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Hello all, This is a quick fix to a bug that was just brought to my attention. In version 1.01, character classes would get stuck locked, even when the necessary conditions to unlock them are met. That should be fixed now. Thank you, and I apologize to anyone that experienced this issue. -Grant
Hello All,
This is it. I am proud to share with you all Version 1.00 of The Baleful Tower. Its pretty wild for me that this project has finally reached a point where I can reasonably consider it done. Sure, I will definitely take time to support it as needed, but I think Ive included just about everything I can from the notebook of ideas Ive spent the past several years filling. I originally started actively working on this game over four years ago, but I originally began sketching out enemies and thinking about player classes years before then. Since I started active development on The Baleful Tower, back in my childhood bedroom during the COVID-19 pandemic, Ive graduated from college with my Bachelors Degree, I started my first real job and, just within this past month, I started a new job that had me move across the country, leaving my longtime home in the American Midwest for its Southeastern region. And throughout all the major life changes and events that have occurred throughout those years, Ive been picking away bit by bit, some weeks much more actively than others, to try and finish creating what I originally had in mind all those years ago.
Im immensely grateful for each and every one of you that has spent your time and money on this little side project of mind. While I am going to focus more on my new job and my next game (Ive been turning an idea over in my head for about a year now, but didnt want to actually start working on it until I finished The Baleful Tower), please reach out if you encounter any issues or need support, and I will be happy to assist. I will still be providing support as needed, but this is the end of the planned content and feature updates.
This new update contains the last of the twelve player classes I had originally envisioned: The Kinetic. The Kinetic is kind of like a battlemage that relies on telekinetic abilities. They have no physical weapons to speak of, but can conjure spinning blades, projectiles and shields through the sheer force of their minds. For their three active abilities, they can call forth weights from the sky that fall and crush the enemies before them, repel all nearby enemies in a strong mental blast or pull far away foes towards them, so that they may dispatch them with their strong melee attacks. Their mental control over the material world can also harm foes in a more passive manner, as well, for their Essence grants their attacks the chance to cause their enemies muscles to atrophy, Slowing them for a period of time. I really enjoyed working on this class and playing it in my testing. It was really fun to pull enemies in and then force them away with a Repelling Blast. I hope you will like it as much as I do.
Ive also added the Final Biome, the end of the Baleful Tower. This biome is a combination of all the dangers you have seen before, with the environmental hazards from all nine previous biomes appearing within. It is also home to three powerful exclusive enemies: the Magos, Minotaur and Valkyrie. In addition to these three, I have added three more enemies that may appear in the other biomes: the Chomper, Manticore and what might be the silliest of my creations: the Bowler, who throws their ball in a curved trajectory, and it also makes a strike sound if it hits its target. At Floor 99 resides the Baleful Guardian, the final boss of the Baleful Tower. She is a fearsome adversary that combines attacks from all prior bosses and all playable classes in a deadly fight.
If you manage to defeat the Baleful Guardian, you will find the core of the tower on Floor 100. Destroy it to see the ending movie as well as unlock some new features for subsequent runs. The first of which is the fact that while the Tower may have physical limits on the outside, inside it continues forever. Players may continue beyond the 100th floor, but they will find greater challenges. In particular, they will need to fight more bosses at the end of each biome. For example, in Floor 110, the players will need to defeat the Emperor Penguin as well as a random other boss. At Floor 210, they will fight the Emperor Penguin and two other random bosses. This continues until players are fighting all ten bosses at the end of each biome. If a player has already cleared 100 floors, they may skip straight to that point and start their journey from there. The other fun new feature that gets unlocked upon clearing 100 floors is the Boss Rush Mode. In this, players will fight all the bosses in rapid succession, and, like with the previous new feature, after they fight through all ten, they can keep going and fight two, three, four, etc. at a time.
In addition to all these new features, I have included some more bug fixes and balance tweaks. The full patch notes are listed below.
I also would like to take a moment to thank everyone that has helped me during this development process. I would not have been able to make this without your support. In particular, I would like to thank Alex Hahn, Jake Adkins, Shafer Hess, Troy Gayman, Jamison Whitaker, Spencer Seim, J.D. Crites, Jared Botte, Roman Cyliaz, Will Cross, Cal Siers, Rylan Smith, Anthony Geraci, Sunny Judge, Raviteja Vajja, Sadid Khan, Zach Neuhofer, Vidit Pandya, Akul Ghormade, Skyler Brown, Adam Kubicek, Jim Adkins, James Adkins and Annette Adkins.
Thank you and enjoy,
Grant
Hello All,
This update for The Baleful Tower contains the 11th of the planned 12 character classes: the Ranger. The Ranger, as the name would suggest, is another ranged focused class, with some very powerful abilities. The first is Poison Arrows, when activated, all of the Rangers ranged attacks will poison their targets upon collision, in addition to dealing damage. The Ranger also has the ability to place Traps throughout the map, immobilizing enemies that walk into them, and deal damage to their Ensnared captive repeatedly over time. Perhaps most important for the Ranger is the ability to summon their Wolf companion. The Rangers Wolves are incredibly strong, loyal summons that can tear through enemies at close range, while the Ranger lobbies arrows from afar. Unlike the Necromancer, who can summon up to 7 of the Skeletal Warriors, Rangers can only have one Wolf at their side at any given time, however the might of the single Wolf is markedly greater than that of a single Skeletal Warrior. All of these abilities are supplemented by the Rangers Essence: Hunters Resilience. Whenever the Ranger would have normally succumbed to some ailment, such as getting Frozen or Panicked, there is a chance that the Ranger immediately recovers, and this chance increases at higher values of their Essence.
In addition to the new Ranger class, this update also adds in the penultimate biome in The Baleful Tower: the Monochrome Biome. This biome is notably different from the others in its containing more elaborate and mechanical hazards and enemies, with a soundtrack inspired by industrial rock music to match. The first of new enemies that can only be found in the Monochrome Biome is the Rover, a small, tank-like enemy that can shoot a fast, high powered rocket from one side and emit a powerful particle beam attack from the other. There is also the Mecah-Droid, tall mechanical foes, all hard metal and whirring gears, that leap onto their foes, viciously slicing at them with their massive blades. The last of the enemies exclusive to the Monochrome Biome is the Chronomancer, mages whose spell attacks have a chance at Slowing their targets, causing them to move and attack at half speed for some time. This magic that the Chronomancers use exists throughout all the floors in the Monochrome Biome, which are littered with clocks on the ground, spinning at all manner of different speeds, slowing down any intruder who walks over them.
All these mechanical creations are the products of the boss of the Monochrome Biome: The Artificer. The Artificer might first appear unimposing, a relatively small fellow flying around on the hovercraft he fashioned for himself, but from his control console on that craft, he can unleash a litany of deadly attacks onto the players. At any point, a series of rapidly spinning blades might expand out from the base of his craft, dealing repeated damage to all nearby opponents. He might also issue commands to the satellite dishes positioned in the corners of the room, which will then send out a series of drone projectiles that will fly across the map, launching smaller projectiles from their sides at regular intervals. He will also constantly call forth windup soldiers that will chase after the intruding players and explode after a short time, damaging all within the blast radius. As the Artificer sustains damage from the player, he will engage some more countermeasures, such as using some of the Chronomancers magic to create slow zones in the floor, which regularly expand and contract, slowing all players and summons in their radius. Lastly, the Artificer will erect shields that orbit around himself, in hopes of blocking incoming attacks. All of this combines to make the Artificer likely the greatest challenge players might face, so far, in The Baleful Tower.
In addition to these regular updates, Ive added some quality of life improvements, per some greatly appreciated player feedback. The first of which is having the goal for each floor popup over the players head at the beginning of the floor, making it abundantly clear to players who might be in a bit of a rush what the objective is. Ive also made a Hints Page that can be accessed via the Pause or Main Menus. This lists all the controls as well as descriptions for all the items available to purchase at the shop and some general tips about some of the more obtuse mechanics in the game. And lastly, Ive added sound effects that play whenever enemies fire their ranged attacks, in hopes of increasing the sense of immersion and providing some additional player awareness to the combat situation at any given time.
If everything goes as planned, the next update for The Baleful Tower will be the official 1.00 release. I set out over four years ago now, in the throes of the COVID-19 pandemic, to make a game containing all the ideas that I had occasionally jotted down in an old notebook for several years, and have been working on it in some capacity in my spare time ever since. Now, we are getting close to having what I envisioned all those years ago finally existing in a complete package. Im proud of the work I have done so far to get to this point, and I am immeasurably grateful to all of you who have given me your hard earned money in exchange for my work, and I am especially grateful to those who have reached out with feedback and have helped me shape this game into the best version of itself. I cannot wait to have the full picture finally in place in the coming months.
Thank you and enjoy,
Grant
Hello All,
This next update for The Baleful Tower features the addition of the 10th playable character class, the Pugilist. The Pugilist is unlocked by killing enemies with melee attacks, which is fitting, since it is very much a melee oriented class. Pugilists specialize in quick melee attacks, allowing them to deal considerable damage in a short period of time. Their abilities consist of Flurry of Blows, a combo of ten rapid strikes, Flaming Fists, which allow all their melee attacks to have a good chance to burn enemies and the Flying Kick, which sends them soaring across the map, damaging all that fall in their wake. In addition, the Pugilist has an incredibly useful essence: whenever they are hit by a melee attack, there is a chance that the Pugilist automatically lands a counter on the attacker. I really had a great time playing this class in my testing prior to release, and I think you all will too.
In addition to the Pugilist, there is now also the new Rock Biome, lorded over by the Gorgon boss on Floor 80. The Rock Biome is home to three powerful exclusive enemies: the Rock and Roller, a tag team partnership between two enemies, the Eye Blight, whose ominous gaze has a chance to Petrify players where they stand, and the Golem, a powerful lumbering melee attack who swings its giant stone fists at players. In addition, there are also seven other new enemies added in this update, such as the Radslug, which leaves behind a toxic trail that players must avoid, the Medic, who instead of attacking the player heals its allies, and Groovy, a sentient disco ball that, when it gets the party started, compels all nearby players to cease fighting and start dancing.
The Rock Biome culminates in a fight with the powerful Gorgon. Like the Eye Blight, the Gorgons gaze can Petrify players, leaving them immobile and vulnerable to incoming attacks. In fact, the 80th floor is filled with previous adventurers who suffered from the Gorgons might. At first, the two dozen statues of different adventurers remain static, potentially obstructing the field of play for the two combatants. But soon after the fighting starts, some of the statues will reanimate and attack the players on behalf of the Gorgon. Similar to the Zombies that populate the Tower after an adventurers death, these statues use the same attacks and abilities that players have turned against the vile creatures theyve encountered on their quest. Unlike those enemies, however, these statues cannot die. Instead, when they have received enough damage, they return to their static state, but they will almost certainly be reactivated soon thereafter. The amount of statues that get activated is inversely proportional to the Gorgons health, to the point that as it gets perilously close to death, all 24 statues will bear their full might on the players. I think this is a really fun and exciting boss fight, and I hope you all enjoy it as much as I do.
As you can see, development of The Baleful Tower is proceeding wonderfully. I really enjoy making this game and getting to share it with you all. Thank you so much for playing it. We are getting close to the end of the features I have planned, and look forward to releasing the official version 1.0 sometime in the future.
Enjoy,
Grant
Hello All,
This new update adds another exciting new way to play The Baleful Tower, Local Co Op. Now you are able to plug in up to four controllers and ascend the tower as a group. One of my key inspirations for adding any multiplayer mode in the first place was the different cooperative multiplayer games my brothers and I played growing up. Now with this mode, the three of us can do the same with my game and work together to clear the tower of monsters. Or, maybe we will do what my friends did when I had them over to test this mode for the first time and take advantage of the friendly fire settings and use Floor 0 as a Deathmatch Map, where only the survivor continues on to actually ascend the tower.
Ive also added a couple of bug fixes and improved the controller functionality across different menus.
Now, in my testing, I experienced some issues with Steam Input when using multiple controllers. If you have issues with the game not recognizing the different gamepads, Steam Input might be the culprit. If you keep having issues, reach out I will try to help troubleshoot.
Enjoy,
Grant
Hello All,
Development of The Baleful Tower is continuing at a steady pace, and I am excited to share the latest update with you all.
Let me introduce the Necromancer class, which is unlocked by killing Zombies in the tower. Similar to the Mage, this is a more ranged oriented class with a focus on three powerful abilities. The first is the Life Drain, a melee attack that heals the user for every enemy hit. There is also the Terrifying Leer, a ranged attack that damages and Panics every enemy it passes through, making them run away from players in their abject fear. The centerpiece of the Necromancers toolkit is the ability to summon Skeletal Warriors to fight by their side. The Necromancer can summon up to seven of these fearsome fighters to dispatch the various foes that reside in The Baleful Tower. The Necromancers Essence is the Necrotic Leech, which has a small chance to heal the player every time they kill an enemy. Like all Essences, its potency can be increased and it can be mixed and matched with those of other classes by defeating the Zombies that spawn on the floors where previous adventurers have fallen.
Also new to this update is the Electric Biome, starting at floor 61. This biome contains various electric coils that shoot lightning bolts that will both damage and stun players, if they are not careful. There are also several powerful enemies within this biome, of course. At the end of it, Players can expect to face the Stormhawk, a lightning charged bird of prey whose attacks cover the field of battle, forcing players to be nimble and avoid an onslaught coming from all sides. Only when the Stormhawk gets tired and needs to recharge on the various perches on its floor can the player hope to damage it, by destroying the perch on which it is currently sitting.
There are also fifteen new enemies in this update. My goal with these was to increase the variety of the types of enemies you will encounter. For starters, each biome now has three exclusive enemy types, instead of two. There are also a couple new enemies that attack by emitting a sort of particle beam, be it an icy breath, poison gas or some other material. There are also regular enemies that have circular area of effect attacks centered on their location, similar to the Paladins Blinding Flash ability. But most importantly, there are now enemies that will buff certain stats of their nearby allies. Each biome has one of these three enemies, the Hastener, which increases speed, the Swordbringer, which increases attack, and the Shieldbearer, which increases defense.
In addition to these updates, Ive also worked on various minor changes in hopes of correcting balance and improving stability. Im very proud of the work Ive done for this update and think it improves the game considerably. I really hope that you all like it. Below is the full list of changes.
Enjoy,
Grant
Hello All, I apologize for the long period of silence since the last major update. Things have been a bit busy over here. In that time, I graduated college and got a new job that has been keeping me fairly busy and required me to move to a new state. But despite this, I have continued working on The Baleful Tower in my quest to make it the best game it can possibly be. This update is a prime example of me proving myself wrong. Early in the process of making this game, when I sent the first couple development builds to my friends prior to the initial Early Access release, a few of them made negative comments regarding the art and graphics. My response to this was basically to just ignore them, because I liked the look that the 2D, unlit rendering provided. But later, when testing this update, several of my friends mentioned that some of the enemy units and projectiles blended in too much with the color of the floor. Since this was a complaint about the functionality of the game rather than a purely aesthetic critique, I began looking into ways to improve the readability of the game while maintaining the cartoonish art style. So I eventually added a simple cell shader, and after I tested it the first time, I had to admit that all my friends' initial critiques were correct and the game looks much better now. While the changes may be subtle, especially in a side by side comparison, it makes a great difference in motion. Also, in the period after I graduated but before I had my new job lined up, I was working on the game and testing everything, when I came to another realization that ran counter to my initial idea of the game. When I sent the very first build of the game to my friends to test (a build that is drastically different from what you can play today), I included a note in the ReadMe file stating I will not be adding any sort of multiplayer, especially not online multiplayer. You'd have to make a really compelling case to convince me otherwise. I'm talking Grant I'll do all the work myself level of compelling. However, as I continued working on the game that summer on my parents farm, I realized that the best version of this game is one where you can play together with your friends, sort of replicating the experience of playing a game on a 4-player arcade cabinet. And so began a lengthy and challenging process, that admittedly might have been a bit ill-advised, of adding online multiplayer. It was an especially rough process since I did not have multiplayer in mind when making the game originally, so I essentially had to tear the whole thing apart and put the pieces back together within a client server architecture. This was a lengthy process, and I learned an awful lot doing it, in particular that I should probably make all games going forward with multiplayer in mind, even if I just plan on it being single player, just in case I change my mind. But anyways, after a lengthy period of developing, testing and iteration, we now have functional, a four player cooperative online multiplayer mode. And its really fun. I am very excited for you all to try it out. I hope you love it as much as I do. Below is a bulleted list of some of the more specific changes. Enjoy, Grant Patch Notes:
This update should simply fix the issue from the previous version where Achievements did not unlock. Please let me know if it does not work. -Grant
Small update that fixes Great Pumpkin boss fight never starting when playing as Paladin.
Thank you all for buying and playing The Baleful Tower! Over the past couple months, I've been working on a major update, which will be out soon. I have already sent out updates with minor fixes based on your feedback, but this upcoming update will have a lot of new stuff for you all. First of all is the addition of consumable items and a shop that appears at random floors, three times for each Biome. The shop has three random items each time. The different items are
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