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Changes:
Spells were added fairly late in the development process, and while they can be pivotal in terms of gameplay impact, they're at this point still the most under-developed feature in Tower Escape. Today's update is the first step in a larger plan to make them a bigger part of the game, with much more to come shortly as we begin to rebalance The Damned's ablities. We're adding 3 new spells: Slow Time, Disorient, and Weaken. Slow Time is a new and unique effect that slows down projectiles as they go through the air. It can really benefit fast-moving minions, allowing them to outrun projectiles with ease as they run for the exit. Disorient & Weaken can disable Guards similarly to Stun, but are cheaper and available earlier, and have more specific effects (shared with the Exiled's debuff abilities). Full changelist:
Hello again, a fresh new round of updates today, mostly around our beloved minerals. The 5-star gems are getting a new sprite that's a little less cumbersome on the card, and we're adding 7 new gems with special abilities. We've also tweaked some of the existing gems, and added "chip" versions of the tradeoff gems (gems with a negative as well as positive effect). The chips have the same malus as the whole versions, but a reduced bonus effect, making them most useful as a way of reducing a minion's stats (perhaps reducing speed to keep them on pace with others, or reducing health to trigger death effects easier). With the gems rounded out nicely, one of the next areas we'll be expanding on is the melt system. We're working on a new reward algorithm that will have a set reward system (based on clan, level, and xp), so you know exactly what you'll get before melting instead of a random chance. From there, we'll be moving on to spells as the next area that needs a bit of love. In addition to brand new spells, The Damned will see some ability change-ups that add greater spell synergy to the clan. Changelist:
Happy pride month! A few updates for you today:
* Fix wispy not regaining immunity after shield destroyed * Fix possible duplicate charms on challenge levels * Fix crash on endless mode at floor 0
As the Necromancer plotted escape from The Tower, trouble was brewing far away in the Elven Kingdom. A clan of elves lived in exile and were persecuted because they worshipped the night and possessed powerful psychic abilities. After centuries of mistreatment, they took advantage of the elves' distraction in the war against The Enchanted, Damned, Undead, and Corrupted, to stage their own rebellion and join forces with the enemies of their enemy.
Fixes an issue where the "Hero's Helm" relic was causing its bonuses to show on minions in the store. Also re-enabling steam cloud sync, as the save/load crashes seem to be fixed now.
Fixes a bug where minions collecting treasure were not scoring points on Easy difficulty.
Fixes issues with save & quit when locked cards were in the store, then continuing the game without fully exiting the application.
Hello Necromancers! Hold onto your cowls, because this is a big one! If you don't have time to read, feel free to skip to the sneak preview at the bottom.
First a note: saves created with previous versions will not be recognized in v1.10. If you want to finish a 1.9 save before updating, you can access the old version in the betas labeled "v1.9".
It's been about 2 weeks since release, and the feedback has been absolutely amazing! I've been reading every single review, playthrough video, discussion post, and discord message that I can, and furiously scribbling in my trusty notepad. I then burn those notes, say an incantation, and line after line of c# code starts to fill my screen. Or maybe I just drink a lot of coffee and start typing, it's hard to remember.
A number of balance issues have been addressed. The map generator has bene tweaked significantly to reduce run-ending bottlenecks. They can still happen, but should at least be only smaller portions of the amp rather than multiple screen-spanning hallways that have to be repeated each wave. In particular, the Lava and Maze levels will now have multiple possible paths to the exits instead of a single "solution" to the maze. A number of minions have been tweaked or changed significantly, especially in The Damned clan (who was widely considered to be the weakest at higher difficulties).
Most of all though, people asked for more. More gems, more relics, more minions. Your wish is my command, as they say, so let's start with the gems.
There are now 42 gems total, mostly expanding on the trade-off style of gems, where they buff one or more stats significantly at the expense of a debuff elsewhere, but also included are 7 new gems with unique special abilities. Jet and Amber will help you control aggro on your minions, and the 5 new Legendary gems can add brand new abilities to any minion.
You'll find 6 new relics, all of which are unlocked from the start and mostly fill in the common and uncommon tiers. Even more relics will be following soon.
For minions, we've added a 3rd combine tier to the common (2-star) minions, same as the basic (1-star) minions already have. This should really help get some extra mileage out of those minions you pick up at the start of the game, so they can be combined into something even more powerful rather than just getting shoved to the back or stuck next to a Vamp. I know that's not exactly *new* minions, but we're saving those for something special.
Our next content update will introduce a full new clan, The Exiled:
The clan is still a work in-progress, but they will be taking a new direction for the game, with offense-focused abilities. This will not be a full attack mode however, but rather a focus on reducing the capabilities of the tower guards.
Full change list:
Fixes a bug where dragging a minion with both mouse buttons simultaneously could be used to duplicate and combine minions infinitely (thanks Sifd!)
Fixes an exploit related to the undo snake dialog, a big thanks to Nauk for finding this and bringing it to our attention in the forums!
Changes:
First the good stuff: this update includes an overhaul of the win/lose screens, as well as enhancements to the Book of Names and other places where unlocks are shown, to be much more clear about unlock progress and what is required to unlock cards in the future. My hope is that this will make the card unlocking system much clearer and not feel just like a mystery box. For the less good, we're aware that some players are experiencing crashes either on loading save games or quitting the game. I spent the weekend refactoring our scene system which seemed to be the problem, but were still seeing intermittent issues. It may be related to the steam cloud saves functionality, so for now I've disabled steam cloud save sync. This is not a permanent change and I know a lot of players really like this feature, so we'll be bringing it back as soon as possible. For the moment though, our top priority is to prevent crash bugs first and foremost. If anyone is still experiencing a crash or game freeze, one thing that has worked is verifying your game files in steam (right-click on the game in steam, go to Properties, Local Files, then click "Verify integrity of game files"). I've also included two small gameplay tweaks that should have positive effects. The ranges of archers and wizards have been reduced, especially in their upgraded versions, but the Wizard DPS has been increased. This significantly increases your opportunity to path around the Wizard's range and makes success in the game slightly more skill based. Second, the Onyx Chip has had its health and speed effects reduced, but the delay penalty has been removed. This might sound like a nerf, but for newer players the extra delay could often disrupt the minions pacing too significantly and the gem itself really ended up being a trap for new players. Finally, thank you to all the players who have been making amazing suggestions in the discussion forums here as well as our Discord! Please keep them coming, and I'd especially like to hear if anyone is still encountering either a crash to desktop or a game lock/freeze (especially when loading a save or quitting the game), so I can continue to eliminate any lingering traces of this bug. Sincerely, Ben "SlightlyMadman"
Many apologies to German speakers who encountered an unfortunate mistranslation in the "Extra Chest" level bonus tooltip! And a huge thanks to Redgomor in the Final Screw discord for catching the mistake, and Tobi for additional corrections (and a huge apology to Redgomor for mis-attributing this initially)! Additional changes as follows:
Thank you everyone for an absolutely amazing launch! It makes me so happy to see everyone playing and all the positive reviews! While I'm thrilled there there are few complaints, I've noticed the most common being that you like the game and want even more! As I have mentioned before, I plan to continue to support and add new content to the game, and I wanted to offer a small preview of what the first content update will include. First and foremost will be new relics and gems. While there are over 50 relics in the game now, most of them are not unlocked until multiple playthroughs, and I recognize there isn't a lot of relic variety in the early game. To address this we'll be adding some new relics and especially increasing the number of relics available at the start. New gems will go beyond simply boosting stats, but will actually give your minions special passives and abilities. These will allow for some really incredible synergies as you'll now be able to combo a minion with themselves via gems, instead of having to struggle to keep them in range of other minions. Meta-progression is something that has become standard in many similar games, and I'm working on a few ideas about how to add it to Tower Escape as well. Most likely this will come in the form of being able to "spend" your points from previous games on boosts for your cards in all future runs. I'll reveal more details about how this works as we finalize the mechanism. For a little bit further into the future, I have some extra surprises in store. Let's just say for now that it will include a new set of Charm, Pendant, and Ring icons. Again, thank you everyone for making my first game launch an incredible experience! I'm happy to see so many enjoying the game and will continue to improve it and make it the best game it can be. Sincerely, Ben "SlightlyMadman" from Final Screw
Fixes an issue where certain steam achievements were not being given. If you missed any game win achievements, they should be granted retroactively the next time you run the game.
Fixes an issue where the game would freeze or crash sometimes when trying to exit or restart a new game.
Come join us for the game release and watch the dev play Tower Escape!
Come join us for the game release and watch the dev play Tower Escape!
Hello everyone!
Last April, I signed up for a tiny game jam called TigerJ(am) #3 with the theme of Everything is Backwards. Me and my friend Mike were brainstorming ideas and came up with the concept of a backwards tower defense, where you have to play as the bad guys, and instead of going up in levels, you start at the top and go down. It was silly and ugly (another restriction of the jam was a rather cruel 4-color palette restriction), but more than any other game Id made before, it was simple and fun.
After 25 years working as a software engineer in everything from basement startups to big FAANG, I decided it was time to follow my dream. I put in my two-week notice and created a coming soon page on steam.
Its been a wild ride, and Ive had a lot of help getting here, and today is finally the day I get to share the full game with the world! I especially want to thank the amazing folks at IndieArk for going above and beyond in supporting this release, as well as my amazing Discord community and my playtesters there!
I consider todays release to be the complete game (I decided some time ago not to put everyone through the ups and downs of early access), but I still have lots of ideas that got cut before release, and are still on the table for future updates!
Thanks for reading this, and good luck escaping the tower!
https://store.steampowered.com/app/2009860/
Hi everyone! Tower escape will be released on February 15, Please add the game to your wishlist and share it with your friends! https://store.steampowered.com/app/2009860/
Fixes a bug where minions dying on stairs when in range of a Cultist would cause the game to lock.
Changes
Adds localizations:
Hello everyone
We are very excited to announce that Tower Escape is working with IndieArk!
Simplified and traditional Chinese, Japanese and Korean will be added to the game. We are working on these languages and look forward to meeting the players in the Asian region in the best possible condition!
the full version of Tower escape will be released on February 15, please keep an eye on the game, we can not wait to show it to you!
We welcome you to join our community
Discord: https://discord.gg/2AwK6wmAUh
Changes:
Changelog:
Changes:
It's been a bit since the last update, but I promise you this one is worth the wait! We've been so busy adding new features that by the time one was tested and ready to go, there was already another new feature in that needed to be tested, and I got a bit carried away! The fist and biggest update is the introduction of a whole lot of new Relics and Spells! The goal of both is that these should be transformative items in your game. Instead of just a simple bonus that tweaks a number a bit higher, adding any relic should encourage you to completely rethink your strategies around it. Please let me know in comments if you feel this isn't the case with any of them, as it probably needs a buff. Potentially even more game-changing are the new modes and advanced start options. Endless Dungeon mode can now be played so there's no escape, you'll just go deeper into the basement levels forever. Minion Permadeath has also been added and is an extremely challenging game mode, but adds a whole new spin on the game that's really interesting and exciting to play. The Advanced Start mode (and be aware that the current screen here is a barebones placeholder) is a small bonus that rewards you for getting far in a game by letting you skip the first few levels and get a starting bonus. I hope you enjoy it, this puts us very close to feature-complete (with maybe a little more content coming soon), and so we'll be mostly focusing on UI improvements and balance tweaks from here on out! Changelog:
It's official, folks: you can now pet the dog! Or for that matter, give head pats to any of your good boy MVP minions. Some might say this isn't really a "feature" if it has not direct in-game effect, but those people have clearly never patted a fully upgraded minotaur on the head and told him he's a good boy. Additional updates:
It's new feature day! The bad news first: this is a save-breaking change (as indicated by the major version bump), but I think you'll find it worth the loss, as we're now rolling out a node-base tower navigation system. After the first few floors, every floor will have three chambers. You'll be given multiple exits in the level and choosing one will determine which chamber you enter next. You can learn more about what you're in for by looking at the map. Hover over the icons and you'll see additional detail. You can also hover over the exits themselves in-game for more information. If you move along the left or right chambers, your choices for the next level will be limited to only what's adjacent to them. Moving down the middle will ensure you always have the most choices for the next one. The chambers will often have a special theme for their store, such as showing cards mostly from a certain clan, or having gems, spells, or even relics for sale. You might also get bonuses in the level itself: coins, power-up items, or even an additional chest. Happy escaping!
Lots of small tweaks in this update, as we're working on some major upcoming features, but thing worth calling out is a suggestion we've had a few times now: minion renaming! Any minion can now be renamed from the minion management screen, so feel free to name all your imps after your pets! I'm personally partial to celebrity name puns. Additional changes:
We've been working hard getting the final touches on things for our open playtesting on G.Round, so I have to apologize for going so long without an update! Rest assured that we haven't been idle. The balance hammer and nerf guns are always firing back and forth here, and we gone many rounds but I think the current build is in a pretty good spot so I wanted to get it out to you all. Of course every update should have a big feature, and today I'm happy to announce an oft-requested feature: Saving and Loading a run in progress! Most runs don't go longer than an hour or so, but of course sometimes life gets in the way, so you can now save and quit from the in-game settings menu, and you'll be given the option to continue from that point at any time later. Currently only one save game is allowed at a time, but that could be expanded later. I also hope to add steam cloud saving soon. Other features and tweaks:
All Hallows' Eve has come to an end, and sadly that means the "Trick R Treat" relic is a rare find until next year. Of course we must give as we take, so today's update introduces a brand new scoring system. On the surface this might seem like a small update compared to the tricks & treats of last week, but scoring introduces a lot of exciting potential! We've already begun to draft out a set of Steam achievements that can now be unlocked thanks to a persistent data layer, although these won't be available in the demo. Next will come card unlocking, which means that very soon the available cards at game start are going to be reduced to just a handful. In order to unlock the rarer minions, you'll have to play a run (successful or not) and accumulate score with that clan. This also sets us up for a feature soon to come which many have asked for: saving a game mid-run to continue later. We expect to fully integrate steam cloud saves as well. Sadly this option likely won't be available in the web release due to technical limitations in the storage layer. Enjoy the new build, and good luck with your high scores! Please take screenshots of your best and post them to our steam page, itch.io comments, or come and brag on our Discord!
Happy Halloween everyone! I'm excited to introduce the new "Trick r Treat" Relic! "Trick r Treat" does nothing on its own, but when you choose it you're given a random assortment of 6 "Tricks" and "Treats." Treats function like Gems and can be socketed to a minion. The usually will decrease delay, but at a cost of other negative traits. This can be worth it to help make high-delay minions more useful, or maybe you just want to make your minions slow and weak so your Vamps can have a feast? Or maybe you'll get lucky and end up with a few "Tricks" in the bag, which will boost the effect of treats on minions, and potentially outweigh their negative effects. The random assortment and variety of effects on these cards ensure that every playthrough will have something new to try that works a bit differently than the last one. Don't miss the Tricks and Treats while they're still easy to find! After Halloween the "Trick r Treat" relic will be a rare find!
Happy Halloween everyone! I'm excited to introduce the new "Trick r Treat" Relic! "Trick r Treat" does nothing on its own, but when you choose it you're given a random assortment of 6 "Tricks" and "Treats." Treats function like Gems and can be socketed to a minion. The usually will decrease delay, but at a cost of other negative traits. This can be worth it to help make high-delay minions more useful, or maybe you just want to make your minions slow and weak so your Vamps can have a feast? Or maybe you'll get lucky and end up with a few "Tricks" in the bag, which will boost the effect of treats on minions, and potentially outweigh their negative effects. The random assortment and variety of effects on these cards ensure that every playthrough will have something new to try that works a bit differently than the last one. Play all week through Halloween to unlock these special limited time loot items!
Fixes a bug that would lock the game when Incubus/Succubus/Butcher trigger the death of Swampy.
Happy Halloween everyone! As this is by far my favorite holiday, I knew I had to do something special in a game that just seems so perfect for it. With the recent introduction of the new relic system, and the expansion of the gem and socketable system, we decided to take that in a fun new direction with the new "Trick r Treat" Relic. "Trick r Treat" does nothing on its own, but when you choose it you're given a random assortment of 6 "Tricks" and "Treats." Treats function like Gems and can be socketed to a minion. The usually will decrease delay, but at a cost of other negative traits. This can be worth it to help make high-delay minions more useful, or maybe you just want to make your minions slow and weak so your Vamps can have a feast? Or maybe you'll get lucky and end up with a few "Tricks" in the bag, which will boost the effect of treats on minions, and potentially outweigh their negative effects. The random assortment and variety of effects on these cards ensure that every playthrough will have something new to try that works a bit differently than the last one. And of course, this being a game in active development, we've been making lots more improvements since the last update as well!
Kicking off our new Halloween content update with a live-stream and watch the dev walk through some of the new features. Come see the new Tricks & Treats, new Relics, as well as another run through of all the new minions and features added recently.
There's a whole lot of new content to try out here, so I'm going to keep this short and let you discover most of it yourself. I've added new minions to each clan, as well as a 3rd tier for the starter minions (imp, goblin, shroomy, zombaby) so they can now be combined an additional time. The new minions have all unique abilities to discover and I think you'll find some of them really fun! I've also rebalanced many of the existing minions, and tweaked or changed their powers. New features
Hang out with Ben & Mike, and watch us play Tower Escape!
Hang out with Ben and watch me play Tower Escape! I'll talk about strategies, game history, the lore behind all the characters, and the road map for new features ahead! I'll be showing off the latest build that includes 20 new minions, lots of new Relics & Spells, and more!
I'm happy to release a major UI overhaul I've been working on with the incredibly talented Immunity! In addition to the incredible new title screen, we've reworked all the UI elements within the game, and added brand new card backs and art all throughout. We tossed in a couple new features while we were at it, like a clan selection screen when creating a new game so you can finally choose your starting minions. There's also a brand new page added to the book menus, which shows a map of your progress and your full run stats. Changes:
Ben & Mike will be playing the game and talking through some of the game mechanics and different strategies. Come join us and hang out!
Introducing new Relics to boost your minions from the Undead clan! Collect pumpkins, candy, cauldrons, and more! If those nasty elves won't give you any treats, be sure to leave behind a trick or two for them! Find these special items in the game by collecting treasure chests.
Ben & Mike will be playing the game and talking through some of the game mechanics and different strategies. Come join us and hang out!
Hang out with Ben "SlightlyMadman" & Mike "mikefictitious" and watch them play Tower Escape. We'll talk about strategies, game history, the lore behind all the characters, and the road map for new features ahead!
Hang out with Ben & Mike and watch them play Tower Escape. We'll talk about strategies, game history, the lore behind all the characters, and the road map for new features ahead!
Ben & Mike will be playing the game and talking through some of the game mechanics and different strategies. Come join us and hang out!
Two big features today, as well as some small stuff! The biggest addition is that minions now have an on-screen HP bar! Especially with the new healing spell, it can be very important to track your minions' health, and the hearts on the sidebar just don't cut it, so I think you'll find the new hp bars very useful. The second is something that's been asked for by many: locking cards in the store! You can right-click on a card to lock it, and it will stay through rerolls and on the next level refresh. You can lock all 4 if you want, and there is no cost to doing so (except the opportunity cost of missing another potential card on rerolls). Change list:
Just barely missed the weekend on this one, but better late than never! It has been a huge week with lots of incredible input from the beautiful people of youtube, and some amazing suggestions on the discord, and I've got a two-page todo list now, so I'm hard at work! I thought I'd start by running down a number of easy tasks that can have big impact:
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