the Quick Match and Local multiplayer. Check them out!
Third, weve got a piece of more appropriate battle music for the tutorial levels with our good old master Gugo: Forbearing. Its much better suited for the safety of those entry challenges, so check it out on our Soundcloud!
Finally, weve made a lot of fixes on UI and game interactions, layouts in Editor and Multiplayer screens, etc. - and even more, are to come as were getting closer to the release!
Meanwhile, were eager to hear your feedback in the comments.
Happy keeping!
Greetings, fellow Keepers!
A good day for an update, wouldn't you agree?
Today we're releasing a bunch of small but noticeable changes that will make your Keeping better:
1. We've added a Privacy Policy to analyse your actions in the game and improve our levels' quality, both their balance and engagement. All of the data we collect is anonymous, as we're only interested in the stats here, not in your private affairs. Not to worry!
2. The infamous Mac exit crash was finally dealt with. In the future, we will make sure there are no such game-breaking issues anymore.
3. AI upgrades - the AI will be smarter about the tower placement related to Barracks, not to block their exits and also won't be careless enough to build towers under their own Sappers. More fun to play with, and in the next update, we shall be expecting Barracks tower support.
4. UI Quality - better Character dialogue skip interaction, improved tower destruction animation (have a look at the GIF above) and more concise tower status icons.
With all those enhancements, we sincerely hope your experience within Keep the Keep will be smoother and more enjoyable.
Stay tuned for the following weeks!
Nebulate.me
Greetings, fellow Keepers! We hope this update finds you in good health and mood. It's been a long while since the last change to Keep the Keep was officially announced, and there are a lot of tales to tell of what happened since then.
Good day, fellow Keepers! Today we are introducing quite a bunch of new features and fixes for Keep the Keep. Took us a while, perhaps, but we are keen to address every issue that you might find out (please, report either here on Steam or join our Discord to do so) and also pump some good things as well. Let's get into it.
Greetings, fellow Keepers! This Friday we bring you a multitude of goodies:
Good day, fellow Keepers!
Today we have wonderful news for you: finally, our long 40-level Campaign is getting a proper plot story!
Having a story in a game like this one might seem like a no-brainer, really, but there has always been a lot of work to be done yet since its initial release back in July 2021. Different priorities we had back then: implementing new towers, multiplayer features, AI and other useful things.
But now, for the first time in all these months, we shall start taking care of the narrative. And here I humbly shut up and give the word to...
Greetings! I am Keylin, an inventor apprentice from the free city of Evyreed.
Dreaming of a better future for my people, I came from my village to the revered battle veteran, Master Gugo Borhond - to study both military strategy and tinkering. While he didn't really treat me any different than any of the other street boys initially, a certain amount of persistence on my side eventually changed his mind ;)
Today we are testing my newest invention - the Cannon Tower, capable of hitting targets hard and very far away. This should revolutionise warfare, and make all the regular means of fighting obsolete! So excited about this, hard to think about anything else! By the way, do you wanna see take part in the presentation? Really? Yaay! See ya there!
Greetings, fellow Keepers!
Today is a very special day for Nebulate.me - it's been two years since we've made the very first prototype on Ludum Dare #46 and got quite a positive feedback from our audience. You could still play it for free on the Nebulate.me homepage, by the way.
As one could see, the core idea has been there even back then in 2020, but the game itself was rather unpolished and lacked a lot of the content you see as normal today: the single-player campaign, 15 different Tower types, the Editor, the Quick Match mode, and of course the Multiplayer mode.
Back then, we really believed that the Multiplayer IS the main reason to have Keep the Keep released, as it was incredibly engaging from our humble point of view - just getting to outsmart one another and get the other player cornered is really fun (well, at least for the winning side), and so we spent a lot of our development time creating a workable multiplayer system.
In retrospect, it does not look like such a hot idea now, since we simply didn't have the media and development resources that would allow getting enough players on the very first early access launch (which we also botched, coincidentally). Au contraire, it looks like a better idea for such a small studio as us to concentrate the efforts on single-player mode and make it as attractive and exciting as possible.
Nevertheless, 15 months after the prototype has been made, we finally launched our Early access! And even then, the game wasn't particularly cool to look at (you could check it out here)
Nowadays, it looks like we got some traction, after all, learning how to make our game attractive the hard way, which features to focus on and what are the things you pay the most attention to ;)
Thank you all for being with us all this time, the journey would be much, much harder without your support!
To celebrate the date, we are offering a unique deal today:
Good time of the day, fellow Keepers! This week, we proudly present you with a whole set of important updates!
Good Day, fellow Keepers!
Today we are happy to introduce yet another new Tower Type: the mighty Defender!
This new Tower Type is, in fact, a very different version of the familiar and well-known Shield Tower: Defender has the same 2 health points, requires energy, can face both cardinal and diagonal directions... But here comes an important difference: while Shield tower protects itself from a given direction, Defender covers one nearby friendly tower instead, whatever it may be: a Keep, a Reactor, a Wall, a Soldier, etc.
This allows for flexibility level unbeknownst beforehand since this new tower can be used both to quickly shield important nearby ally that's being pressed and to expand into the territory attacked by the opponent just as well. Indeed, the only thing important to keep in mind is that the Defender tower simply requires the allied tower to exist and have substance to it (so, it won't protect the Domain tower at all) and the energy to be provided.
While we might feel like the new tower is a bit too powerful, the future balance changes shall happen as a result of your feedback rather than our own shenanigans - so we're really looking forward to your opinion on the matter. Please try it out and comment here, under this post, or send us the feedback on our Discord Server.
Good day, fellow Keepers! Well... probably, not as good as we'd like it to be, but still... we hope your dear ones are safe and you get to enjoy some playtime even during those days. 1. Today we are releasing to announce a new type of Tower - the Domain Tower. This tower is very different from all the other tower types you have seen (thus, we are being true to ourselves, keeping the towers actually separate from one another rather than replicating the same type over and over again with minor variations):
Good day, dear Keepers!
We hope you had a splendid week!
Have you been wondering why did we go into silence for almost a month?
Well, here's the answer: there was a lot of meta improvements we just had to release in one batch :)
Here we go...
Good day, fellow Keepers!
As usual, we have good news for you today - a new update has arrived after the last two weeks of development!
So, what have we done?
1.A couple of new options for the Settings screen - "Animation speed" and "Fast Tower Animation"
- Animation Speed is pretty straightforward - ranging from "Very Slow" to "Very Fast", it allows you to speed up or slow down the game, which will be quite useful if you would prefer to enjoy the animations a bit more or a bit less.
- Fast Tower Activation, on the other hand, is a trickier and efficient way to streamline the game process. Essentially, instead of waiting for every tower to be activated in turn, we activate groups of towers of the same kind and the same player simultaneously instead, both shortening the turn animations and making them more spectacular, as you could imagine, towers shooting barrages of cannonballs instead of doing this one by one. We like it so much, in fact, that we enabled it for you by default!
2. More graphical fixes for the singleplayer mode
- Improved scrolling for the Campaign Map - from now on, you can navigate the map by pressing the arrow keys / WASD, besides the usual mouse controls.
- World Map View is better balanced now, adjusting the viewing distance depending on the zoom scale
- Uncompleted missions aka "Question flags" have a more easily identifiable colour
- Paths between missions/flags are more clearly visible now
3. General Improvements
- Better, more detailed Tower Explosion effect, dust and rocks to fall out whenever a Tower falls
- Fixed the ever-annoying bug of erasing campaign completed missions save on new version installed - won't be an issue anymore
So, we hope you'll like this update just as much as we do, there is more exciting new stuff upcoming meanwhile ;)
Stay cool!
Happy New Year, fellow Keepers!
We hope you had a blast celebrating the end of 2021, and are so glad to present you with a rather big update we have been working on for the last month or so!
Finally, we have fully revamped the World Campaign graphics - and this is now ready for you to enjoy!
As we've learned to model things on our own, so a more consistent style for Keep the Keep has grown - this shiny, naive and cartoony low-poly landscape is what we are aiming for and will be drawing like in the future. Some extra shaders, perhaps, some life for the countryside, wavering flags and rotating windmills... more is there to come, but rest to be assured, we're heading for a fairly convincing look!
While it might have taken a while to accomplish, we are quite sure it's been worth it.
Now, the next thing on our roadmap is to upgrade the trailer and make sure the game does not look unattractive for our players. This, in turn, will enable us to work on the proper campaign story as well as the long-awaited new tower types.
We are very hopeful for the upcoming year to bring us all joy!
Meanwhile, stay chill, keep the keep and don't mind joining our Discord group.
All the best,
Nebulate.me team
Happy Friday, fellow Keepers!
Have you missed Keep the Keep?
This week we have some good news and a nice graphical update for you!
- Better model for the CannonTower as we generally move in a more cartoony graphical style
- New firing / explosion animations for the Towers so it would look more convincing and impactful for the viewer
- Fluttering flags all around, making the whole landscape more alive
Imagine how much better would the view be with the wind moving trees and crops around, water flowing through, mills rotating, etc. With your help, we're sure to eventually reach that day.
What do you think, how would you prefer to see the game graphics evolve?
All suggestions and ideas are welcome, both in our Discord group and directly in the comments here.
And while the update is rather small this time, we are preparing something big to come in the following weeks: a totally new and graphically fitting Campaign Map!
No big reveals are to be made just yet, but we are really looking forward to getting this out, as the overall effect will be quite massive, we believe.
Meanwhile, stay tuned and keep the Keep!
Cheers!
Good day, fellow Keepers!
Have you missed us for the last few weeks, perhaps?
Well, today we have good news for you: it's about time to finally reveal our work and plans for the following weeks!
As we have heard from our players, the graphical solution we have as well as the orthographical camera do not provide the best impression overall. Thus, we have taken the liberty to spend previous weeks learning Blender and working on the graphical improvements!
While it takes a lot of time to develop, we wouldn't want to delay the updates any longer and the upcoming Autumn Sale is a perfect occasion to show you the new Combat Themes. Behold, the Summer!
We hope you find the new view perspective to be as attractive as we do, as well as the improved shading system, not to mention the whole tileset of new models that we have developed on our own, way more flexible and consistent way to present the game:
And there's more to come and discover for yourself!
Now that we have the skill and have decided on the graphical style, the following weeks will be spent on a better Campaign map, as well as consistent Tower Graphics and perhaps, some background story, too!
Stay tuned!
Sincerely yours,
Nebulate.me
Good Friday, fellow Keepers!
This week we keep our past promises: as you can remember from the last update, we planned to split important story-driving, learning levels from the ones that will simply propose an interesting challenge to solve for the people willing to try. Here's the new campaign map update:
As you can see, from now on the main campaign line will be reasonably straightforward and have a very reasonable difficulty (corresponding to received feedback from the players), while the optional campaign branches will sometimes be really, really challenging (just make sure to check out those towers and castles standing aside).
Besides 9 extra levels that we have developed for you to try, there were quite a few tutorial and AI bugfixes, related to the tower expansion, target AI prioritisation and Barracks usage. Yes, indeed, the humble Barracks became better in the hands of our still rather dumb AI, which might surprise you in the later levels ;)
As the new AI levels introduced aren't yet covering the whole Campaign level range, you should surely expect more to come in the following weeks. Meanwhile, as we work on the new maps, we will also make sure the AI is able to properly handle the complex Tower types like Builder and Repair.
So, till then, enjoy the weekend!
(and hopefully, the new levels, we are quite sure you'll like them)
Nebulate.me team
Greetings, fellow Keepers!
This weekend, we are extremely happy to announce the first release of the big global Campaign Map that is from now on replacing the ugly level list view that we used to have! Here, have a look yourself!
As you can see, there's a way nicer representation of your progress in the game, with both the levels being marked and also the different stages being differentiated from one another - but that is not the only reason we had the map view realised for you!
In fact, the classic linear structure of Campaign levels will eventually be altered significantly by having branches and challenges put aside from the storyline - giving you the opportunity to try and pass them all while not being blocked from following the main events.
Besides, we are going to add AI-driven levels to the Single-player campaign, which will both spice things up and allow you dear players to experience the proper multiplayer gameplay, as well as get prepared for it yourself.
In view of such major events, we shall still announce our first Level Theme update, introducing 4 new skins for the levels, one per season of the year. We are quite aware that the good old Chapel outlook might have gotten you bored by this point, so voila! Behold the majestic Autumn theme:
From now on, it's possible to set a preferred level theme in the Settings screen, so you will always have it displayed in your Editor and Multiplayer games. So please help yourself!
Happy keeping!
Nebulate.me team
Good day, fellow Keepers!
We hope you had an amazing time during the past silent weeks, and we are quite happy to present you with the first fruit of our dedicated work: the first fully autonomous and working artificial intelligence, capable of expanding its position, reacting to player's actions and eventually destroying your Keep, provided the opportunity :)
Today we enable a new AI option in the Local Multiplayer that you can use to practice against a computer opponent with the Towers of your choice. Right now there is only one level of automated adversary - Basic, which will later be expanded into multiple levels of difficulty allowing you to fine-tune your gameplay experience to your skill level.
Besides, all the new levels you design in the Editor are currently set up to use Basic AI as the second player with the Towers selected in the Editor mode, so you could also try the AI out in all kinds of situations. We are looking forward to it!
Now, the basic Computer we have for you in this update has a few flaws:
- AI does not yet know how to properly use Repair, Builder and Barracks, due to the high intrinsic complexity of those towers - so they are blocked for selection for now. Will be provided in future updates!
- AI might occasionally do something rather strange - for example, attack Neutral AI Towers instead of targeting the Player. This indeed is a priority issue and will be fixed in the upcoming patches as well. For now, we recommend sticking our new robotic friend to maps without a third player.
The good news is that AI development really helped us understand our game better, by bringing a lot of unexpected, unseen counterplay to attack otherwise considered strong. As you can see on the screenshots above, where the AI is playing with the Black, our new Keep the Keep bot will find an interesting application to the Towers it possesses (especially all kinds of attacking Towers, the humble Bow in particular).
Finally, we have a small Quality of Life change for you: from now on, all the destroyed Towers are animated with an appropriate effect, highlighting their untimely demise with a shake and a smoke cloud.
We hope it will help you get a bit more immersed in the world of Keep the Keep.
That would be it for this time, folks! Happy keeping!
Sincerely yours, Nebulate.me team
Greetings, fellow Keepers!
This week we have a couple of news for you:
1. We have finally made an official artwork for our game:
You can see the recently added Thunder Tower in action, fighting a Rocket Tower (which isn't implemented yet, but now you know what's coming up!). Besides, there's our new character, The Inventor: this humble engaged fellow starts the road to our game's lore. Sharp people like him are effectively the generals of this world, always able to come up with new ideas and quickly deploy their automated Towers into the battle. Later in the future, the whole story will develop around Inventor's struggle to free the world. More on that later, stay tuned!
2. Several important patches and improvements made:
Greetings, fellow Keepers! This week we are presenting you an important interface boost and a new game mechanic implemented based on your wonderful feedback!
Greetings, fellow Keepers! Today we are proud to present you the big update we have mentioned last week. Let's check out the greater changes first:
Greetings fellow Keepers,
This week we have been busy improving our game's side overall presence, so we only have a list of small patch updates for you today. The Thunder Tower added last week was a bit buggy, as could be expected, so we have made several adjustments to it:
- Thunder Tower Aim Color will match the Color of its owner, making it easier to distinguish between different players' targets
- Thunder Tower direction when selecting a cell to place it into will correspond to the possible directions
- The directed Towers will only allow directions that are inside of the field (so you won't accidentally place a Cannon looking outside)
- Whenever placing a Thunder Tower in a cornered position, the only sensible direction will be automatically selected
- Non-relevant Tower types removed from Editor
While this week has been quiet we recommend you to stay frosty, our friends - for the next week we have a good thing half-developed and likely to be released.
Have a great weekend!
Nebulate.me team
Greetings valourous folks,
Time for yet another weekly update for Keep the Keep!
This time, we are proud to present you with a new Tower Type: the mighty Thunder Tower!
This Tower has, by far, the longest shooting range in the game: it shoots diagonally up to 6 cells away, which encapsulates the whole game field. We have added Thunder Tower for several balance reasons (in the following order):
Good time of the day, fellow Keepers!
We hope you had a great past week, as we have just released a new version of Keep the Keep!
In this update, we introduce a significant improvement to the game's understandability, via the in-game Encyclopedia of Towers:
From now on, every Tower has its own description and a bit of game lore related to its history, often subtly referencing real people and quotes.
These little entries are accessible both on the main menu and within the combat screens, be it a single-player campaign or a heated online match.
We hope to bring a lot of clarity and make the setting of Keep the Keep more voluminous and detailed.
The next important feature that we'd like to present to you is the UI enhancement showing Towers effective range whenever hovering over it:
As you can see, yellow bullseye designates potentially endangered cells while red bullseye points to the current target of a given tower, the one that will get attacked during the following turn.
Supportive towers also deserve a clear view of their capabilities, so we also highlight the cells those would potentially affect (as in, cells to be energised by Reactor, healed by Repair, etc. Those affected cells shall be highlighted with green colours, as you might expect:
Besides, we have received player feedback about too few multiplayer levels present for duel play.
So we remedied the issue in this update with the new set of maps:
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