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Update 1.23.4 - Bugfixes

Just a small bugfix update while we are still working on the next content Patch, stay tuned! :)

Misc/Bugfixes


  • Fixed the Cosuna Portal level still using Post Processing on the UI (That's why everything there looked darker than the rest of the game)
  • Reduced Camera Move Speed in all Saitoris levels a bit as it was way faster than other levels.


[ 2024-11-24 20:21:18 CET ] [ Original post ]

Update 1.23.3 - QoL, Bugfixes

Don't mind me, just a small update passing through...

Misc/Bugfixes


  • The Loot Window inside a TD Level is now shown as a more compact grid and the wiggle animation is disabled by default (You can still click the button on the top left beside the "loot" title to toggle the animation on/off).
  • Fixed some UI Scrolling Speeds that were to high.
  • Adjusted the lighting of the factory.
  • Some minor UI fixes and improvements.
As always hit us up on Discord or in the Steam discussions and let us know what you think or miss! - Snob Entertainment -


[ 2024-10-25 23:01:08 CET ] [ Original post ]

50% off and pricing changes


Hey there! The game will be off by 50% from today till Monday the 28th October! But wait there's more! We also want to let you know that after the sale, the price for the game will be permanently reduced from 14,99$ to 9,99$ (And respectively in other currencies). We want to thank everyone who has supported us and bought the game till now and hope you have/had fun playing it <3 - Snob Entertainment -


[ 2024-10-21 19:50:31 CET ] [ Original post ]

Update 1.23.2 - Unity update & UI Post Processing fix


Hello all you lovely AIs out there! While we are currently still working on the next bigger update (and you all are probably busy playing the new Factorio DLC anyway ;), we wanted to put out another small one in between, as it contains some important fixes that we'd like to put out rather early. First of all, we've updated to the latest 2022 LTS Unity version, which should hopefully fix some reported crashes or compability issues and also somewhat improve the overall performance. The other big change is actually a "bug", that we finally found by coincidence and that has bugged us from the early access on. We always had a mismatch between how the UI looks in the editor vs. how it looks ingame and couldn't figure out why. This also meant more effort for making the UIs as we had to switch and test out a lot... For comparison take a look at this nexus upgrade screen for example: How it looked for us in Unity:
How it looked in the game:
As you can see, it's much darker and elements tend to glow much more etc. We found out, that this was simply the post processing of the UI Camera and now that we've disabled it, the game actually looks like it does for us in the editor. *yay* This change will make the game UI look a brighter and a bit different overall, but it will also remove a lot of unwanted blurry/over bright UI elements and other stuff that was changed by the post processing. Let us know, what you think of these changes or if you'd rather see it reverted back to the darker colors!

Features


  • Updated Unity to 2022.3.50f1, which should fix some reported crashes, improve compability with some devices/hardware and also increase performance by a small bit.
  • Disabled Post Processing for the UI Camera and adjusted some UI Colors and Level lighting.

Misc/Bugfixes


  • Added a small animated arrow on the currently selected level.
  • Fixed MobInfo showing too high or too low resistance numbers (The numbers were still correct for damage calculations, but the display was bugged).
  • Added additional Tower slots for the Portal mode to "Saitors - Portal" and "Cetazed - Landing Site".
  • Fixed the Loot window disappearing if you change resolutions. You can now click the loot window button again and the window will be reset if it's last position was outside the window.
  • The Enemy Loot window is now sorted by rarity and it's performance was slightly improved.
  • The MobInfo screen now closes, if an enemy died to prevent weird display bugs, if the mob is being reused from an object pool.
  • Some minor UI polishing and fixes.
  • Changed the Loading Screen Image.
  • Changed the default icon for tower weapons.
  • Fixed enemy heal numbers showing up, when damage numbers are toggled off.
  • Changed the color for exp kickers from yellow to purple.
  • Small translation fixes.


[ 2024-10-21 19:48:58 CET ] [ Original post ]

Update 1.23.1 - Bugfixes

Hello all you lovely AIs out there, we know you are all busy playing Satisfactory, waiting for the next Factorio DLC or slaying Tyranids for the Emperor! But we still wanted to put out this small patch that should fix some annoying bugs, while we are working on the next, bigger content update :)

Features


  • Added a small info about the damage done and enemies killed in the current Level to the Tower Info screen.

Misc/Bugfixes


  • Fixed best endless/portal mode stats not being saved.
  • Fixed the "manual crafting in progress" overlay on the Level Selection screen.
  • Fixed enemies not being clickable through damage/exp numbers.
  • Fixed wrong rarity colors of ships inside the Fleet Management screen.
  • Fixed Tin Ingots showing up for cold element modifications.
As always, thank you for reporting these bugs, hit us up on Discord or in the Steam discussions and let us know what you think or miss! - Snob Entertainment -


[ 2024-09-11 17:21:00 CET ] [ Original post ]

Update 1.23 - New Levels, New Enemies, Balancing, QoL, Bugfixes & More


Before anything else:

Please backup your savegame!


Even though we tried as much as possible to keep this update compatible with older saves, we can't guarantee that some edge cases might still destroy your savegame. So if you don't intend to start a new game, we recommend you backup your old saves first, so in case anything goes wrong we can help you to restore your progress! To see where your savefiles are stored, have a look here: Savegame locations Whew! After this shocker introduction, now let's continue more gently and say hello to all you lovely AIs out there! As we've mentioned in the last development update, we are unfortunately very busy with our private lifes and fulltime jobs, thus the update took us longer as we wanted and also we had to reduce the scope a bit, because we didn't want you to have to wait for another month or so for all the goodies in this. Mainly there are 10 levels missing for the last 5 planets and the new Equipment recipes (Tier 2 and onwards) - we will bring those with the next update that hopefully won't take as long as this one did, as we will fully focus on adding new content with the next update. (And fix bugs/rebalance things you may report). Also please note, that due to some changes of internal stats you may have to unlock some achievements for beating levels (respectively planets) again. Unfortunately we don't know how Steam behaves in this regard if you've already unlocked them, we tried our best to migrate your statistics data to keep your achievements. Okay those are enough downers, let's finally get to the good part! Here's what's new with this update:

Features


  • Added 12 new Levels (10 more to come with the next update).
    • Rebalanced enemies, rewards and unlocks of all levels to have a smoother progress and less difficulty spikes. Note however, this may interfer with your existing savegames in that you may be able to collect more skillpoints than you can spend on all towers. (We plan to add more ways to gain and spend Skillpoints with a later update though).
    • Completely overhauled the Level Selection screen:
    • Existing savegames should have unlocked all Levels up to their highest one reached. But it is possible, that you may have to play all levels again. We are sorry if this inconvenience applies to you and hope it doesn't annoy you too much :[
    • "Cosuna" got a little overhaul and additional portals.
    • "Saitoris" now also uses the unity Terrain system and has some Paths drawn.
    • Some minor changes to existing levels (mostly cosmetic)
  • Added 2 new enemies that you can encounter and each Portal Level of each Planet now has a Boss enemy. All these new enemies can appear in Portal mode aswell.
  • Added new Resources, Recipes and overhauled their usages and stats in the recipe modification. (See the Item Section below for more on that)
  • Tower Build Slots now have a new model
  • Added a new visual toggle to show elemental details of damage done by towers:
  • Overhauled the enemy info screen a bit to make the most important infos better visible:
  • Added new Factory/Interstellar Upgrades in the Resource Nexus:
    • Legendary Drone Speed (+100%)
    • Legendary Drone Capacity (+5)
    • Legendary Belt Speed (+100%) now has 1 additional Level
    • Legendary Grabber Speed (+100%) now has 1 additional Level
    • Legendary Mining Speed (+100%) now has 1 additional Level
  • We've changed some parts of the tutorial and also rearranged the tasks, so that setting up your base now comes a bit later. We hope that new players get less overwhelmed this way.
  • Added new Quests and removed/changed some e.g. winning a level 3 times is now changed to win all levels of a planet.
  • All these updates also apply to the Demo Version, which now can be played for the first 3 planets instead of the first 3 levels. (So the last demo level is the final Cosuna mission, where you also unlock recipe modifications)

Items


[expand type=details] All equipment values have undergone balancing changes that we didn't list here. In general all weapons and ammo should now have a wider and higher possible damage roll. Recipe changes The following recipes have been removed! They are still available on existing savegames for compability reasons but won't unlock when you start a new game. With the next update, we want to further give the player control on how ammunition behaves and thus will extend the ammo modification options instead of giving each tower 2 different ammo recipes.
  • HE-Ammo Tier 1
  • EMP-Projectile Tier 1
  • Titanium Batteries Tier 1
  • Freezer burn Liquids Tier 1
  • EMP Shell Tier 1
  • Ionization Transformator Tier 1
The following recipes are now unlocked by default instead of by beating a level:
  • T1 Tower Optics and Hydraulics.
  • Cable (Copper) & Uncommon Package (Copper Cable)
  • Steel & Uncommon Package (Steel)
  • Aluminium & Uncommon Package (Aluminium)
  • Uncommon Package (Sulfur)
  • Common Package (Sand)
  • Convert Stone to Sand
Misc. Recipe and item changes
  • Weapon recipes now inherit the base values of the weapon when modified. This means, if you modify a weapon it will have the default base stats + the values you add by modifying.
    • For example: Your weapon has (+2) | (+5) physical damage as base stat. If you now modify this weapon recipe and add components that add (+1) | (+2) physical damage, the resulting weapon will now have (+3) | (+7) instead of (+1) | (+2).
  • Increased Starting Drones for a new Game from 12 to 15
  • AP Ammo Tier 1 - Reduced Iron Ingot cost from 8 to 6
  • Reduced crafting time of Cut Stone from 3s to 2s
  • Reduced crafting time of Weapon Barrel T1 from 3s to 1s
  • Reduced crafting time of Tesla Generator T1 from 5s to 3s
  • Reduced crafting time of Artillery Barrel T1 from 5s to 3s
  • Reduced crafting time of Conducting Rail T1 from 5s to 3s
  • Reduced crafting time of Cryo Nozzle T1 from 5s to 3s
  • Reduced crafting time of Cryo Pump T1 from 5s to 3s
  • Reduced crafting time of Laser Pump T1 from 5s to 3s
  • Reduced crafting time of Optical Cavity T1 from 5s to 3s
  • Reduced crafting time of Plasma Chamber T1 from 5s to 3s
  • Reduced crafting time of Plate Capacitor T1 from 5s to 3s
  • Reduced crafting time of Tesla Coil Ring T1 from 5s to 3s
  • Reduced crafting time of Tesla Generator T1 from 5s to 3s
  • Reduced crafting time of Targeting System T1 from 5s to 3s
  • Reduced crafting time of Tower Hydraulics T1 from 5s to 3s
[/expand]

Balancing


Towers


[expand type=details] Gun Tower
  • Increased max Range from 30 to 35
  • Decreased min RoF from 0.15 to 0.10
  • Increased base Range from 16/20/24 to 20/22/24
  • Increased base Damage from 9/15/23 to 11/18/28
Railgun Tower
  • Increased max Range from 30 to 35
  • Decreased base Reload Time from 8/7/6,5 to 7/6,5/6
  • Increased base Electric Piercing from 0/0/0 to 4%/6%/8%
  • Increased base Physical Damage from 72/94/125 to 90/115/148
  • Increased base Electric Damage from 6/11/21 to 21/32/44
  • The "A.I. Guided Shrapnels" Skill now increases build cost by 5 and upgradecost by 3 per Level.
Laser Tower
  • Increased base Range from 14/16/18 to 16/18/20
  • Increased base Heat Piercing from 0/0/0 to 4%/6%/8%
  • Increased base Heat Damage from 7/11/16 to 12/17/24
  • Decreased min RoF from 0.15 to 0.10
Cryo Tower
  • Increased base Range from 15/17/19 to 16/18/20
  • Increased base Cold AoE Piercing from 0/0/0 to 2%/4%/6%
  • Increased base Cold AoE Damage from 5/9/14 to 12/17/23
Artillery Tower
  • Increased base Physical AoE Damage from 9/12/18 to 15/21/28
  • Increased base Physical AoE Piercing from 0/0/0 to 1%/3%/5%
  • Increased base Heat AoE Damage from 42/56/73 to 48/65/91
  • Increased base Heat AoE Piercing from 0/0/0 to 3%/5%/7%
Tesla Tower
  • Increased base Electric Piercing from 0/0/0 to 3%/6%/9%
  • Increased base Electric Damage from 52/70/90 to 74/90/114
  • Increased base Heat Damage from 9/12/15 to 14/20/28
[/expand]

Misc/Bugfixes


  • Recipes in crafting screens are now ordered by rarity.
  • Added new portrait images for some enemies.
  • Added possible bugfix for achievements not being synced with steam.
  • Improved Animation performance of enemies that are out of sight of the camera.
  • Slightly improved rendering performance of base buildings.
  • Slightly improved performance of Miner building Ticks.
  • Fixed item rarity color of selected resources in the Miner UI.
  • Rearranged interstellar upgrades a bit.
  • Added new icons for mining speed upgrades.
  • Fixed Skybox not rendering correctly. (Mostly can't be seen anyway because of the camera settings, but also had some other, minor impacts.)
  • Fixed some number formatting on the Outpost and Production overview screens.
  • Removed the extra hypen for the tower upgrade stats change preview. ( it now is > instead of ->)
  • Towers and ghosts now rotate correctly with the Tower Build Slot.
  • Fixed some Tutorial Steps.
  • Some small Translation fixes.
  • The Level SelectScreen now selects your last selected planet & level when you open it.
  • Fixed AoE Splash upgrade being unlocked by the wrong skill in the Resource Nexus.

So what's next?


We will have an eye on your feedback to this update and if you encounter bugs or think we should rebalance things. Other than that we'll work as fast as we can on the missing 10 levels and new equipment recipes. Then we'll have to look how well the game does, as of now we are very far away from at least having one of us working fulltime on the game - but that's the indie dev life :D We have ton of ideas and improvements that we would love to still build into this game (like a much better crafting screen for example ^^) but like we've mentioned a few times by now: We do all of this in our spare time besides having fulltime jobs and a family so we have to see what the future brings. If you would like to help us out, tell your friends who might be into this game about it :) It's also currently 35% off for the duration of the Steam Tower Defense Festival! Other than that you can help us by leaving a honest review, join our discussions, give us feedback on what to improve or by just enjoying the game <3 As always hit us up on Discord or in the Steam discussions and let us know what you think or miss! - Snob Entertainment -


[ 2024-07-29 23:36:17 CET ] [ Original post ]

Development update

Hey there all you lovely AIs, long time no see! Unfortunately our private lifes still keep us busy, but we are nonetheless working on the next update in every minute of our spare time! It will still take some time and we currently can't give you an ETA when the update will come, but we aim at mid or end of july. For this update, we are mainly focusing on adding more content for the Tower Defense Part. We heard you and totally agree that the game would benefit from more levels, so we are in the process of creating them! This will hopefully allow for a smoother game progression, as we now can spread unlocks/rewards better over more levels and also have a slower difficulty increase. (And besides that, you get more levels to play - yaaaay!) Currently our idea is, that every planet has 3 Levels (so 22 new Levels in total) which represent different "stages". The first being the construction and defending of a landing site, the second being the creation of an outpost and the 3rd beating a Portal boss on that planet and seizing the communication artefact. (There are no new game mechanics or so coming with this, it's just some sort of fluff to "explain" why each Planet has 3 levels ;)) To better showcase this, we are also overhauling the level selection Screen. You now first select a planet and can then click on one of the tree missions there to get more information and start it:
(Please note that all screenshots are still Work in progress and may still have missing features or placeholders!) We hope this new selection screen adds some more flavour to the game, aswell as more important informations and a better overview of a level. Together with this update, we'll also bring some fixes and smaller stuff, that we may talk about in a later post. And of course there will be a lot of rebalancing of enemies and towers, so stay tuned for that! That's it already for today. Like we've said we can't give you an ETA yet and there are still Levels missing, and they need testing and polishing and so on, but we'll keep you updated about our progress! Till then, we end this news with some screenshots of some of the new levels aswell as an updated version of the old "Cosuna" Level :)






As always hit us up on Discord or in the Steam discussions and let us know what you think or miss! - Snob Entertainment -


[ 2024-06-06 23:04:33 CET ] [ Original post ]

Update 1.11.8 - New Outposts, Steam Leaderboards, Performance, Minor Polishing


Hello all you lovely AIs out there! With this small update we bring you some long awaited outposts and with it the ability to finally mine rare resources like silver, tungsten, gold and platinum! steamhappy (More Outposts will still be added with future updates) We've also made stars on the starmap slightly bigger and their names hopefully a bit more readable together with some other minor UI polishing for the miners. We've also made Steam Leaderboards public, so you can now see how you compare globally and with your friends in Steam yourself. Just click on your Steam Achievements and in the upper right you have a drop down for "Personal/Global Leaderboards" :) On top of that we took another look at the Cryo Tower GPU Performance and were able to increase their GPU performance further from 30fps with 6 Towers to 60fps with 8 Towers firing their AoE simultaneously. Before:
After:
As you can see in the lower picture, the performance spikes (those green/blue mountains in the bottom) are much lower and consistent than before. If you had fps drops from the Cryo Tower AoE before, let us know if this increased the performance for you aswell. We wish all of you a happy and relaxing easter and hope to see you on the next update!

Features


  • Added a new Outpost: Cetazed - Unlocked after beating Level 9 (Glaviros III)
  • Added a new Outpost: Purtauri - Unlocked after beating Level 10 (Cadesia)
  • Added a new Outpost: Auridian - Unlocked after beating Level 11 (Karasir)
  • Public Steam Leaderboards

Items


  • The Cable (Gold) recipe now produces 2 instead of 1 cable.

Misc/Bugfixes


  • Improved visibility of planets on the fleet and outpost map.
  • Polished the Miner building UI a bit.
  • Some minor translation and button spacing fixes.
  • Added a small floor to the interstellar building to make better visibile, where to put grabbers.
As always hit us up on Discord or in the Steam discussions and let us know what you think or miss! - Snob Entertainment -


[ 2024-03-29 02:34:09 CET ] [ Original post ]

Update 1.11.7 - CryoTower GPU Performance, Translation- & Bugfixes

Hello all you lovely AIs out there, another small update this week, while we are still working on a larger update. (Mostly rewriting the Portal mode.) Unfortunately we have no ETA yet for the larger update, but we'll keep you updated and you can always reach us on our Discord or in the Steam Discussions, if you have any questions, bugs or feedback! :) Meanwhile we are bringing you some smaller stuff and bugfixes, that'll hopefully make your experience smoother. Here's what's new with this update:

Misc/Bugfixes


  • Fixed Storage buildings having endless space.
  • Added the current/max storage space on the bottom of the Storage Inventory screen.
  • Portal mode now unlocks after beating Level 10 (Cadesia)
  • Improved GPU performance of the cryo Tower AoE Attack.
  • Further overall and especially german localization fixes.
  • Fixed some Font Size issues.
As always hit us up on Discord or in the Steam discussions and let us know what you think or miss! - Snob Entertainment -


[ 2024-03-22 13:15:03 CET ] [ Original post ]

Update 1.11.6 - QoL, Balancing, Bug & Localization fixes

Hello, all you lovely AIs out there! Today we release a small update, mainly bringing some additonal keybindings that'll hopefully help some left handed players and people with a broken mousewheel. We are still working on some other stuff but unfortunately the last weeks, our private lifes took a lot of time. Thus we decided to bring some smaller "goodies" now and the features which require more work and testing in a later update. So here's what's new:

Features


  • Added some new Keybindings to the game:
    • You can now use the Arrow keys or 8,4,5,6 on the numpad to move the camera.
    • Q and E or 7 and 9 on the numpad can now be used to rotate the camera.

Balancing


  • Reduced the cost of unlocking the drone recipe from 15/15/1/0 to 10/5/1
  • The first 4 Level now also reward a small amount of resource packages, when you finish them for the first time.
  • Consuna now rewards 20 instead of 10 Titanium Ore and 10 Sulfur as a first time finish reward.

Misc/Bugfixes


  • Added a new Icon for the portal mode button.
  • Further german localization fixes.
As always hit us up on Discord or in the Steam discussions and let us know what you think or miss! - Snob Entertainment -


[ 2024-03-15 14:53:24 CET ] [ Original post ]

Update 1.11.5 - Minor Combat Balancing, Translation- & Bugfixes


Another week, another update! This time it's a again a bit smaller and mostly focusing on bugfixes (especially empty portal waves) and some minor combat balancing changes. Meanwhile we are working on some greater changes to the portal mode and if all goes well, we will release those with the update next week already. Till then, here are the changes and fixes for this update:

Balancing


Enemies


  • Increased Gold and Platinum loot form Portal bosses. They also are now always guaranteed to drop at least 2 Orbs, 10 Platinum Ore and 10 Gold Ore.
  • Reduced the health of the Platinum Golem spawns in portal mode.

Towers


Some Towers performed better than others for their money, especially when boosted. Thus we've adjusted some Upgrade prices for the Railgun and Artillery. Railgun Tower
  • Increased min. reload time from 3s to 4s.
  • Increased Tier 3 cost from 300 to 400.
Cryo Tower
  • Reduced slow effect increase of "Improved cryo composition II" from 2% to 1% per Level.
Artillery Tower
  • Increased Tier 2 cost from 300 to 350.
  • Increased Tier 3 cost from 400 to 500.

Misc/Bugfixes


  • Possible fix for empty Portal mode waves.
  • Fixed Drone Pod Senders always showing an Alert Icon.
  • Drone Pod Requester and Senders now show the max amount of assignable drones.
  • Fixed height of some icons e.g. in the tower target drop down.
  • Fixed wrong image for the Miner info screen.
  • Further german localization fixes.
As always hit us up on Discord or in the Steam discussions and let us know what you think or miss! - Snob Entertainment -


[ 2024-02-02 16:59:17 CET ] [ Original post ]

Update 1.11.4 | Portalmode changes, New Drone Pod Model, Translation- & Bugfixes


Hello all you lovely AIs out there and a big welcome to all new players! In this patch, we were mainly focusing on fixing the bugs and translation errors you've reported, aswell as a small rebalancing of the Portal mode (Still WIP, see below). We've also added a small visual upgrade to the Drone Pod Requesters and hope you like their new look - let us know what you think:
Portal Mode [WIP] The way the Portal mode worked till now was, that it picked randomly enemies from all available levels and then scaled their values according to your combat level. This could result in really weird results as you may have experienced because you could be lucky and get a Traebis IV enemy or directly a 50k hp golem in the first round. We've changed the mode so that it now has it's own list of enemies, that only appear in the Portal Mode. This allows us to better tweak their values, loot and Combat Level Scaling. All these enemies are variants of the one you've encountered and may differ in their values, skills and loot. Speaking of loot: ALL Enemies in the Portal mode will be able to drop Alien Orbs and have a slightly higher chance of doing so. We've also increased the Alien Orb Drop Chance of many enemies in the normal mode. This way, you are hopefully able to increase the damage of your modified recipes to meet with the rising difficulty due to the combat level scaling. Please note, that these changes are still Work in Progress. We'll continue to optimize, balance and add enemies to this mode, according to your feedback! With the next updates we'll plan to add better wave compositions, so that you can for example encounter special waves like a "Devourer Rush", or a "Golem Summit" - More on that with the next update :) So here's the upate in short summary:

Features


  • Drone Pod Sender and Requester got a new model.
  • Portal Mode now has an own list of enemies, that they are randomly picked from instead of picking random enemies from existing levels.

Balancing


[expand type=details] Level 6 (Purtauri)
  • Increased Alien Orb drop chance of Gold Golems from 0.75 to 2%
  • Increased Alien Orb drop chance of Tungsten Golems from 0.05% to 1%
Level 7 (Auridian)
  • Increased Alien Orb drop chance of Large/Medium/Small Platinum Golem from 1/0.75/0.5 to 10/5/2.5%
  • Increased Alien Orb drop chance of Red Ore Dragons from 0.075% to 2%
  • Increased Alien Orb drop chance of Tungsten Golems from 0.05% to 1%
Level 8 (Drecanus)
  • Increased Alien Orb drop chance of Breeders from 0.035% to 1.25%
  • Increased Alien Orb drop chance of Stone, Copper, Tungsten, Silver, Platinum Golems from 0.01/0.01/0.02/0.025/0.035 to 1/1/1/1.25/1.35%
Level 9 (Glaviros III)
  • Increased Alien Orb drop chance of Frost Breeders from 0.035% to 1.25%
  • Increased Alien Orb drop chance of Stone and Frost Golems from 0.01/0.04% to 1%
Level 10 (Cadesia)
  • Increased Alien Orb drop chance of Purifiers from 0.5% to 2%
  • Increased Alien Orb drop chance of Breeders from 0.035% to 2%
  • Increased Alien Orb drop chance of Stone, Copper and Sand Golems from 0.03% to 1%
Level 11 (Karasir)
  • Increased Alien Orb drop chance of Red Ore Dragon from 0.8% to 3%
  • Increased Alien Orb drop chance of Purifiers from 0.5% to 2.5%
  • Increased Alien Orb drop chance of Small Platin Golems from 0.05% to 1.5%
  • Increased Alien Orb drop chance of Stone and Tungsten Golems from 0.01/0.03% to 1%
[/expand]

Misc/Bugfixes


  • Cryo Towers now target "Fastest" enemies by default.
  • Adde the missing Diamond Resource Package, it unlocks after beating Level 4 (Cetazed).
  • Fixed the "Elemental Structure Analysis" Combat Upgrade increasing min resistance instead of decreasing it. (Reported by stretch611)
  • Added some missing translations.
  • Fixed some french translations with the help of our players "Ad Victoriam !" and "Kaal_multigaming". (Who were also added to our ingame credits <3 )
  • Fixed some german translations (still WIP).
  • Fixed Platinum Beacon name in the Level Selection screen.
As always hit us up on Discord or in the Steam discussions and let us know what you think or miss! - Snob Entertainment -


[ 2024-01-28 23:49:39 CET ] [ Original post ]

Update 1.0.0 - Project Astra Dominium leaves Early Access


Hello all you lovely AIs out there! Today is a big day for us, as Project Astra Dominium officially leaves Early Access. But hold your Keyboard for a second before you type angry reviews! :D Update 1.0.0 does not mean, that we won't further support or update the game. We are aware of some existing quirks, bugs and that the localization needs improvements for example. We will also still provide content updates in the future e.g. new Levels & Outposts. Today just marks a big Milestone for us, as exactly 2 years ago 2 crazy people had the even more crazy idea of finally making a small game in their spare time and bring it to Steam. It's somewhat surreal, how far this game has come from some grey debug screens with cubes running around, to the game you see now... Where our Players have killed >54 Million Enemies and crafted >73 Million items steamhappy We want to thank all of you who took part in this Early Access Journey and supported us through giving feedback, reporting bugs, writing a review, kind words or simply just playing :) We hope you are all having fun with our game and to see you on the next update! Till then, here's what changes with this Update:

Resource Nexus


  • Added medium and large ship recipes unlocks.
  • Added missing upgrades for small ship speed.
  • Added Storage Increase Upgrade for Drone Pod Requester and Sender.

Items


  • Added Platinum Beacon.
  • Silver Beacon now requires Cable (Silver) & Chip (Silver) instead of Cable (Copper) & Chip.
  • Added recipe modifications for Titanium, Tungsten, Silver Ingots.
  • Added AoE modification options to T1 Target Systems and Steel.
  • Added Tier 1 AI Chips for Laser, Cryo, Artillery and Tesla Tower. All Tier 1 Chips will now unlock after beating Level 8 (Drecanus)
  • Added recipe modifications and parts for Cryo, Artillery and Tesla Tower main weapons.
  • Added IEX-4 Alloy, Ship hull and Engine recipes (unlock after beating level 7).
  • Beating Level 7 now rewards 1 small ship.
  • Small ship recipe now requires hull parts and engines instead of Steel and Aluminium Ingots.

Balancing


  • Increased EXP finish Reward for all Levels.
  • Added Alien Orbs to the first time finish rewards of Level 10 (Cadesia) and 11 (Karasir)
  • Slightly increased HP of Golems and the Purifiers in Level 11 (Karasir)

Achievements


We've decided to remove all 4 Achievements for crafting Vulcan Cannon and Railguns automated, as they were from an early stage of the game where we had other intentions about the gameplay. In our eyes it just doesn't make any fun or sense to achieve them.
  • Removed all achievements for crafting Vulcan Cannons and Railguns.
  • Added/Fixed Achievements for sending resources back to earth.
  • Added Achievement for Beating Level 11 (Karasir).

Misc/Bugfixes


  • Added a small "modable" label next to recipes that can be modified.
  • Multiple Visual Bugs due to new font and languages.
  • Multiple missing Language Texts.
  • Multiple wrong Language Texts.
  • Copy/Paste/Blueprints didn't work if Storages are in it.
  • Wiki Rendering was not always clean.
  • Performance impact of localization was huge on memory and cpu.
  • Some old Saves didn't get Skillpoints beyond Level 250
  • Grabber Condition was always "Always".
  • Storage Compression Upgrade did nothing.
  • Some Scrollbar Handles were green instead of blue.
  • Fixed AI Chips having min/max values the wrong way round.
  • Fixed some typos.
As always hit us up on Discord or in the Steam discussions and let us know what you think or miss! - Snob Entertainment -


[ 2024-01-14 21:59:09 CET ] [ Original post ]

Update 0.11.0 - Karasir, Endgame Portals, Localization Beta


Happy new year, Frohes Neues, Bonne anne, Feliz Ao Nuevo, , , to all you lovely AIs out there! With this update, we implement rudimentary localization for the game. For now these languages will be available and can be selected in the ingame settings: - German - French - Spanish - Portuguese - Simplified Chinese - Japanese - Korean However please note that all these translations were done automatically and thus will probably have a lot of errors. We also may have missed a few places to translate and we needed to switch to another font to support all languages, so there could be text overflows here and there, please let us know if you finde some problems! If you want to help us out fixing and improving the localization, you are more than welcome, to join our Discord where we've added new translation channels for each language! Beside that, this update also brings the new Level "Karasir", aswell as the new "Portal mode" after beating it!
When playing a Level in "Portal mode", all enemies and waves will be completely randomized and after each reached endless level, they are randomized again. The enemies in this mode will also scale with your combat level and become more difficult, while also rewarding more experience and loot. The mode will still be tweaked, but we like to hear what you think of it so far!

Features


  • Added rudimentary Localization
  • New Level "Karasir"
  • "Portal mode"

Balancing


Tower


Railgun


  • Decreased the damage percentage of the White Phosphor skill from 3% to 2.5% per Level.
  • Reduced the Bonus physical damage of the Tier 1 Skill from 5 to 3 per Level.
  • Reduced the crit chance Bonus of "Resistance Piercing II" from 1% to 0.5% per Level.
  • Reduced the crit chance Bonus of "A.I. Optimizations I" from 2% to 1% per Level.

Enemies


Cadesia


Purifier
  • Increased Elemental Shell Max Stacks from 100 to 125

Misc/Bugfixes


  • Fixed a crash, when splitter/merger or grabbers were put at the edge or corner of the factory.
  • Fixed some drone speed calculations, this is purely visual and should result in drones behaving better, when they have to fly larger distances.
  • Fixed a visual bug with completed Quests.
  • Large Enemy HP and EXP numbers on the mob info window are now formated (e.g. 10.000.000 would be shown as 10M).
As always hit us up on Discord or in the Steam discussions and let us know what you think or miss! - Snob Entertainment -


[ 2024-01-06 01:38:30 CET ] [ Original post ]

Update 0.10.4 - Happy New Year - Transition to Steam Leaderboards!


Happy New Year! Last patch before the 2024. Everyone at Snob Entertainment wishes you a Happy New Year. We have some exciting news to share regarding an important update that has taken place in Project Astra Dominium. In the past we used playfab to track players, which helped us find bugs and resolve issue with players that we couldn't have done without it. Playfab also was used for the leaderboard system. In response to valuable player feedback, we have decided to make a change to our leaderboards system. We have bid farewell to PlayFab leaderboards and are thrilled to announce the integration of Steam leaderboards! After thorough assessment and in light of the game's stability and performance, we have made the decision to remove the PlayFab tracking system. This step has been taken with confidence that our game has reached a level of stability where such tracking systems are no longer necessary.

Features


  • Remove all third party tracking
  • Remove Playfab
  • Steam Leaderboards
As always hit us up on Discord or in the Steam discussions and let us know what you think or miss! - Snob Entertainment -


[ 2023-12-28 09:33:23 CET ] [ Original post ]

Update 0.10.3 - Merry Christmas (small Bugfixes)


Merry Christmas you busy and hardworking AIs out there! Here is our small Merry Christmas Patch with some minor bugfixes.

Bugfixes


  • Damage Boosts get removed after Buffs on Towers were applied/removed
  • Upgrade/Sell Prices sometimes are wrong after Buffs on Towers were applied/removed
  • Player never paid any cost for the Damage Boosts
As always hit us up on Discord or in the Steam discussions and let us know what you think or miss! - Snob Entertainment -


[ 2023-12-25 11:24:18 CET ] [ Original post ]

Update 0.10.2 - Some Polish, QoL, Quests, Bugfixes


Hello all you busy and hardworking AIs out there! Here's a small patch before the holidays, that brings some minor polishing and some Quest additions/changes. It also slightly nerfs level 4 (Saitoris), to make the difficulty ramp up less frustrating when reaching the level the first time in a new playthrough. We again want to thank everyone of you, that played our game, reported bugs, left us feedback and/or even took the time to write a review! As you may or may not know, we are just 2 friends working on this game in our spare time and we are truly humbled and grateful to have such a kind and lovely community for our first game! So again, a big thank you! <3 We wish all of you some relaxing holidays and a Happy new year!

Features


  • Added an "active" and "completed" Filter for the Questbook.
  • Added Unity Terrain and Paths to Level 7, to bring a little bit more grey into the grey. Before:
    After:
  • Added Unity Terrain and Paths to Level 8, to hopefully make enemy paths better visible. Before:
    After:

Quests


  • Automated Aluminium, Steel, Titanium and Silicium Quests now also give 2 Skillpoints.
  • Automated Tungsten and Silver Quest now give 3 instead of 2 Skillpoints.
  • Added more automated crafting Quests.

Balancing


Saitoris


Sand Devourer
  • Reduced the total amount in Wave 2 on spawner 1 from 40 to 30.
SandRunner
  • Reduced Health from 50 to 40.
  • Reduced Quick Adaption chance from 5% to 3% and healed amount from 6% to 5%.

Misc/Bugfixes


  • Fixed T3 Towers not showing range when selected.
  • Fixed a build cost calculation Bug for the Gun Tower, when the Heating Up Skill is used.
  • Tower Infos of a selected tower now update every 0.2 instead of 0.5 seconds.
  • Fixed Tower Upgrade Info showing range changes when there are none.
  • When building a Tower, the Info Panel on the right is now larger and holds more information.
  • Fixed wrong Quest description for crafting 1 Common Resource Package by hand.
As always hit us up on Discord or in the Steam discussions and let us know what you think or miss! - Snob Entertainment -


[ 2023-12-22 20:06:16 CET ] [ Original post ]

Update 0.10.1 - Endless Tower Boost, QoL, Content, Bugfixes


Happy Friday everyone, here's another small update which you hopefully enjoy! It mainly brings a new "coin sink" mechanic for the Tower Defense mode, by allowing you to boost a Towers damage endlessly after they've reached Tier 3. Each level of this boost adds a flat +5% damage to this tower and increases the coin costs (which depend on the Tier 3 upgrade price of a Tower) of the next level. We hope this makes coins more useful when playing longer TD rounds and also gives you more strategic choices how to spend your coins while at the same time not being a too powerful feature. We've also added some more QoL Stuff that'll hopefully make your experience smoother. For example, you'll now unlock all recipes and outposts that we add after a new Update, withouth having to play the respective Levels again (yayyy). Just load your save and all unlocks of all Levels you've beaten will be there. Also the Upgrade Screen of a Tower now stays open after clicking "upgrade" and damage numbers now stay correctly over the enemies head when moving the camera. We've also added the new inventory UI to all Item selections e.g. on the Drone Pods and Grabbers. Other than that we've gathered some feedback and did some small rebalancings on Upgrade costs and Loot and also added more Quests to further smooth the progress from starting a new game to owning an automated factory for nearly everything. So here's as always a small list of Stuff in this update, we hope you like it:

Features


  • Added Tower Damage Boost.
  • Unlocks from beating a level are now always awarded when loading a savegame. So if we add new recipes or outposts for beating a level you now don't have to play that level again to unlock them!
  • Item select screens like on Drone Pods, Grabbers etc. now use the new Inventory UI.
  • Added Quests related to crafting Resource Packages.

Upgrades


  • Construction Drone Speed upgrades now also increase the amount of Construction Drones.
  • Changed Construction Drone Speed V Cost from 25/25/25/10 to 25/30/25/25.
  • Changed Transport Drone Recipe unlock costs from 25/20/1/0 to 15/15/1.
  • Changed Drone Capacity III costs from 250/250/150/100 to 250/250/200/200.
  • Decrased Hydraulic Improvements Costs to match those of the "Improved Learning Cycles I" Upgrade.
  • Slightly increased some uncommon, rare and epic costs of some Combat Upgrades, that are very strong (e.g. Min Resistance increase).

Towers


Railgun Tower
  • Decreased Physical Damage for Tier 1-3 from 78/101/135 to 72/94/125.
Laser Tower
  • Increased the Max Range cap from 28m to 30m.
Cryo Tower
  • Increased the Max Range cap from 26m to 28m.
  • Increased AoE Cold Damage for Tier 1-3 from 4/7/11to 5/9/14
Artillery Tower
  • Increased AoE Heat Damage for Tier 1-3 from 36/48/62 to 42/56/73
Tesla Tower
  • Increased Electric Damage for Tier 1-3 from 48/62/78 to 52/70/90

Enemies


Ralvuitov II


Stone Golem
  • Decreased Sulfur Drop from 2 to 1

Misc/Bugfixes


  • The Lasertower model got some love and the cable was removed, as it was to buggy.
  • Smelter and Assembler can now hold a maximum of 2 times the required items. So if a recipe for example needs 50 Sulfur and 1 Cargo Crate, the Assembler can hold 100 Sulfur and 2 Cargo Crates.
  • The Tower Info screen now doesn't close anymore after upgrading.
  • Added some additional Drone Storages outside the factory to have them spread out a bit more.
  • Floating Texts above enemies now stay over them when moving the camera.
  • Improved Quest Reward visibility.
  • Fixed some bugs when building and merging belts.
  • Fixed wrong package names in recipes for epic packages.
  • Fixed Upgrade UI showing value differences, when there were none. (e.g. RoF or Reload Speed)
  • Added some more explanation to the skill removal of the Tesla Tower.
  • The heat up Skill info of the Gun Tower now shows the current Stack size on the Tower Info screen.
As always let us know what you think about this update or what you're missing! - Snob Entertainment -


[ 2023-12-15 15:36:21 CET ] [ Original post ]

0.10.0 Hotfix

Unfortunately somehow the Belt and Laserpart recipes were removed with the latest patch, we're sorry for that! They should be available again after downloading this update and restarting the game. If you can't download this update yet, you might have to restart Steam. Hotfixes

  • Fixed missing Belt and Laserparts recipes. (You'll need to beat Level 3 (Cosuna) again to unlock these)
  • Added missing Quests for clearing Cadesia.
  • Made Drone unlock recipe slightly cheaper.
Let us know if you encounter other bugs! - Snob Entertainment -


[ 2023-12-05 18:00:55 CET ] [ Original post ]

Update 0.10.0 - Cadesia, Resource Nexus, Storage, More UI polish, QoL, balancing


Hello all you lovely AIs out there! First of all, sorry for the wait, It took us much longer than expected to work on this update, but we hope it's worth the wait for you! As you may know, we always try to maintain savegame compability. However some existing recipes have changed, while this shouldn't crash your savegame, you still may want to take a look at the Items section below, before you wonder why some of your production lines don't work anymore. We also had to reset your Eco upgrades! Unfortunately we didn't implement a compensation like getting the items back and we are very sorry for that, but we hope that you'll find comfort in the fact that you still can keep the rest of your savegame. Now let's finally jump into the good stuff of this update! To make it more readable we've put it into section(s), so you can expand those, you are interested in:

Main Features


[expand type=details] The biggest change is the new Resource Nexus and with it the new way of your main purpose: Sending Resources to Earth. You are now able to craft resources into packages of different rarity: common, uncommon, rare and epic for which you can gain AI accelerators in return.
These accelerators are the "currency" to buy upgrades and unlock recipes in the new Resource Nexus. For now there is a Factory, Interstellar and Combat tab. But more Tabs and Upgrades are planned, so don't worry if some places may yet look a bit empty (looking at you interstellar tab!). Example of the Combat Skilltree:

Infinity Upgrades


With this update, we'll also introduce "Infinity Upgrades" to the Combat Tree. You'll find those at the end of the different damage nodes. Those give a flat damage bonus, but as the name already implies, they have no max. level, so you can increase them as long as you have enough accelerators!

UI Updates


We've gone over some UIs (no worries, we know there's still a lot more to do the next focus is probably the crafting/recipe screen as it's growing too big with all these recipes...). Notably we've made the build UI a lot smaller to let you see more from the base when building. We've also moved some of the "utility" buttons into the lower right corner where you can also access them when NOT inside the build mode. Before:
After:

We've also overhauled the inventory screen and added some filters on top. We are waiting for your feedback on this and if you like it, we'll also want to add it to other "select item" screens, e.g. for Drone Pods. Before:
After:

Other than that we've also did some minor polishing on the tower skilltrees and the unlock screens (which are also now faster). We hope you like these changes, tell us, if we move in the right direction with these UI changes or if we did something horribly wrong!

Cadesia


With 0.10.0 comes also a new Level "Cadesia".
As you may see from this small teaser, Cadesia brings a lot more battle than the levels before, so make sure you are prepared for a massive assault and a new enemy! [/expand] Full feature list:

Features


  • New Level Cadesia
  • We've reworked the whole Resource Hub (Now called Resource Nexus) system and UI. You are now able to craft resource packages, that you send back to earth. When you do this, you'll get rewarded with AI Accelerators that you can spend on different Upgrades within the Resource Nexus.
  • Added the new Combat Upgrades Skilltree to the Resource Nexus.
  • Added/rebalanced ECO Upgrades (Can now be found under the "Factory" and "Interstellar" (when unlocked) Tabs within the Resource Nexus.)
  • Overhauled the build mode UI. We wanted it to be a bit more tidy, so you can see more of your base, while in build mode.
  • Overhauled the inventory screen and added some filter options.
  • Returning from build mode now keeps your camera and grid settings. Also these options can now always be found on the lower right, while in base mode.
  • Added a new Storage Building.

Item changes


[expand type=details] Assembler
  • No longer requires Titanium Ingots.
Merger/Splitter
  • Reduced Iron Ingot cost from 3 to 2.
Grabber
  • Increased Gear Wheel cost from 2 to 4.
Long Grabber
  • Is now unlocked through the Resource Nexus instead of being a default recipe on game start.
  • Now requires 1 Titanium Ingot instead of 1 Copper Ingot.
Grabber (Filter)
  • Is now unlocked through the Resource Nexus instead of beating level Auridian.
  • Now requires Cable (Silver) instead of Cable (Gold).
  • Chips cost reduced from 2 to 1.
Long Grabber (Filter)
  • Is now unlocked through the Resource Nexus instead of beating level Auridian.
  • Now requires Cable (Silver) instead of Cable (Gold).
  • Chips cost reduced from 2 to 1.
Drone
  • Is now unlocked through the Resource Nexus instead of being unlocked by default.
  • Reduced Aluminium Ingot cost from 8 to 5.
Chip
  • Reduced Plastic cost from 4 to 2.
Chip (Silver)
  • Now requires silicium instead of glass.
  • Reduced Plastic cost from 5 to 4.
Chip (Gold)
  • Now requires silicium instead of glass.
  • Reduced Plastic cost from 5 to 4.
Other Item changes:
  • Added "Cargo Crate" recipe.
  • Added new recipes for resource packages. You may need to replay all levels from 2 on, to unlock them as they are rewarded when the related resource is unlocked.
  • Added tower parts and modify options for the T1 Laser weapon. (You'll need to beat Level 3 (Cosuna) again to unlock these)
  • Changed rarity of the Transport Drone from epic (purple) to uncommon (green).
  • Changed rarity of the Filter Grabber from common (white) to uncommon (green).
  • Changed rarity of the Long Filter Grabber from common (white) to uncommon (green).
  • Changed rarity of the Ship (small) from rare (blue) to uncommon (green).
[/expand]

Combat Balancing


[expand type=details]

Towers


Laser Tower To make Ammo and Reload Time Upgrades more interesting for Laser Towers, we've increased the base reload time of this Tower.
  • Increased Base Reload Time from 6 to 8s for Tier 1
  • Increased Base Reload Time from 5.5 to 7.5s for Tier 2
  • Increased Base Reload Time from 5 to 7s for Tier 3
[/expand]

Misc/Bugfixes


[expand type=details]
  • Beating Level 1 now grants 4 common resource packages the first time, to get new players started with the tutorial.
  • Decreased the "claim" animation length for unlocks from 1 to 0.5 seconds.
  • Moved the "Paused" text to the bottom and made the screen slightly brighter.
  • New games now start with 5 Cargo Crates in inventory.
  • New games now start with 2 instead of 1 Assembler and 4 instead of 3 Requester & Sender. Pods
  • Disabled the exp notifier option by default, to have a "cleaner" UI for starters.
  • Damage numbers are now a bit smaller and should be a bit better readable (still WIP we know it's a mess on many mobs :)).
  • Added a small note to the Tower Skilltree screens, that you can shift + click to spent max. points.
  • Smelter and Assembler buildings can now store up to 250 input items, to allow for more resource hungry recipes. The max amount of output items is still 25 though.
  • Splitter and Mergers now work a lot faster. (And can be made even faster with some new Upgrades inside the Resource Nexus)
  • Added new Icons for Ammo, RotationSpeed, Reload Speed, Rate of Fire and Crit Chance.
  • Most large numbers in combat and and different screens are now formatted. For example: They now show "16k" instead of "16.000".
  • Tower and Enemy Values are now shown with a precision of 2 digits instead of rounding up or down.
  • The recipe modification screen now shows current/maximum quantity.
  • Made the unlock screen a little bit prettier.
  • Did a little polish/overhaul on tower skilltree colors and images.
  • Removed/Added some fluff for the playerbase.
  • Fixed spawners sometimes not taking into account the time between burst spawns.
  • Fixed Skilltree not showing increase on next level for lightning jump improvements.
  • Fixed some Spacings in the Quest Screen.
  • Fixed default position of the Loot Window, when starting a new game.
  • Fixed a filter bug, when grabbing items from Interstellar Stations.
  • Fixed level up giving to many skillpoints.
  • Fixed some font spacing of icons.
  • Fixed tail color of sand and frost devourers.
[/expand]

Known Bugs & Quirks


  • Purifier walking animation bugs sometimes around the feet.
  • Level Rewards other than the skillpoints for Glaviros III and Cadesia are yet still missing. They'll come with one of the next minor content updates.
  • Laser Ammo doesn't yet have a modification.
We hope you have fun with this update and as always, let us know what you think of this update in our Discord or the Steam discussions! - Snob Entertainment -


[ 2023-12-05 01:33:46 CET ] [ Original post ]

0.10.0 Progress Update & Some News from Snob Entertainment

Hey there all you lovely AIs! We are sorry that a month has passed since the last news, but we are making good progress with 0.10.0 and hope to release it either next week or at latest by the end of this month! Most of the content and coding is done and now there is a lot of playtesting and balancing to do, but we want to share some small changes we are making to let you know, what we are working on.

Resource Nexus


We've completely changed how the Resource sending mechanics work, to make the factory and base building part aswell as getting huge amount of resources more meaningful. We'll explain the new system in detail with the 0.10.0 update. In Short, you can now craft different resource packages, send them to earth and get rewarded with AI Accelerators, that you can use in different skilltrees to improve various values or even unlock new recipes. Here's a small teaser for the Combat Upgrades Tree:
We've also fixed some bugs, polished some more UIs, added more content and like said above we aim to release this update next week or the week after that! We hope you'll like this new update! Meanwhile, if you like to, check out a small video from our developer Kevin about the upcoming update, Project Astra Dominium in general and our switch to Unreal Engine for the next game! [previewyoutube=sDqf3Nkv4nk;full][/previewyoutube] As always, let us know what you think and hope to see you soon! - Snob Entertainment -


[ 2023-11-17 18:35:32 CET ] [ Original post ]

Upcoming 0.10.0 Changes for Project Astra Dominium

Hello all you lovely AIs out there! We are currently working on some bigger Changes for 0.10.0 Update of Project Astra Dominium. You probably already heard about the Unity disaster. Project Astra Dominium is and will stay a Unity Game, but we've decided, that future Projects of Snob Entertainment will be done with the Unreal Engine. Switching to a new Engine means a lot of extra work for the team and Snob Entertainment is very sorry that the Project Astra Dominium updates have been lacking the last weeks! We have also gained somewhat of a new "team member" due to the birth of a young human. This is awesome news for us, but obviously it disrupts our regularly updates. We will still try to give our best to provide you with further updates for the game and we will definitly finish a Version 1.0.0 as soon as possible. Please just have some understanding, that it's currently a bit more difficult to work on the game in our sparetime.
Speaking of updates, let's talk about the upcoming 0.10.0. For everyone that isn't aware of our Version schema the second Number is the amount of Tower Defense Levels in the Game. So please don't be confused that after 0.9.0. the new version now isn't 1.0.0. Okay anyway, here is a short teaser preview of upcoming stuff for the next update, that we hope to roll out within the next weeks:

  • A new Tower Defense Level
  • New/More Tower Recipes
  • Overhaul of the Resource Hub System
  • Some further UI Changes and polishing







(All things may still be subject to change.) Let us know what you think in our Discord or the Steam Discussions :) Stay tuned and see you soon! - Snob Entertainment -


[ 2023-10-16 08:32:36 CET ] [ Original post ]

Update 0.9.4 - Small TD UI overhaul, new Waveinfo Screen


Hey all, long time no see! As you may have noticed the development has unfortunately slowed down a bit the last weeks, due to personal (good!) reasons and the upcoming gamescom. We will probably go back to pushing out updates more frequently around mid/end of september. Till then we will still provide hotfixes if necessary and also we got a smaller update with this one, that hopefully some of you may enjoy. It (finaaallyyyy) brings a Waveinfo screen, where you can see more informations about upcoming waves:
You can switch, which wave to view aswell as hover over any enemy to get a tooltip with their stats. (Beacon modifications included!) The portal colors are the same as the markers, that show you the enemys path, so you know where they are coming from.
You may also have noticed that the menu has changed a bit and also has new buttons. While your keys for changing the gamespeed ( +- / 1-4) still work, we've removed the + and - button and instead made it now a collapsible menu:
We did the same with the visual options, to save some more screen space. Speaking of saving screen space: You can now enable/disable the loot window, but that's not all! It is now fully draggable to where ever you want it... but wait there's more: You can now disable the "wiggle" animation when receiving an item!
So in short:

Features


  • Added a new Waveinfo screen.
  • Lootwindow is now draggable, can be closed and the "wiggle animation" can now be disabled.
  • Overhauled TD ui in general a bit.
As I've said, development will probably ramp up again mid/end of september. But if you have questions, game breaking bugs, feedback or anything else you would like to discuss with us, you can always find us on our discord or write something in the steam discussions! Best Regards and till the nex update - Snob Entertainment -


[ 2023-08-20 21:33:42 CET ] [ Original post ]

0.9.3 - QoL, New Railgun items, Recipe Changes, Bugfixes


Hello all you lovely AIs out there! This week we got another small update, in which we added some new items for the Railgun T1 weapon, community suggestions, QoL stuff, further recipe changes and fixed some bugs you reported. We also tried to add more information to the modification system, that will hopefully make it even more clear what kind of magic is happening there! Please also note, that with this update, again some recipes have changed and you may need to alter some of your production lines! You can find more information under the "Balancing" section. Thank you again for all your feedback and input!

Features


  • Added a black border to the Tower Range to increase visibility (community suggestion).
  • Belt Animations now runs faster, if you upgrade your Belt speed.
  • Tooltips in the modification item selection now show the level this would add to your recipe if it is more than 1:
  • The resulting Level of the item created by a modified recipe is now also shown under it's title:

Balancing


We've rebalanced some starting recipes and especially reduced some max ammo levels, as they were way to strong, in that you could easily create a +50phys dmg AP Ammo for example. Also we changed the abilities of the Artillery Tower, so they now scale with the Towers AoE Splash Range, which should make it even more of an AoE Monster.

Towers


Artillery Tower:
  • The size of the Plasma Puddle is now 80% of the Towers AoE Splash Range. Before it was fixed to 8m.
  • The size of the Cluster Munition AoE Splash is now 55% of the Towers AoE Splash Range. Before it was fixed to 8m.

Items


We've added some new Tower Parts for the Railgun T1:
  • Added Conducting Rail T1
  • Added Plate Capacitor T1
They both unlock after beating level 2 (You may have to beat it again on an existing save)

Recipes


  • Steel can now be modified.
Iron-, Copper- and Aluminium Ingot:
  • Reduced the quantity for the base item modification slot from 6 to 3
  • Removed the coal modification slot for reduced crafting time from iron and copper modifications
Railgun T1:
  • The recipe and it's modification were completely redone.
Targeting System T1:
  • CritDamage modification now costs 2 Quartz Crystal instead of 4 Cable (Copper)
  • Now adds 1-2% Range in the unmodified variant
  • Reduced Range bonus for the first Quartz Crystal Slot from 1-5% to 1-4%
  • Increased Quartz Crystal cost from 2 to 4
  • Increased Cable (Copper) cost from 4 to 6
  • Increased Quantity and Max Level to 12
Tower Hydraulics T1:
  • Removed Tower Hydraulics as possible modification ingredient
  • Removed Iron Ingot costs from base recipe
  • Now adds 1-2% Rotationspeed in the unmodified variant
  • Increased Rotationspeed bonus for the modified Gear Wheels Slot from 1-3% to 2-4%
  • Increased Upgradecost reduction slot from 5 to 6 Cable (Copper)
Vulcan Cannon Tier 1: Changed some values of the base variant so it fits with the used "base components"
  • Decreased max. Range from 1-5% to 1-2%
  • Reduced RoF from -0.05 | -0.1 to -0.01 | -0.05
  • Added 1-2% RotationSpeed to the base variant
  • Reduced the Targetingsystem slot bonus from 1-5% to 1-2% physical piercing
AP Ammo T1:
  • Removed Crit Damage bonus from the base recipe
  • Increased Physical Piercing from 1-5% to 3-6%
  • increased Crit Chance from 1-3% to 2-5%
  • Reduced RoF reduction from 0.05 - 0.02 to 0.03 - 0.01
  • Reduced Max level from 50 to 10
  • Completely overhauled the bonuses for the first gunpowder modification slot and they are now cumulative, meaning for each item you put in, you gain the shown Slot Bonuses
HE Ammo T1:
  • Reduced Max level from 50 to 10
  • Completely overhauled the bonuses for the first physical modification slot and they are now cumulative, meaning for each item you put in, you gain the shown Slot Bonuses

Bugfixes & Misc.


  • Skills Difference did list something even though there was no change.
  • Damge/XP/HP Bars and Notifier were in front of the HUD.
  • Moving Camera with WASD didn't change the selected Building/Node in the build system.
  • Manual Crafting Progress was too big.
  • Fixed a small visual glitch on Glaviros III.
  • Fixed some typos.
As always let us know what you think of these changes on the steam discussions or our Discord and see you on the next update!


[ 2023-07-30 17:59:39 CET ] [ Original post ]

Update 0.9.2 - Blueprints, QoL, Bugfixes


Hi all! This weeks update is a bit shorter, but we'll also be having a small release stream today, where we show the new blueprint system we are bringing with this update! So if you are interested, you can join our developer here and see him fail my horribly designed difficulty ramp ups in the TD levels steamhappy [previewyoutube=RihEHHlaHXw;full][/previewyoutube]

Features


  • Added a new Blueprint system
  • Recipe Modification Save Button now shows a Tooltip for Errors
  • (Community Request) The name of the current level is now shown above the current Wave Progress. (Which also had a small redesign)

Bugfixes & Misc.


  • Fixed tutorial steps for modifying an Iron Ingot
  • Fixed some typos
  • Increased the size of some Loadingscreen elements
  • Added an Info to press Space, to close the "Paused" Screen and resume the TD mode
  • Fixed Victory Screen overlapping text on drop amounts > 99999
  • Fixed Recipe Modification stopped working after deleting previous Recipe Modifications
  • Fixed Copy/Paste a Smelter/Assembler without selecting a recipe didn't work
As always thank you for all your feedback and join us in the steam discussions or on our discord and let us know what you think of these changes!


[ 2023-07-21 15:58:53 CET ] [ Original post ]

Update 0.9.1 - Copy & Paste, QoL, Sound- & Bugfixes, Recipe changes, Balancing


Greetings to all you diligent AIs out there, welcome to Update 0.9.1! This one has some Ear & Eyecandy, aswell as more bugfixes and because we love it so much, even more balancing! We've also watched a lot of lovely streamers playing our game over the last week, which helped us to see the game more through your (A)eyes (Get it?... okay I'll stop already). Using this feedback, we've implemented some small QoL stuff and added/rewrote some tooltips / info texts, that hopefully make the game a bit more approachable. For example: We've added a Copy & Paste function for the base building, so no more tedious building of the same production lines! We've set the Railgun Tower to target "Highest current HP" by default now, as this is usually the role you would give it. We've added a "close" button for the tutorial missions, so it now won't take up so much screen space, when you are doing a mission that's still far away from being completed. (Looking at you "unlock outposts & fleet management" mission!) There's still a lot more feedback that we took away from this and we try to implement it step by step over the next updates. If you also want to give us your feedback, feel free to join our Discord or our Steam Discussions! Alright, you'll probably know by now how these updates are structured. Let's get into it:

Features


Level 6 now also got a small cosmetic update: Before
After
Full Feature List of this update
  • Copy and Paste function for the base building.
  • New ground graphics for level 6 (Purtauri).
  • Added more quests.
  • Added a "close" button to the tutorial. This will hide the tutorial tasks on the left, aswell as any connected tutorial arrows for the current task. After hiding, an Icon will show up in the lower left, where you can show the tutorial again.
  • Polished the recipe modification UI a little bit and rewrote the "How to" section, in hopes that this makes it easier to understand what's happening on the modification screen.
  • The Railguntower now targets "Highest current HP" by default.

Balancing


We did another round of nerfs for level 6 (Purtauri) as you needed to grind around ~200+ Skillpoints to get this done with a normal beacon, which was way too much and frustrating. Together with some equipment rebalancing and buffs, it should now be beatable with some minor preperation. Please note that we've also changed ingot recipes: All Ingots except Iron and Copper now require coal! To make up for it, the dropchance and amount of coal was slightly increased across all enemies and levels.

Quests


[expand type=details]
  • Aluminium and Steel Quests now also reward 2 Skillpoints each
  • Increased automated Steel needed from 25 to 50
  • Increased automated Copper Cables needed from 40 to 100
[/expand]

Items


[expand type=details]

Recipes


  • All Ingots except Iron and Copper now require coal.
  • AP Ammo Tier 1 now requires 3 Gunpowder and 2 instead of 3 Copper Ingots.
  • HE Ammo Tier 1 now requires 5 Gunpowder, 2 instead of 3 Copper Ingots and 6 instead of 5 Iron Ingots.
  • Increased EMP Shell Tier 1 Gunpowder cost from 3 to 6
  • Increased Plasma Shell Tier 1 Gunpoweder cost from 5 to 8
  • The required base items for modified Copper, Iron or Aluminium Ingots now have a max amount of 6 instead of inifity.
  • The recipe modification for drones was removed, as it wasn't working anyways.

Equipment


  • Increased max heat damage of the 120kW laser from 6 to 9
  • Increased cold damage of the T1 Cryo Cannon from 5 to 9
  • CryoLiquids no longer reduce AoE cold Piercing
  • Increased CryoLiquids max AoE cold damage from 2 to 5
  • Increased CryoLiquids max slow from 5% to 6%
  • CryoLiquids can now roll 0-3 Ammo
  • Increased Freezer burn Liquids max AoE cold damage from 5 to 7
  • Reduced Freezer burn Liquids max AoE cold piercing from 6% to 4%
  • Increased Freezer burn Liquids max slow -3% to -5%
[/expand]

Rewards


  • The Gunpowder recipe now unlocks after beating the first level.
  • Added sulfur drops across all enemies and levels.
  • Beating the first level gives additional 10 Gunpowder.

Combat


[expand type=details]

Towers


Railgun Tower:
  • Now targets "Highest Current HP" by default
Laser Tower:
  • Increased Tier 1 Heat Damage from 6 to 7, Tier 2 from 10 to 11 and Tier 3 from 15 to 16.
Cryo Tower:
  • Increased Max. Range from Tier 1-3 from 14/16/18 to 15/17/19
Artillery Tower:
  • Increased heat AoE damage per Level from 1% to 2% for Plasma Modulation I to V
Tesla Tower:
  • Increased electrical damage per Level from 2% to 3% for Increased Voltage I to V
  • Increased electrical damage per Level from 3% to 5% for Increased Voltage VI

Endless


  • Fixed the "Elemental Shell" mutation, it now reduces damage by 1% per stack instead of 100%

Enemies


Level 6 (Purtauri) Swarm Devourer:
  • Increased experience reward from 22 to 25
  • Reduced physical resistance from 50% to 40%
  • Reduced heat resistance from -45 % to -50%
  • Reduced Health from 150 to 100
Swarm Runner:
  • Reduced Health from 125 to 100
  • Reduced heat resistance from 50% to 40%
Tungsten Golem:
  • Increased credit reward from 15 to 30
  • Reduced Health from 750 to 700
  • Reduced heat resistance from 60% to 50%
Gold Golem:
  • Reduced physical resistance from 55% to 45%
  • Reduced heat resistance from 75% to 70%
  • Reduced speed from 10 to 9
Wave 1
  • Reduced Amount of Swarm Devourers from 40 to 30 for Spawner 5 & 6
  • Reduce amount per spawn from 8 to 6
  • Increased delay between spawns from 5s to 6s
Wave 2
  • Reduced Amount of Swarm Devourers from 40 to 30 for Spawner 5 & 6
  • Reduced Amount of Swarm Devourers from 40 to 30 for Spawner 3 & 4
  • Reduce amount per spawn from 8 to 6 for Spawner 5 & 6
  • Increased delay between spawns from 5s to 6s for Spawner 5 & 6
  • Reduce amount per spawn from 4 to 3 for Spawner 3 & 4
  • Increased delay between spawns from 3s to 4s for Spawner 3 & 4
Wave 3
  • Reduced Amount of Swarm Devourers from 50 to 40 for Spawner 3 & 4
  • Increased delay between spawns from 3s to 4s for Spawner 3 & 4
Wave 4
  • Reduced Amount of Swarm Devourers from 60 to 50 for Spawner 3 & 4
  • Increased delay between spawns from 3s to 4s for Spawner 3 & 4
[/expand]

Bugfixes & Misc.


  • Reduced music volume a bit.
  • Fixed the volume of Tower sounds.
  • The tutorial now requires you to modify an iron ingot instead of copper.
  • If an item decreases the slow of the cryo tower, the text now will correctly show "Decreases" instead of "Increases".
  • Added an infotext regarding the rolling of stats when crafting equipment.
  • Added a tooltip for the "Stay on target" checkbox on a selected tower.
  • Fixed some missing tutorial arrows.
  • Cryo Liquids now shouldn't have a negative itemLevel anymore.
  • Fix Mobs sometimes preserve Visual DoT Effects on recycle
As always, let us know what you think of these changes on our Discord or on Steam and see you on the next update! - Snob Entertainment -


[ 2023-07-16 10:06:47 CET ] [ Original post ]

Update 0.9.0 - Glaviros III, New TD ground graphics, Quests & Balancing


Features


Graphics


We've switched to Unitys "Terrain Feature" and started to replace the ground of some TD levels. This allowed us to use textures that look better in our opinion and we also drew some "road" textures for the enemy paths. We feel that it now looks a lot more "Tower Defensy" that way - What do you think? Here are some examples of the rework: Before
After
Before
After
Before
After
For now only Level 1, 2 and 5 got this overhaul, with more to come with the next updates. Some levels however like 3 (Cosuna) and 4 (Saitoris) are more difficult to change, because of the way they've been constructed. So we have to see, if we find a good way to implement them there or if they will stay "classy".

New Level


This update adds the new Level "Glaviros III", however it will not yet unlock anything after beating it. We'll add the rewards with one of the next update, as we are rebalancing the distribution of level rewards. So please don't get confused if you don't unlock anything after beating it, except for the 9 Skillpoints. Complete Feature List for this update:
  • New Level "Glaviros III".
  • Added a new Steam Achievement and Quests for beating Glaviros III.
  • Switched to Unitys Terrain System and redid the ground for Level 1, 2 and 5.
  • Added 5 more "Battle Seasoned" Quests, renamed them and rebalanced the rewards for every quest. (If you play with an existing savegame, you may be able to gather the rewards twice so you may end up with more skillpoints than you can spend after reaching level 1.000).
  • Added more Quests and changed some quest categories.

Balancing


We further reduced the difficulty ramp up of level 6 a bit by reducing the number of enemies on some waves. We also nerfed the Quick Adaption heal of runners in some levels, as it was to strong.

Enemies


[expand type=details] Level 5 (Purtauri) Bio Devourer:
  • Reduced Regen from 5% to 3%
  • Reduced Health from 75 to 70
Level 4 (Saitoris) Sand Runner:
  • Reduced Quick Adaption healing from 10% to 5%
Level 5 (Cetazed) Sand Runner:
  • Reduced Quick Adaption healing from 10% to 6%
Level 6 (Purtauri) Swarm Runner:
  • Reduced Quick Adaption chance from 10% to 7% and healing from 10% to 8%
Wave 3
  • Reduced Amount of Swarm Devourers from 60 to 50 for Spawner 3 & 4
Wave 4
  • Reduced Amount of Swarm Devourers from 80 to 60 for Spawner 3 & 4
Wave 5
  • Reduced Amount of Swarm Devourers from 80 to 72 for Spawner 3 & 4
  • Reduced Amount of Swarm Runners from 20 to 12 for Spawner 3 & 4
Wave 7
  • Reduced Amount of Swarm Devourers from 120 to 100 for Spawner 3 & 4
  • Reduced Amount of Swarm Runners from 40 to 30 for Spawner 3 & 4
Level 7 (Auridian) Swarm Runner:
  • Reduced Quick Adaption chance from 10% to 7%
[/expand]

Bugfixes & Misc.


  • Changed the order of some quests.
  • Added more explanation to some tutorial texts.
  • Fixed some typos.
That's it for this update, as always let us know what you think of it and see you next week! - Snob Entertainment -


[ 2023-07-08 22:29:21 CET ] [ Original post ]

Update 0.8.3 - Back from vacation and 50% off!

Hello Folks and AIs! First of all sorry for the wait after the last update, we were on vacation and are now getting back on track! Thus todays update will be rather small, but we are preparing a larger update for next week that will among other things include a new level! We aim to get back into our weekly release cycle from next week on, so stay tuned. Till then, here's some small stuff for this update:

Features


  • Added new Steam Achievements for clearing Levels 4 - 8.
  • Added a new Quest to craft 100 Gear Wheels automated, which rewards 3 Drones.
  • Added a new Icon for the base build mode and replaced the old "Delete Building" icon with the bulldozer instead.
Just so you don't get confused, the new build Icon looks like this:

Balancing


  • Increased Gun Tower AP Ammo Base RoF Penalty from 0.02s - 0s to 0.05s - 0.02s
  • Increased Gun Tower HE Ammo Base AoE Fire damage from 2-4 to 2-5
  • Railgun EMP Projectiles now add 0.5m - 1.5m range

Bugfixes & Misc.


  • Fixed Leadboards
  • Renamed the "send resources to earth" achievements.
  • Changed "Complete all Send Resources to Earth Missions" to "Send 50 Resource packages back to Earth" (More Achievements for the supply hub will come with future updates).

Versioning


A quick note about our versioning, as it may confuse some of you: While in Early Access, the second number in the version refers to the number of released Tower Defense levels. 0.8.x has 8 levels, 0.10.x will have 10 levels and so on. So there won't be a jump from 0.9.0 to 1.0.0 with one of the next updates. We also may bring some major features and content on a "minor" patch version like we did with 0.7.1 for example, where we introduced outposts. The full release of the game will then have version 1.0.0! We hope this clears things up for you. P.S.: We are also taking part in the Steam summer sale and the game currently is 50% off! See you next week!


[ 2023-06-30 15:02:44 CET ] [ Original post ]

Update 0.8.2 - Combat Balance & Endless Muations


Okay ChatGPT, please write me a summary of this update!... What do you mean it's too long?? Fine, we'll do it ourselves... Welcome, all you lovely AIs out there! This Update may be a longer read, as we've changed how the endless mode works and did some rebalancing of the combat part. We've put most of the detailed explanations into expandable fields, so it's hopefully more readable to you. If you find the time, we'd love to hear your thoughts about these changes on the Steam Discussions or our Discord! Let's get to it:

Features


  • Updated Unity to 2022.3.0 LTS - This may fix some reported crashes, please let us know!
  • Removed the Railgun + Artillery Event Beacon.
  • Small redesign of the savegame selection & Legal Disclaimer.
  • Capped Tower stats. (See below for more information).
  • Added a new Icon for the TD mode, that you can hover over to see the total enemy values added by the selected beacon and through the new endless mode mutations.

Balancing


The main goal was to reduce the need for resource grind a bit and to streamline the whole TD part, so that new users get a smoother experience. If you think some levels became to easy with your existing savegame, please remember that we made this balance with a fresh savegame in mind! Even though we want some levels to be a bit more difficult, to have players playing around with optimizing their gear and setup, we overshot it on some parts and for example increased resistances to early to much. So the main things we adjusted are:
  • Enemies now have either more HP or new skills instead of a simple resistance increase.
  • Enemies have their exp and drop chances increased and some loot tables were changed.
  • The overall Piercing gained from skilltrees has been reeduced and will now mainly be achieved through equipment.
  • Piercing and Resistance stats on Equipment and Beacons now add more points to the ItemLevel.
  • We've capped some stats for each tower so it can't go above or below a certain amount. (see below)
  • Endless mode should be more challenging and random with the new mutations (see below).
More Enemy Skills and Beacon Mutations will come with further updates!

Capped Stats


Since with recipe modifications and the new Alien Orbs you are able to craft very mighty equipment, it was necessary to cap some Tower stats so they can not go below or above a certain value. For example a Reload Time under 0,1s for the Railgun Tower leads to... "interesting" behaviours. Thus there are now some stats that are capped individually for each Tower:
  • Reload Speed
  • Rate of Fire
  • Max. Range
  • Ammo
You can find the cap for each stat in its tooltip:

Endless


Endless mode has undergone some changes in how it works. Before it simply increased some stats for each endless level you've reached. Now each time you reach a new endless level the game first picks randomly from a list of possible mutations that may add different kind of stats or even skills. Afterwards the default stats increase is applied like now. (But with some altered values) These mutations are sorted into "Tiers" and inside these Tiers each mutation has a certain chance to be picked. Reaching higher endless Levels means, chances are increasing of rolling more difficult mutations. [expand type=details] For example: You play a Level with a "normal" Beacon, you've won the level and start Endless 1. Because you are on Endless 1, the game only looks into Tier 1 mutations, picks one randomly and adds it's effects. For this example it picks the "+75% HP to all enemies" mutation. Now the total sum of the Level Beacon HP Modification would be: 100% (normal) + 75% (Mutation) = 175%. After adding this mutation the default endless increments are applied, which are:
  • Enemy HP * 1.25 (multiplicative so 175% * 1.25 = 218,75%)
  • Enemy Resistance Increase + 10% (additive so 100% + 10% = 110%)
  • Drop Chance + 2.5% (additive so 100% + 2,5% = 102,5%)
  • EP Reward + 10% (additive so 100% + 10% = 110%)
After reaching endless 2, the game now can has a chance of 75% to pick a Tier 1 Mutation and 25% to pick a Tier 2 Mutation. Let's say it's bad luck and you get a Tier 2 Mutation, for this example we pick the "Bulk up" Mutation. This mutation adds the following stats:
  • + 50% Enemy HP
  • + 10% Resistances
  • Adds the Skill "Elemental Shell" with 5 Stacks.
  • Increases DropChance by 1%
  • Increases EP Reward by 10%
This is now added to the existing beacon:
  • Enemy HP + 50% (Additive so 218,75% +50% = 268,75%)
  • Enemy Resistance Increase + 10% (additive so 110% + 10% = 120%)
  • Drop Chance + 1% (additive so 102,5% + 1% = 103,5%)
  • EP Reward + 10% (additive so 110% + 10% = 120%)
Now for the Skill this is a bit different. If an enemy doesn't have this skill yet, it's simply added. If an enemy already has this skill however, the 5 stacks are added to it instead. So if for example the enemy already had Elemental Shell with 15 Stacks, the skill now has 20. This behaviour differs from skill to skill. For example if the enemy has "Regenerates 5% of its maxHP every 3 seconds" and the mutation would add "Regenerates 10% of its maxHP every 10 seconds", the enemy now has both. So some skills "stack", others are just added to the enemy and so on. You may have to click on an enemy to see how a mutation behaves after it has been applied. After adding all this, now the default endless increments are applied again:
  • Enemy HP * 1.25 (218,75% * 1.25 = ~335,93%)
  • Enemy Resistance Increase + 10% (120% + 10% = 130%)
  • Drop Chance + 2.5% (103,5% + 2,5% = 106%)
  • EP Reward + 10% (additive so 120% + 10% = 130%)
This whole process repeats for every new endless level you reach. The maximum Tier for mutations is 5, so after endless 5 you won't "unlock" new sets of mutations, but instead from now on the chance of getting a higher mutation increases each time. On Level 3 you have a 50% Chance for Tier 1 and a 25% for Tier 2 and 3 On Level 4 you have a 25% Chance for each Tier 1-4 On Level 5 you have a 20% Chance for each Tier 1-5 From Level 5 onwards the Chances are now shifting towards the highest Tier. This is done by substracting 5% from the Tier 1 and re-distributing it to the other chances, while Tier 5 always get's the biggest "cut". Level 6 chances would look like: 15% Tier 1, 21% Tier 2-4, 22% Tier 5. Level 7: 10% Tier 1, 22% Tier 2-4, 24% Tier 5. This goes on until Tier 1 reaches 0% on endless level 9 and the rest has: 24% Tier 2-4 28% Tier 5. From now on the Chances for Tier 2 are reduced by 8% per Level and redistributed: Level 10: 0% Tier 1, 16% Tier 2, 26% Tier 3-4, 32% Tier 5 Level 11: 0% Tier 1, 8% Tier 2, 28% Tier 3-4, 36% Tier 5 Level 12: 0% Tier 1-2, 30% Tier 3-4, 40% Tier 5 Now the same with Level 3 and 10% steps: Level 13: 0% Tier 1-2, 20% Tier 3, 35% Tier 4, 45% Tier 5 [...] Level 15: 0% Tier 1-3, 45% Tier 4, 55% Tier 5. From here on it goes down in 9% steps until Level 20: Level 16: 0% Tier 1-3, 36% Tier 4, 64% Tier 5 [...] Level 20: 0% Tier 1-4, 100% Tier 5. In other words: From endless 20 on only Tier 5 Mutations will be rolled. Let us know, what you think of these changes! [/expand]

Beacons


[expand type=details] Since the overall drops of enemies were increased, we've slightly reduced drop bonuses for beacons. HardBeacon:
  • Reduced max Dropchance from 130% to 120%
  • Reduced max DropAmount from 130% to 120%
Iron Beacon:
  • Reduced max Dropchance from 155% to 130%
  • Reduced max DropAmount from 155% to 130%
Titanium Beacon:
  • Reduced max Dropchance from 180% to 150%
  • Reduced max DropAmount from 180% to 140%
SilverBeacon:
  • Reduced max Dropchance from 250% to 175%
  • Reduced max DropAmount from 250% to 180%
  • Reduced Max Resistances from 200% to 180%
[/expand]

Towers


[expand type=details] Gun Tower:
  • Increased Stacks per "Heating Up" Skill level from 3 to 5
  • Increased "Heating Up" Buff duration from 8s to 9s
  • Now has a min reload time of 2,5s
  • Now has a min Rate of Fire of 0.15
  • Now has a max range of 30
  • Now has a max Ammo of 120
Railgun Tower:
  • Reduced Tier 2 Max. Range from 30 to 28
  • Reduced Tier 3 Max. Range from 36 to 32
  • Now has a min reload time of 3s
  • Now has a max range of 50
  • Reduced "Physical Piercing" piercing from 2% to 1% per level, added +5 physical damage per level
  • Reduced "Resistance Piercing I" physical/electrical piercing from 2%/1% to 1%/0.5% per level
  • Reduced "Resistance Piercing II" physical piercing from 2% to 1% per level
  • Reduced "Resistance Piercing III" physical/electrical piercing from 2.5%/2.5% to 2%/1.5% per level
  • Reduced "Resistance Piercing III" Range bonus from 2% to 1% per level
  • Reduced "A.I. Optimizations" Reloadspeed bonus from 2% to 1% per level
Laser Tower:
  • Reduced Tier 1 Ammo from 70 to 40
  • Now has a min reload time of 3s
  • Now has a min Rate of Fire of 0.15
  • Now has a max range of 28
  • Now has a max Ammo of 150
  • Decreased "Melting Ray" resistance reduction from 2% to 1% per level for skilllevel >5
  • Reduced "Frequency Modulation" heat piercing from 1% to 0.5% per level
  • "Gamma Ray Optimizations II" now adds +1 heat damage per level
Cryo Tower:
  • Increased build cost from 125 to 130
  • Now has a min reload time of 3s
  • Now has a min Rate of Fire of 0.3
  • Now has a max range of 26
  • Now has a max Ammo of 50
  • Reduced "Aggressive Chemical I" AoE cold damage and piercing from 2% to 1% per level
Artillery Tower:
  • Decreased flight time of the projectile by 0.5s, so it should now hit a bit more reliable
  • Now has a min reload time of 4s
  • Now has a min Rate of Fire of 0.15
  • Now has a max range of 100
  • Now has a max Ammo of 10
Tesla Tower:
  • Now has a min reload time of 2s
  • Now has a min Rate of Fire of 0,35
  • Now has a max range of 30
[/expand]

Enemies


[expand type=details] Level 1 (Traebis IV) Wave 5:
  • Reduced amount of spawned Light Devourers by 2 for each Spawnpoint
  • Increased delay before Light Devourers spawn by 3 Seconds
Wave 6:
  • Reduced amount of spawned Light Devourers by 2 for each Spawnpoint
  • Increased delay before Light Devourers spawn by 3 Seconds
Light Devourer:
  • Increased Stone drop chance from 15% to 30%
  • Increased Copper Ore drop chance from 15% to 25%
  • Increased Iron Ore drop chance from 10% to 20%
  • Increased Coal drop chance from 8% to 15%
Stone Golem:
  • Reduced Health from 50 to 45
  • Increased Physical Resistance from 15% to 25%
  • Increased Heat Resistance from 20% to 30%
  • Increased Stone drop chance from 25% to 65%
  • Increased Copper Ore drop chance from 25% to 35%
  • Increased Iron Ore drop chance from 15% to 30%
  • Increased Quartz Crystal drop chance from 5% to 10%
Level 2 (Ralvuitov II) Wave 2,4,6,8:
  • Increased delay between Stone Golem spawns from 6 to 7 seconds
Light Devourer:
  • Increased Stone drop chance from 10% to 30%
  • Increased Copper Ore drop chance from 10% to 20%
  • Increased Iron Ore drop chance from 15% to 35%
  • Increased Coal drop chance from 10% to 18%
  • Increased Bauxite Ore drop chance from 4% to 12%
Stone Golem:
  • Increased Health from 60 to 65
  • Increased Experience Reward from 15 to 16
  • Increased Stone drop chance from 25% to 65%
  • Increased Copper Ore drop chance from 15% to 25%
  • Increased Iron Ore drop chance from 25% to 40%
  • Increased Bauxite Ore drop chance from 12% to 22%
  • Increased Coal drop chance from 20% to 35%
  • Increased Quartz Crystal drop chance from 5% to 10%
Level 3 (Cosuna) Light Devourer:
  • Increased Health from 30 to 35
  • Increased Experience Rewards from 6 to 7
  • Increased Stone drop chance from 10% to 30%
  • Increased Copper Ore drop chance from 9% to 16%
  • Increased Iron Ore drop chance from 12% to 22%
  • Increased Bauxite Ore drop chance from 2% to 12%
  • Now has a Chance of 6% to drop Titanium Ore
Stone Golem:
  • Increased Health from 60 to 80
  • Increased Experience Reward from 15 to 18
  • Increased Stone drop chance from 20% to 65%
  • Increased Copper Ore drop chance from 11% to 25%
  • Increased Iron Ore drop chance from 12% to 25%
  • Increased Titanium Ore drop chance from 10% to 20%
  • Increased Coal drop chance from 15% to 35%
  • Increased Quartz Crystal drop chance from 5% to 10%
  • Now has a Chance of 20% to drop Bauxite Ore
Copper Golem:
  • Increased Health from 100 to 150
  • Reduced Physical Resistance from 70% to 40%
  • Increased Experience Reward from 25 to 28
  • Increased Copper Ore drop chance from 12% to 45%
  • Increased Titanium Ore drop chance from 10% to 25%
  • Increased Bauxite Ore drop chance from 22% to 33%
  • Increased Coal drop chance from 20% to 35%
  • Reduced amount of Coal dropped from 2 to 1
Blue Ore Dragon:
  • Decreased Damage To Base from 10 to 5
  • Increased Titanium Ore drop chance from 55% to 75%
Level 4 (Saitoris) Sand Devourer:
  • Decreased Health from 60 to 50
  • Decreased Heat Resistance from 35% to 30%
  • Increased Experience Reward from 10 to 12
  • Increased Silica drop chance from 14% to 25%
  • Increased Sand drop chance from 18% to 35%
  • Increased Copper Ore drop chance from 5% to 15%
  • Increased Iron Ore drop chance from 5% to 15%
  • Increased Bauxite Ore drop chance from 3% to 13%
  • Increased Coal drop chance from 6% to 12%
  • Now has a Chance of 20% to drop Stone
Sand Golem:
  • Increased Health from 200 to 250
  • Decreased Physical Resistance from 45% to 30%
  • Decreased Heat Resistance from 60% to 40%
  • Increased Experience Reward from 50 to 55
  • Increased Silica drop chance from 25% to 35%
  • Increased Sand drop chance from 25% to 30%
  • Increased Coal drop chance from 10% to 25%
  • Increased Bauxite Ore drop chance from 5% to 15%
  • Increased Copper Ore drop chance from 7% to 20%
  • Increased Iron Ore drop chance from 9% to 20%
  • Increased Quartz Crystal drop chance from 8% to 15%
  • Increased Titanium Ore drop chance from 3% to 10%
Sand Runner:
  • Increased Health from 45 to 50
  • Now has the "Quick Adaption" Skill with a 5% proc chance and 10% healing
  • Reduced Physical Resistance from 25% to 20%
  • Increased Experience Reward from 15 to 30
  • Now uses it's own loot table instead of the Sand Devourers
Level 5 (Cetazed) Bio Devourer:
  • Decreased Health from 80 to 75
  • Decreased Physical Resistance from 25% to 20%
  • Decreased Regeneration amount from 6% to 5%
  • Increased Experience Reward from 15 to 18
  • Increased Tungsten Ore drop chance from 3% to 10%
  • Increased Sand drop chance from 18% to 35%
  • Increased Copper Ore drop chance from 8% to 15%
  • Increased Iron Ore drop chance from 10% to 20%
  • Increased Sulfur drop chance from 3% to 10%
  • Increased Silver Ore drop chance from 1% to 3%
Bio Runner:
  • Increased Health from 50 to 65
  • Decreased Physical Resistance from 35% to 20%
  • Decreased Max Speed from 33 to 30
  • Now has the "Quick Adaption" Skill with a 5% proc chance and 10% healing
  • Removed "Regeneration" skill
  • Increased Experience Reward from 35 to 50
  • Decreased Tungsten Ore drop chance from 90% to 75%
  • Increased Copper Ore drop chance from 15% to 30%
  • Increased Iron Ore drop chance from 15% to 30%
  • Increased Sulfur drop chance from 6% to 20%
  • Increased Silver Ore drop chance from 5% to 10%
Tungsten Golem:
  • Increased Health from 400 to 500
  • Decreased Physical Resistance from 85% to 40%
  • Decreased Heat Resistance from 90% to 50%
  • Now has the "Elemental Shell" Skill with 10 Stacks and 1% reduction
  • Increased Experience Reward from 75 to 100
  • Increased Tungsten Ore drop chance from 35% to 60%
  • Increased Copper Ore drop chance from 12% to 25%
  • Increased Iron Ore drop chance from 12% to 20%
  • Increased Coal drop chance from 22% to 30%
  • Increased Bauxite Ore drop chance from 9% to 20%
  • Increased Sulfur drop chance from 8% to 20%
  • Increased Silver Ore drop chance from 8% to 15%
  • Decreased Silver Amount fron 3 to 2
  • Increased Quartz Crystal drop chance from 6% to 15%
Silver Golem:
  • Increased Health from 800 to 1.000
  • Decreased Physical Resistance from 55% to 40%
  • Decreased Heat Resistance from 100% to 60%
  • Now has the "Elemental Shell" Skill with 20 Stacks and 1% reduction
  • Increased Credit Reward from 20 to 25
  • Increased Experience Reward from 150 to 200
  • Increased Tungsten Ore drop chance from 25% to 50%
  • Increased Copper Ore drop chance from 12% to 25%
  • Increased Iron Ore drop chance from 15% to 25%
  • Increased Bauxite Ore drop chance from 8% to 20%
  • Increased Sulfur drop chance from 10% to 20%
  • Increased Silver Ore drop chance from 30% to 75%
  • Increased Silver Drop Amount from 3 to 5
  • Increased Diamond drop chance from 5% to 10%
Level 6 (Purtauri) Swarm Devourer:
  • Increased Health from 100 to 150
  • Decreased Physical Resistance from 100% to 50%
  • Increased Experience Reward from 18 to 22
  • Increased Stone drop chance from 8% to 15%
  • Increased Coal drop chance from 10% to 12%
  • Increased Copper Ore drop chance from 5% to 10%
  • Increased Iron Ore drop chance from 5% to 10%
  • Increased Sulfur drop chance from 2% to 5%
  • Increased Silver Ore drop chance from 1% to 3%
Swarm Runner:
  • Increased Health from 85 to 125
  • Decreased Physical Resistance from 60% to 40%
  • Decreased Heat Resistance from 80% to 50%
  • Now has the "Quick Adaption" Skill with a 10% proc chance and 10% healing
  • Increased Credit Reward from 2 to 3
  • Increased Experience Reward from 20 to 50
  • Increased Silica drop chance from 14% to 25%
  • Increased Coal drop chance from 6% to 15%
  • Increased Copper Ore drop chance from 5% to 10%
  • Increased Iron Ore drop chance from 5% to 10%
  • Increased Sulfur drop chance from 3% to 15%
  • Increased Bauxite Ore drop chance from 3% to 10%
  • Increased Silver Ore drop chance from 3% to 6%
  • Increased Gold Ore drop chance from 3% to 5%
Tungsten Golem:
  • Increased Health from 500 to 750
  • Decreased Physical Resistance from 95% to 50%
  • Decreased Heat Resistance from 95% to 60%
  • Now has the "Elemental Shell" Skill with 20 Stacks and 1% reduction
  • Increased Experience Reward from 80 to 125
  • Increased Tungsten Ore drop chance from 35% to 60%
  • Increased Copper Ore drop chance from 10% to 15%
  • Increased Iron Ore drop chance from 10% to 15%
  • Increased Coal drop chance from 25% to 30%
  • Increased Bauxite Ore drop chance from 10% to 15%
  • Increased Sulfur drop chance from 5% to 15%
  • Increased Silver Ore drop chance from 3% to 8%
  • Increased Gold Ore drop chance from 15% to 18%
  • Increased Quartz Crystal drop chance from 5% to 15%
  • Increased Alien Orb drop chance from 0.02% to 0.05%
Gold Golem:
  • Increased Health from 3.250 to 4.000
  • Decreased Physical Resistance from 65% to 55%
  • Decreased Heat Resistance from 95% to 75%
  • Now has the "Elemental Shell" Skill with 25 Stacks and 1% reduction
  • Now Regenerates 5% of max hp every 10s instead of 6% every 12s
  • Increased Credit Reward from 25 to 30
  • Increased Experience Reward from 225 to 400
  • Increased Gold Drop Amount from 3 to 5
  • Increased Silver Ore drop chance from 25% to 50%
  • Increased Sulfur drop chance from 8% to 20%
  • Increased Quartz Crystal drop chance from 8% to 15%
  • Increased Diamond drop chance from 8% to 15%
  • Removed Stone from loot table
Level 7 (Auridian) Swarm Devourer:
  • Increased Health from 200 to 300
  • Decreased Physical Resistance from 100% to 75%
  • Increased Experience Reward from 20 to 30
  • Increased Titanium Ore drop chance from 8% to 15%
  • Increased Silver Ore drop chance from 2% to 4%
  • Increased Gold Ore drop chance from 1% to 2%
Swarm Runner:
  • Increased Health from 100 to 200
  • Now has the "Quick Adaption" Skill with a 10% proc chance and 10% healing
  • Increased Credit Reward from 2 to 3
  • Increased Experience Reward from 35 to 75
  • Increased Silver Ore drop chance from 6% to 8%
  • Increased Gold Ore drop chance from 4% to 5%
  • Now has a chance of 20% to drop 1 silica
Tungsten Golem:
  • Increased Health from 750 to 1.000
  • Decreased Physical Resistance from 95% to 65%
  • Decreased Heat Resistance from 95% to 75%
  • Now has the "Elemental Shell" Skill with 25 Stacks and 1% reduction
  • Increased Experience Reward from 100 to 200
  • Increased Tungsten Ore drop chance from 35% to 60%
  • Increased Bauxite Ore drop chance from 10% to 20%
  • Increased Sulfur drop chance from 5% to 15%
  • Increased Silver Ore drop chance from 3% to 8%
  • Increased Gold Ore drop chance from 12% to 18%
  • Increased Quartz Crystal drop chance from 5% to 15%
  • Increased Alien Orb drop chance from 0.025% to 0.05%
Red Ore Dragon:
  • Increased Health from 4.500 to 5.000
  • Decreased Physical Resistance from 65% to 60%
  • Decreased Heat Resistance from 65% to 60%
  • Now has the "Reactive Armor" Skill with 30 Stacks and 1% reduction
  • Now Regenerates 5% of max hp every 5s instead of 3% every 5s
  • Increased Experience Reward from 375 to 500
  • Increased Gold Ore drop chance from 50% to 75%
  • Increased Silver Ore drop chance from 25% to 50%
  • Increased Sulfur drop amount from 3 to 5
  • Increased Tungsten Ore drop chance from 15% to 30%
Large Platin Golem:
  • Increased Health from 20.000 to 25.000
  • Decreased Physical Resistance from 100% to 75%
  • Decreased Heat Resistance from 100% to 75%
  • Decreased Cold Resistance from 100% to 75%
  • Decreased Damage to base from 20 to 10
  • Increased Experience Reward from 1.000 to 2.500
Medium Platin Golem:
  • Increased Health from 5.000 to 7.500
  • Decreased Physical Resistance from 90% to 65%
  • Decreased Heat Resistance from 90% to 65%
  • Decreased Cold Resistance from 90% to 65%
  • Decreased Damage to base from 10 to 6
  • Now has the "Elemental Shell" Skill with 25 Stacks and 1% reduction
  • Increased Experience Reward from 400 to 500
Small Platin Golem:
  • Increased Health from 2.500 to 3.000
  • Decreased Physical Resistance from 75% to 50%
  • Decreased Heat Resistance from 75% to 50%
  • Decreased Cold Resistance from 75% to 50%
  • Now has the "Elemental Shell" Skill with 10 Stacks and 1% reduction
  • Increased Experience Reward from 200 to 500
Level 8 (Drecanus) Swarm Devourer:
  • Increased Health from 450 to 500
  • Increased Experience Reward from 40 to 50
Small Platin Golem:
  • Increased Health from 2.500 to 3.000
  • Decreased Physical Resistance from 85% to 65%
  • Decreased Heat Resistance from 85% to 65%
  • Decreased Cold Resistance from 85% to 56%
[/expand]

Bugfixes & Misc.


  • Fixed spacing errors on Saveslot text.
  • Changed the light in Level 8 to make it brighter and added some fluff.
  • Possible fix for misplaced healthbars.
That's it for this update, we hope you enjoy it - See you next time!


[ 2023-06-09 11:53:27 CET ] [ Original post ]

Event Railgun + Artillery Tower Beacon Event - Update 0.8.1


Hello all you lovely People and AIs out there! Project Astra Dominium hosts an Event until 01. June 2023. This Event is a Challenge Beacon, which increases the Drop Rate and Drop Amount of Items, but you are only allowed to leverage Railgun and Artillery Tower. Next to the Event we also updated the Game. Here's a list of things that are new in Version 0.8.1:

Bugfixes & Misc


  • Statistic Integer Overrun
  • Loot Performance


[ 2023-05-26 06:49:41 CET ] [ Original post ]

Update 0.8.0 - Drecanus, Display Settings, New Enemy Skills, Alien Orbs & more


Hello all you lovely People and AIs out there! Today we are happy to announce v0.8.0! It brings the new Level "Drecanus", a new Outpost on Saitoris, new Display Settings in the options, Alien Orbs, Resource Hub Upgrades for your Fleet Management and more! Here's a list of things that are new:

Features


  • New Level "Drecanus"
  • New Outpost "Saitoris" (Unlocked after beating level 8)
  • Added Display Settings in Options
  • Alien Orbs for upgrading Recipe Levels (See below under "Items" for more information)
  • Leaderboard bans Cheaters and Devs
  • New AI Recipe Chip for Railgun Tower (Unlocked after beating level 8)
  • New Quest for beating level 8 New Resource Hub Skills:
    • Route Capacity
    • Ships per Route
    • Ship Speed
    • Additional Ship Chambers
    • Ship Chamber Size

Items


You may notice that with this update there's only one item unlock after level 8 (boooooh!), however more level 8 item unlocks and new recipe modifications will come with one of the next updates we just didn't manage to fit them into this one, so stay tuned! Alien Orbs Some enemies now have a very small chance of dropping an Alien Orb. This item can be used to increase the maximum level of a modifiable recipe. To use it, simply click the "Upgrade Level" Button inside the modify window. There is no limit for increasing the level of an item, but the costs increase with every level! Since this is a very mighty item, the drop rate is accordingly low! (Drop chances and amounts can still be increased by beacons though). Please note, that it's intended to be this low and that it is not meant to be farmed in the thousands but rather be a "lucky drop"!

Balancing


We are currently in the process of doing an overall "rebalance" of enemy stats, because we want to make them more interesting than just increasing their resistances. (And also make the Tesla Skill to remove them more meaningful.) This rebalancing may still take another week or two but we've already implemented some of the new enemy skills in Level 8 so you can get an idea of where we are heading and we would love to hear your feedback on this! You may also find Level 8 a bit "easy" depending on your strategy, but please keep in mind, that you may be "overleveled" for the actual pacing of the game, because you had enough time to grind and craft between level 7 and this update. Like stated above, a overall rebalance is coming and will streamline the TD aspect a bit more.

Enemies


Level 7 (Auridian)
  • Large Platin Golem now has the "Elemental Shell" Skill with 50 Stacks.
  • Swarm Devourers now have a new loot table, before they used the same as Swarm Devourers in Level 6.

Bugfixes & Misc


  • Fixed AP Ammo Stats
  • Fixed some DoTs not working as intended
  • Fixed the way some "OnDamage" Skills from enemies worked
  • Crafting Custom Recipes on Outpost and Deleting the Recipe can cause errors
  • Assigning Ships to Routes with less than 2 Destinations causes errors


[ 2023-05-21 23:57:57 CET ] [ Original post ]

Update 0.7.2 - Gun Tower Recipe Modifications Overhaul, Balancing & Bugfixes


Version 0.7.2 is a bit smaller with focus on some bugfixing and balancing. We are working on more Outposts and Level 8 in parallel and hope to release them soon! A quick word before we start: We are a very young and small company and it was always our dream to finally release a game, which came true with Project Astra Dominium. We are very greatful for all you lovely people supporting us, sending in bugs, giving feedback and playing our game, so THANK YOU!
If you haven't already, we would love to hear your opinions on our Discord or within the Steam discussions <3 Now onto what's new with this update:

Balancing


We removed the extra heat damage from the "HEAT Bullets" Gun Tower skill, as currently there are enough sources of heat damage through other towers and the Gun Tower was meant to be mainly physical damage. As a replacement this skillslot now adds additional ammo and range, as the Gun Tower especially benefits from ammo because of it's "Heat Up" skill. It's still somewhat possible to add heat damage via recipe modifications, but a lot less than before! Speaking of modifications, we've further added and changed modifiable recipes! Crafting a modified weapon should now be a lot more expensive but also allow for even more flexibilty. For this update, we've finalized our vision of the Gun Tower Equipment Tier 1 recipes. For example: The Vulcan Cannon now requires 8x Weapon Barrels, a Targeting System and Tower Hydraulics. But if using the modification system right, it allows the player to customize the resulting weapon a lot more. The final goal is, that all Tower Equipment will consist of multiple items, to allow the player more customization and make building production lines for Equipment more meaningful. We will still provide a "basic" version of all recipes which only cost "standard" materials but are also a lot weaker. This way, players who don't want to engage in the modifying should still be able to somewhat improve their towers without having to go too deep into the Modification System. Let us know what you think about these changes and ideas!

Items


  • AP & HE Ammo for the Gun Tower are now modifiable
  • Removed default min/max values from Tower Hydraulics
  • Increased Modification Quantity for Copper and Iron Ingot from 5 to 6
  • Copper Ingot Heat Piercing cost increased from 2 to 3 Coal
  • Iron Ingot Physical Piercing cost increased from 2 to 3 Iron Ingots
  • Targeting System T1 doesn't require Aluminium anymore
  • Targeting System T1 Copper Cable costs reduced from 10 to 4
  • Diamond cost decreased from 50 to 25 Coal

Towers


Gun Tower
  • The Skilltree has been reset for savegame compability (You get your Skillpoints back!)
  • Reduced "Compressed Ammo Storage" ammo from 2 to 1 per level
  • Replaced "HEAT Bullets" with "Bullet Size Optimizations"
    • Bullet Size Optimizations increases Ammo by 2 and Range by 1% per level
Cryo Tower
  • Reduced slow duration from 10s to 6s (after bugfix)

Enemies


Level 2 (Ralvuitov II)
  • Increased Stone Golem Bauxite Ore dropchance from 7% to 12%
  • Light Devourer now has a 4% chance to drop 1 Bauxite Ore
Level 6 (Purtauri)
  • Increased Swarm Runner Silica dropchance from 8% to 14%

Bugfixes & Misc


  • Debuff times (e.g. Cryo Tower Slow) were calculated per Tower instance instead of once per frame. This resulted in the more Cryo Tower you have the faster the debuff expired.
  • Swapped "Select" & "Clear" Buttons in Smelter and Assembler to be in line with other UIs
  • Fixed a floating point bug with equipment loading
  • Fixed an adivsor screen not closing
  • Fixed lighting in Level 1 cave
  • Recipe Modifications can be additive or overwrite
  • Assembler Grabber Animations fixed
  • Typo in Loading Screen
  • Mob Death Effect ends on Mob Release
  • Drone and Item performance improvements


[ 2023-05-12 17:46:58 CET ] [ Original post ]

Version 0.7.1 | Outposts, Performance, Items & Recipes


Hello Folks and AIs! Today we are happy to announce the new 0.7.1 Update! We've put a lot of stuff in it, which is why we had to delay it a bit this week. It still may be rough around the edges on some parts, but we wanted to get your feedback as soon as possible, before diving into further optimizations and polishing! The most notable change this time are the new Outposts, which allow for some passive resource generation and more building space. See below for more infos on that! We've also managed to fix a huge performance problem, that should also fix a lot of the crashes some of you were experiencing when playing from Level 5 onwards. So let's start with that first:

Performance & Crashes from Level 5 onwards


We've analyzed a lot of the logs you've sent us and found a way to optimize how we were handling some enemy effects, leading to a lot less VRAM consumption in levels with more enemies. This should increase level loading times and reduce overall memory consumption, which hopefully also should fix a lot of the crashes some of you reported, when trying to play Level 5 and above. Again thank you to everyone who sent us their logs, so we could pin down the problem! Please let us know if this helped, when you had crashes before!

Features


Now to our new feature:

Outposts & Fleet Management


After winning Level 7, you are now able to let E.I.R.O. establish outposts for you.
Outposts are additional bases that are constructed on planets you've already secured. However there are some differences to your normal base. The most important is, that you can construct miners on outposts! These will passively generate a selected resource! The type and amount differ from outpost to outpost and from miner to miner.
All these resources are stored in the miner until it's storage is full. You can use grabbers to take resources out of a miner, but from here on things are little bit different: There are no drones on outposts! So you have to use Belts for transportation instead. Outposts have their own inventory! The only thing that's shared with the inventory from your mainbase are buildings and your main inventory is also used for unlocking miners. Other than that you have to transport resources between your outposts and mainbase, which brings us to our next new feature:
You can create routes between your mainbase and outposts and assign ships to transport resources between them! Each ship has a limited amount of slots and each of this slots need to have an item type assigned to it. Bigger ships, coming with later updates, will have more slots and also there'll come some Eco upgrades too, to increase your fleet size, shipseed, cargo load and so on. For now only the first 3 outposts and small ships are unlocked, so that we can test this new feature with you and gather feedback. Please let us know what you think of it inside the steam discussions or on our Discord! This concludes the biggest feature additions. But for completions sake here's a list of what changed!

Features


  • New Outpost and Fleet Management Feature
  • The Tower Info Screen now shows current/max Ammo and updates every 0.5s

Items & Recipes


We've added some new items in this patch and moved some unlocks around. Our goal is, to make crafting more meaningful, expand production chains and we want to make more use of the modify system. You may however find, that some of these items don't have a use yet (e.g. Weapon Barrel, Targeting System, Diamond) but they will with the next updates! This update also introduces the first equipable AI Chip for the Gun Tower!
Via the modify menu, you are able to choose between two skills that this chip adds to the tower when equipped!

New Items


  • Quartz Crystal (Drops from enemies)
  • Diamond (Drops from enemies)
  • Gear Wheel (Starting Recipe)
  • Targeting System T1 (Unlocked after finishing Level 1)
  • Weapon Barrel T1 (Unlocked after finishing Level 1)
  • Tower Hydraulics T1 (Unlocked after finishing Level 1)
  • Cable (Silver) (Unlocked after finishing Level 5)
  • Chip (Silver) (Unlocked after finishing Level 5)
  • GunTower AIChip Tier 1 (Unlocked after finishing Level 7)
  • Silver Beacon (Unlocked after finishing Level 7)
  • Small Ship (Unlocked after finishing Level 7)

New Convert Recipes


  • 1x Quartz Crystal from 20 Silica (Unlocked after finishing Level 6)
  • 8x Silica from 1x Quartz Crystal (Unlocked after finishing Level 6)
  • 1x Diamond from 50x Coal (Unlocked after finishing Level 7)
  • 15x Coal from 1x Diamond (Unlocked after finishing Level 7)

Changes


  • The "Belt" recipe now requires also 1 Gear Wheel
  • The "Splitter" and "Merger" recipes now also require 4 Gear Wheels
  • The "Grabber" recipe now also requires 2 Gear Wheels
  • Costs for Drones have changed:
    • Aluminium Ingot from 5 to 8
    • Cable (Copper) from 2 to 10
    • Chip From 2 to 3
    • Iron Ingot has been replaced by "Plastic"
  • Crafting duration of a basic Chip reduced from 8 to 6
  • Moved "Sand" from "Materials - Intermediate" to the "Materials - Raw" inventory category
  • Moved "Sand" from "Materials - Intermediate" to the "Materials - Converted" crafting category

Balancing


We completely overhauled how the ItemLevel is calculated. Thus some modifiable recipes have been changed, so that their quantity and max ItemLevel fit the new calculation. As always we try to keep savegames compatibel and your old recipes should still work! You probably just can't recreate them anymore, so it's up to you again if you want to keep your old overpowered recipes or start anew.

Endless mode


  • Increased enemy resistance buff from 5% to 10%

Items


  • Completely overhauled the ItemLevel Calculation and adjusted modifiable recipes accordingly
  • Increased Aluminium Ingot Modification max. level from 14 to 15

Tower


Artillery Tower: Tier 1:
  • Increased AoE Splash Range from 10 to 12
Tier 2:
  • Increased AoE Splash Range from 10 to 12
Tier 3:
  • Increased AoE Splash Range from 10 to 12

Enemies


  • Level 2 Stone Golems now have a small chance to drop Bauxite Ore

Achievements


  • Renamed some of the existing Achievements (This doesn't change your progress)
  • Added new Achievements for reaching Level 250 and 500

Bugfixes & Misc


  • Iron Beacons were sometimes not shown in the Inventory
  • Items on Belt moving were (visually) stuck
  • Grabber Animation sinks into Belt
  • Recipe Building Selection with many Ingredients was (visually) broken
  • Some AoE effects (e.g. HE-Ammo) didn't have the correct size
  • Fixed wrong smelter image in build mode
We hope you enjoy this update! P.S.: If you like the game and would like to support us, feel free to leave a review on Steam! :) - Snob Entertainment -


[ 2023-05-07 16:22:17 CET ] [ Original post ]

Version 0.7.0 - Auridian, Filter Grabbers & Balancing


With a small delay to our usual schedule, we are happy to announce our next update 0.7! This update mostly contains balancing, the new Filter Grabbers and of course a new Level, where you are finally able to gather the rare Platinum Ore. Note: To unlock the new Filter Grabbers, you have to beat Level 7 at least once. We've also updated Unity to the latest version in hopes, that it'll fix the crashes some users (especially on Mac) have reported. Let us know, how the game runs after this update on our Discord or in the Steam Discussions! While this update may seem rather small, a lot of "behind the scenes" work has been done for a bigger update, which probably will be released next week. A small Teaser awaits you on the end of this news! So let's jump right into what changed:

Features:


  • Added new Level "Auridian"
  • Added Filter Grabber
  • Added base Statistic (your base needs to run for at least a minute for this to show)

Balancing:


This update mostly focused on some issues with how the Laser Tower was performing (especially skillwise) The "Melting Ray" skill of the Laser Tower has changed to reduce cold instead of physical resistance and the amounts of shots needed were also reduced. Furthermore the Heat Damage of the stacking DoT skill was buffed while the stack amount got reduced, as it wasn't really possible to stack it to a 100. Now it should do more reliable damage. Besides that, a lot of wrong piercing values over different skilltrees were fixed also the Laser and Tesla Tower got buffed a bit. To see a full list of the latest balancing changes, click here: [expand type=showmore]

Items


  • Reduced Physical Damage bonus for modified Iron Ingots from +2 to +1
  • Increased Coal cost of standard Aluminium Ingots from 1 to 2

Towers


Laser Tower: Tier 1:
  • Increased Heat Damage from 5 to 6
Tier 2:
  • Increased Heat Damage from 9 to 10
Tier 3:
  • Increased Heat Damage from 14 to 15
Skilltree:
  • Reduced "Gamma Melting Ray" Stacks from 10 to 3 and increased Damage from 1% to 3% per Level
  • "Melting Ray" now reduces Cold instead of Physical Resistance and does so faster
  • Increased "Frequency Modulation" Heat Piercing from 1% to 2% per Level
  • "Frequenzy Chambers" now also reduce the build cost of the tower by 1 per Level
  • Increased "Gamma Ray Optimizations" I and II Heat Piercing from 1% to 2% per Level
Railgun Tower: Skilltree:
  • Removed the Heat Piercing from "Resistance Piercing III"
Tesla Tower: Skilltree:
  • "Conductor Improvements III" Now correctly increase Electrical instead of Physical Piercing
  • "Conductor Improvements III" Now also decreases Build cost by 2 per Level
  • Increased "Active Shielding II" Electric Piercing from 1% to 2% per Level
  • Increased "Conductor Improvements I" Range Bonus from 1% to 2% per Level
  • "Electric Burn III" now also adds (flat) 2% Heat Piercing per Level
[/expand]

Bugfixes & Misc:


  • Mac crashes fixed
  • Added thousands separator for enemy health in the info panel.
  • Fixed some typos
  • Fixed some Drone recipe modify slots

Teaser for the next Update


As promised, here is a small Teaser for what we were working on these last days - Happy Guessing:


[ 2023-04-29 01:14:56 CET ] [ Original post ]

Hotfix 0.6.2.5


We release a hotfix, since we had some major issue in Project Astra Dominium. Fixes:

Thanks to everyone, who reported these issues and provided their save game for us to analyse the errors properly! - Snob Entertainment -


[ 2023-04-24 11:21:22 CET ] [ Original post ]

Version 0.6.2 - The recipe for success


With this update we bring some new recipes and slightly adjusted old ones aswell as their modifications. Please Note: The base recipe for Steel has changed, as it now requires 2 iron ingots instead of 2 iron ore! Also the Laser Tower Weapon is now modifiable. (More to come with further updates)
Other than that you'll probably find that a lot of the "modified recipe chains" you've made so far aren't possible to recreate anymore due to some balancing changes. However as we always strive to avoid savegame wipes between updates, we've decided to leave your old recipe modifications intact. This means, if you have an old "overpowered" Railgun recipe for example, it will still work! Aswell as any automation you've built so far for your other modified recipes. It may just not be possible anymore, to recreate all of your old recipes via modifying. So we leave it up to you if you want to use these old overpowered recipes or delete everything and start from scratch. Talking about deleting: We've added a multi-delete function for the base building mode!

Balancing:


As the Railgun unintendedly performed too good especially regarding reload times with full skillpoints and using the modify system, it got nerfed a bit. We also made the resistance reduction of the cryo tower chance based, as it was was just to overpowered together with it's slowing capabilities. To see the latest balancing changes, click here: [expand type=showmore]

Items


When a recipe gives a malus on a stat e.g. -xx heat damage, this stat now has its min and max values switched, as the logic before was flawed. Before: Reduces Heat Damage by (-5) | (-10) Now: Reduces Heat Damage by (-10) | (-5) Because -10 is actually the worse roll (min) and not the best (-5 = max).

Towers


Railgun Tower: Skilltree:
  • Reduced reload time bonuses from "Gear Improvements II" from 10% to 5%.
  • Reduced reload time bonuses from "Gear Improvements III" from 20% to 10%.
Cryo Tower: Skilltree:
  • Reduced additional ammo from "Material Improvements I" from 10 to 5.
  • "Corroding liquids" now has a chance of 35% to reduce resistances on hit.

Level 5 (Cetazed)


Bio Devourer:
  • Reduced regeneration skill from 8% to 6%.
  • Reduced cold resistance from 35% to 25%.
Bio Runner:
  • Reduced physical resistance from 45% to 35%.
  • Reduced electric resistance from 40% to 30%.
[/expand]

Features


  • Added a mass delete function for the build mode instead of the old single delete.
  • Optimized the Drone simulation and Drones should now remember their position when loading a game.
  • Belts now have 3D Models.
  • Added a few new Items:
    • Sulfur
      (Drops on Level 5 & 6)
    • Gunpowder
      (Unlocked after beating Level 5 - you may have to beat it again.)
  • Added new Equipment:
    • Artillery:


      (Unlocked after beating Level 5 - you may have to beat it again.)
    • Tesla:


      (Unlocked after beating Level 6 - you may have to beat it again.)

Bugfixes & Misc.


  • Negative Beacon Effects were buffed via Roll Bonuses.
  • Dismantle Beacon could be exploited for free resources.
  • Recipe modified Items now count into to the statistics and achievements. (This should fix problems with the vulcan and railgun auto crafting achievements)
  • Fixed multiple Typos (Thank you for reporting them!).
  • Mob HP Bars sometimes didn't disappear.
  • Esc exits Bird's-Eye View when Building UI was open.
  • Smelter/Assembler UI threw many errors to the log file.
  • Fixed some visual Bugs on the edges of the base. Also moved the fence away from the building place.
  • Time speed could sometimes be changed for the base simulation due to a rare error.


[ 2023-04-21 23:15:07 CET ] [ Original post ]

Version 0.6.1 - Savegame bugfix & Balancing


Usually this update would've gone online around thursday/friday with more stuff in it. But because it contains an important fix for savegames that sometimes got lost, we decided to release it asap! Please restart Steam, if you don't see the update yet. Again we want to apologize to all players who have lost their savegame and a big thank you to all who sent their player.log, that helped us pin down this bug! Here's the full changelog for 0.6.1:

Balancing:


We did some balancing across towers and some enemies. Our goal with these changes is to make the gun tower a little bit less of an allrounder and encourage players, to test out other towers aswell. But at the same time we don't want to take the fun out of using the gun tower, so the nerf shouldn't hit too hard. In general, we are okay if towers currently feel "overpowered" after fully upgrading them with skillpoints and equipment. Please keep in mind that at this time only 6 Levels are released and the game is in, what we would consider, "mid-game" state. However, we always try to listen to feedback and want to hear your opinions on this topic as well! We consider balancing an ongoing task throughout the whole development. To see the latest balancing changes, click here: [expand type=showmore]

Towers


Gun Tower: Skilltree:
  • Reduced some RoF bonuses from Skills so that the tower has a total (flat)15% less.
Railgun Tower: Skilltree:
  • Reduced the max. amount of targets hit bei the "Ricochet" skill from 3 to 2.
Artillery Tower: Tier 1:
  • Increased AoE Physical Damage from 8 to 9
  • Increased AoE Heat Damage from 24 to 36
Tier 2:
  • Increased AoE Heat Damage from 36 to 48
Tier 3:
  • Increased AoE Heat Damage from 52 to 62
Tesla Tower: Tier 1:
  • Increased Heat Damage from 6 to 9
  • Increased Electric Damage from 35 to 48
Tier 2:
  • Increased Heat Damage from 9 to 12
  • Increased Electric Damage from 42 to 62
Tier 3:
  • Increased Heat Damage from 13 to 15
  • Increased Electric Damage from 56 to 78

Level 6 (Purtauri)


Gold Golem:
  • Increased Health from 3.000 to 3.250 and physical resistance from 50% to 65%
  • Increased Rewarded Experience from 200 to 225
  • New Skill:
  • Now heals every 10 seconds for 6% of it's Max Health.
Tungsten Golem:
  • Increased Health from 450 to 500
  • Increased Physical resistance from 85% to 95%
  • Decreased Electric resistance from -30% to -40%
  • Increased Rewarded Experience from 75 to 80
Swarm Devourer:
  • Increased Health from 75 to 100
  • Increased Physical resistance from 95% to 100%
  • Decreased Heat resistance from -35 to -45%
  • Decreased Electric resistance from -35% to -40%
  • Increased Rewarded Experience from 15 to 18
Swarm Runner:
  • Increased Health from 70 to 85
  • Increased Physical resistance from 55% to 60%
[/expand]

Features


  • Drone Pod Sender can now be configured to only send Items back to the Inventory on a condition similar to Drone Pod Requester

Bugfixes & Misc.


  • Players sadly had sometimes lost their save game on the first save slot. The Autosave System writes the current save file to the first save slot every 5 minutes, which, if you never loaded a save, would write an empty save file to it without start resources or items. This should be fixed now.
  • Players sometimes didn't get start resources when starting a game for the first time.
  • Improved loading times when coming back from a tower defense level.
  • Option and "Surrender? Yes/No" Screens didn't close when the Victory/Defeat message pops up.
  • An in progress Manual Crafting stopped by "Quit and Save" would result in lost resources.
  • Drone Pod Sender and Grabber can now have Inventory Conditions based on Beacons and Equipment.


[ 2023-04-17 21:54:39 CET ] [ Original post ]

Hotfix 0.6.0.4

Hotfix 0.6.0.4
There was a major bug in the Drone Pod Requester. If you limited it to not send Drones via "Keep Items in Inventory", the Requester didn't send drones as intended but items in your Inventory still were lost. This should be fixed now! You may need to restart Steam, if you don't see the update yet. Fixes:

  • Drone Pod Requester still removed Inventory Items, if it didn't send drones. Reported via Discord: Drone Pod Requester Amount in Inventory makes items disappear if set to higher than actual amount
  • 8x Speed Enemies Jiggled around Path Corner Points Reported via Discord: Saitoris (8x Speed Bug)
  • Enemies sometimes were hidden below the floor Reported via Discord: Cosuna (Enemies didn't always detect their floor correctly, if they dropped below due to missing colliders or 8x)
  • Fully upgraded Railgun had a huge flash animation
  • "Thanks for playing the Demo" had a transparent background
Thanks to everyone, who reported these issues and provided their save game for us to analyse the errors properly! - Snob Entertainment -


[ 2023-04-15 14:17:56 CET ] [ Original post ]

Hotfix 0.6.0.3

Hotfix 0.6.0.3
Some players encountered several issues with version 0.6.0 of the game. We've just released Version 0.6.0.3 to adress these issues. You may need to restart Steam, if you don't see the update yet. Fixes:

  • Gold Ingot, Chip (Gold), Cable (Gold) Recipe didn't unlock. To unlock them you have to get a Victory on Purtauri again.
  • Optimized Tower Defense Level loading, so that the "TowerDefense.exe doesn't react anymore" error is avoided.
  • The base simulation could have a race condition between grabber and belt, which lead to a crash of items on the belt. This resulted in an exception that was not recoverable for the game, thus the game was stuck in the loading screen. Since this is was a race condition, it was "luck of draw", wether it happens or not. The longer the base simulation had to catch up, the unluckier you could become.
Thanks to everyone, who reported these issues and provided their save game for us to analyse the errors properly. - Snob Entertainment -


[ 2023-04-14 15:34:57 CET ] [ Original post ]

Version 0.6.0 - New Level, 8X Speed and more

Release Notes for Version 0.6.0
Hello folks and AIs out there! Today we are happy to announce another update for Project Astra Dominium! Again we tried to strike a balance between putting in more content, fixing bugs, improving some UIs and implementing user feedback. The probably most notable changes are the new Level and the 8x Speed for the Tower Defense mode! So let's jump right into the patch notes to see what else is new:

Features:


  • Added 8x speed in Tower Defense
  • Added new Level Purtauri (Level 6)
  • Gold Ingots, Cables and Chip Recipes can now be unlocked
  • Clicking on required Resources in the Manual Crafting screen will now open the corresponding Recipe
  • Reworked some UIs
  • Added some missing Tooltips for the enemy info screen
  • Clarified some Texts e.g. that the cryo slow lasts for 10 seconds
  • New Camera option in the base Building Menu to switch into bird's-eye view
  • Golems have a new Run Animation
  • Special Skills inside each skilltree now have a small Star Icon to make them stand out more
  • Path marker before a wave starts can now have different colors. As a test this is implemented in Level 6 for now and may come to the others with the next update
  • Drone Pod Requesters now show drones in transit and can be configured:
    • To only get items when there's a certain min. amount in the inventory
    • To set a max amount of items inside the Drone Pod Requester building

Balancing:


  • Nerfed Cryo Tower as it was performing to good for many reasons
    • Reduced amount of resistance reduction and the skill doesn't reduce cold resistance anymore
    • Reduced damage and increased cooldown of the Cryo Discharge skill
  • Buffed Tesla Tower
    • Increased base damage
    • Increased chance of the InstaKill skill
  • Slightly increased Artillery Tower Damage
  • Slightly nerfed Gun Tower Ammo in Skilltree
  • Cosuna (Level 3): Slightly moved some Tower build slots, so that mobs don't run into the min range of towers (except artillery)
  • Reduced the cost of some drone upgrades in the Resource Hub

Fixes/Misc.:


  • Leaderboard updates in Base are less frequent
  • Traebis IV (Level 1) end pathing corrected
  • Drone Item Renderposition fixed, if Drones carry more than 1 Item
  • Belt Item Tooltip didn't hide when clicked on the Belt
  • Loading Texts were too small
  • Fixed multiple typos
  • Fixed statistics tracking of some skills like Tesla Chainlightning and the Artillery Cluster Munition Skill
  • Fixed Laser Quests not calculating correctly
  • Resistance Debuffs are now calculated correctly for negative Resistances
  • Golems now dissolve with the correct Material
We've also made a new Trailer to better show the current state of the game. If you like to you can check it out on YouTube: [previewyoutube=G_sfGQOmMJU;full][/previewyoutube] That's it for today, we hope you enjoy these changes. Let us know what you think of this update on our Discord or in the Steam discussions! And again thank you all so much for playing and the feedback that reached us over various channels! The update next week will contain missing equipment recipes for the Artillery and Tesla Tower aswell as more recipe modifications and other stuff. Stay tuned!


[ 2023-04-13 23:46:26 CET ] [ Original post ]

Happy Easter - We added 32:9 Ultra Wide and 21:9 Wide Screen support

Happy Easter - We added 32:9 Ultra Wide and 21:9 Wide Screen support


[ 2023-04-10 09:34:09 CET ] [ Original post ]

Hotfix Version 0.5.14

Hotfix Version 0.5.14 We just released a short hotfix for Project Astra Dominium. Fixes: - Laser Tower Quest "Laser Burning II" and later are fixed - Cryo Tower Discharge Skill VRAM Memory Leak fixed. If you still face crashes on the Cryo Tower Discharge skill, please update your graphic card drivers. If you are on latest drivers and still crash, please contact us on Discord or Steam Discussion. Happy Easter everyone! - Snob Entertainment -


[ 2023-04-09 07:33:31 CET ] [ Original post ]

Recipe Modification & Player Feedback Update - Version 0.5.13

Features and Bugfixes


Today we are happy to announce the release of our next update "v0.5.13", which adds the new Recipe Modification System, Playerfeedback, some rebalancing and bugfixes. Again we want to thank everyone who reached out to us with their feedback so far! We are constantly monitoring what our community would like to see in Project Astra Dominium and try our best to make your wishes come true! Some requests got already implemented in this Update, some have to wait a bit longer and others may not work for our vision of the game. Regardless, we'd like you to keep all the suggestions and feedback coming! The update is released together with this news. If you don't see it yet, you may need to restart Steam! Now without further ado, let's jump into what's new:

New Features:


  • Recipe Modifications (see below for more details)
  • Added camera sensitivity to the Settings menu
  • Hovering with the mouse over an Item on a Belt will now show a small Tooltip of the item name
  • Added an Autosave every 5 Minutes while in Base Building mode
  • Added Tutorial Arrows that guide the Player through EIRO Protocols, to improve the onboarding of new players.
  • Added/Rewrote Advisor Screens to better guide new players. We may add more Wiki Entries/EIRO Protocols soon and still strive to continue to help players in better understanding certain aspects of the game.
  • Added some details to Advisor screens
  • Added more Quests
  • Updated Unity to the latest none Beta Version, this should improve performance and fix some bugs
  • The Monster Loot window can now be hidden
  • Monster loot collapsible status, Hide/Show Healthbars, Damage and Exp states are now preserved between Tower Defense Levels
  • The "Start Wave" Button is now on top of the screen and slightly smaller so it does not take up screenspace or is being clicked accidentally when an Advisor Screen is open.
  • The "Endless mode" Advisor Screen should now only be shown once. If you want to read it again you can do so in the ingame wiki by pressing the "?" Button on the top left of the screen.

Balancing:


  • Slightly increased difficulty ramp up in endless mode
  • Nerfed Boss in Level 3 a bit
  • Achievement: "Finish all Quests" changed to "Finish 10 Quests"
  • All Towers: Made all Towers rotate faster and rebalanced some damage and range stats.
  • Gun Tower: Nerfed the flat heat damage bonus from skills, as it was to strong. HeatDamage itself should now be added from equipment, if the player decides to add it via the new Recipe system.
  • Railgun Tower: Increased overall Damage, aswell as Damage of both DoT Skills.
  • Laser Tower: Increased resistance reduction from the "Melting Ray" Skill.
  • Tesla Tower: Increased Damage
  • Level 3: Added an additional Tower Slot near the start

Fixed Bugs:


  • Shadows fixed for all Towers, some shadows were not visible
  • Pressing Escape in the settings menu on the Save Game select Screen closed the Game instead of the menu
  • Level 3 bridges were sometimes too bright
  • Volume of sending resources to earth was too loud
  • Player.log (file we need for proper bugreporting) cleanup
  • Fixed some typos
Now onto the big new feature:

Recipe Modification


Recipe Modifications allow you to create and improve Recipes. We've also made a video that explains the new feature and shows you how to use it in automation: [previewyoutube=oBviH9putZc;full][/previewyoutube] This feature might seem overwhelming for some at first, but once you've got the idea of it, it's an awesome and easy way for you to create and customize recipes to your liking. Would you like to have a Vulcan Cannon that adds immense ammounts of fire damage? Just modify copper ingots with + fire damage, put them into your Vulcan Cannon recipe and there you go! As this needs a lot of testing and rebalancing and because we want to hear your opinion on this feature before further extending it, we've only added some moddable recipes for now. These are: Copper, Iron and Aluminium Ingots aswell as the Vulcan Cannon Tier 1 and the Railgun Tier 1. Note: All your existing recipes should be compatible and not be altered by this. So your existing production lines should continue to function! Now for a deeper dive into the System: You configure Modification Slots with Items that are needed for your new Recipe.

Quantity


The Quantity tells you how many Items you can add to the Recipe.

Level System


Adding Items to the Recipe increases the Recipe's Level The Level can't exceed the Recipes Max Level. More advanced Items increase the Level more.

Modification Slot Bonuses


Modification Slots can have Bonuses, which will add to the Recipe Bonuses. The Bonuses only apply if you have the minimum amount of Items added to the Modification Slot.

Recipe Modification Inception


The Recipe will inherit Bonuses from Items. Example: You can modify the Copper Ingot Recipe and create a Copper Ingot with the bonus Physical Damage +1. You can then modify the Copper Ingot Recipe again and melt 3 Copper Ingot Physical Damage +1 into a Copper Ingot Physical Damage +3. After that it makes sense to modify a Equipment Recipe and leverage the Copper Ingot Physical Damage +3. Keep in mind that stronger Items add more Levels to the Recipe Level, which can't exceed the Recipe Maximum Level.

Optional Slots and Effect X


You don't need to add any Items to optional Slots. Multiple Slots with an Effect X Bonus are mutually exclusive. It only makes sense to add Items to one Slot per Effect X. Let us know your feedback, ideas, suggestions and whatever you like to tell us on our Discord or in the Steam discussions!


[ 2023-04-06 18:38:01 CET ] [ Original post ]

Roadmap - 04.2023


First of all a big thank you and welcome to all new players since our Early Access Release last week! We are very grateful for all of your feedback that already reached us over various channels and work hard on the next patch. While those patchnotes will come later this week, we also want to give you an insight on the "bigger picture" and what's planned next. So let's jump right in:

Q2


Tower Defense Level 6-10


More Level = More Enemies = More Loot.

Recipe Modification


Small teaser, more on the next update:

Recipe Modification - Steam Workshop Integration


We want players to be able to share their Recipe Modifications with other players.

Improve Player Onboarding (Tutorial)


Currently some players have difficulties understanding some mechanics of the game, especially base building. We want to improve that with more EIRO Protocols (Tutorial & Wiki), hints and tooltips.

Filter Grabber


It is currently possible to configure a Grabber to only Grab Items when some conditions apply. However, it is currently not possible to have an Item Filter for the Grabber. So that a Grabber only grabs one Item Type e.g. "Only grab Iron Ore". We want to add a new Grabber Type (Filter Grabber), that will implement this feature.

Storage Building & Resource Hub (Storage)


A Storage building that can be used to store various Items. Items are put in and taken out by grabbers. We think this will play nicely with the addition of the Filter Grabber and allow for more options to build your production lanes. The storage amount will also be upgradable via the Resource Hub.

Tower Chip Equipment for all 6 Towers




New recipes will be unlockable that allow to craft equipable Chips for each Tower. Tower Chips will mainly add special Skills to Towers, similar to the Skills you already know from the Skill Trees:
(Example from the Tesla Tower Skilltree)

Q3


Tower Defense Level 11-12


More Level = More Enemies = More Loot.

Statistic Rework


There will be more Statistics and we will improve the presentation of those.

Modding


We plan to integrate Steamwork Modding into the Game.

Q4


Tower Defense Level 13 and more


More Level = More Enemies = More Loot.

Legendary Skilltree


The Legendary Skilltree will become available. Stay tuned!

Endgame Content


More on that later!

Always ongoing


  • More EIRO Protocols (Tutorial & Wiki)
  • More Quests (Questbook)
  • More Equipment
  • More Crafting & intermediate Products
  • More Enemies & Variatons
  • Improve User Experience (Sound, UI, Graphics and more)
  • Implement Player feedback
We hope this gives you a better overview of where we are heading with this game. Of course some things may be subject to change, but overall this is what we currently have planned for Project Astra Dominum! Please also note, that we are just a small indie studio and this is our first title. We try our best to improve the game, but some things may just take time and even the best planning can change within a year. Let us know your feedback, ideas, suggestions and whatever you like to tell us on our Discord or in the Steam discussions! - Snob Entertainment -


[ 2023-04-03 22:39:28 CET ] [ Original post ]

Tonight some Streamers will stream Project Astra Dominium on Twitch

Tonight some Streamers will stream Project Astra Dominium on Twitch
The streams will be in german, but both streamers should understand english. Max und Moritz Online - 20:00 CET Tryndawhere - 20:15 CET


[ 2023-03-31 18:07:13 CET ] [ Original post ]

Release Notes for Version 0.5.11

Release Notes for Version 0.5.11
- Fixed Tower Combat (Red), Reload (Yellow) and Idle (Green) Materials. We deactivated those materials because of a memory leak in endless mode. This should be fixed now. - Reworked option screen - Added setting to disable camera movement to Tower/Build Slot - Increase Item Boxes for readability - Disabled Advisor A.I. sounds - New Wiki entries - Fix Smelter/Assembler UI - Level 3 Boss route corrected - Minor fixes


[ 2023-03-31 01:38:38 CET ] [ Original post ]

Project Astra Dominium is finally released in early access - Version 0.5.10

Project Astra Dominium is finally released in early access.
We changed alot since the last beta test. The changes made beta save games unable to persist. We are happy to welcome any new player to our Discord. Discord The following changes werde made: - UI Rework

- All Tower SkillTrees are implemented
- Reload Tower Icon - Balancing Endless mode - Remove AI Chips. Smelter work like Assembler now. Check Roadmap for more Information. - Added missing SkillTree descriptions - Gun Tower Buff effect visible - Added more Quests - Changed Artillery Tower sounds - Added Loading Screen Tips - New Wiki entries - Fix memory leak within tower defense level


[ 2023-03-29 21:24:38 CET ] [ Original post ]

Early Access and Version 0.5.7


Snob Entertainment is about to release (30.03.2023) the early access version of Project Astra Dominium. We want to thank everyone, who helped us on this journey!

Early Access


Early Access gives us the opportunity to include our community in the game developing process. For example, the Streamer "Tryndawhere" suggested an endless mode in his last stream and just a day later we added it into the game. We hope that we can continue this way of developing the game with our community! Feel free to join our Discord (https://discord.gg/yvKuQ52Tyk) or leverage the steam discussion board to give us your feedback and ideas.

Version 0.5.7


In Version 0.5.7 the following things changed:
  • Increased camera bounds in Base Building
  • Rebalanced Base Upgrades/Resource Hub
  • Sand to Glass Recipes for Smelter
  • Redone some Wiki functions
  • Add new Wiki entries
  • Cryo Tower Equipment (WIP)
  • Improved Main Menu UI
  • Endless Mode now scales with interest compound
  • Fixed some ScrollRect elastic behaviour
  • Improved Base Upgrades/Resource Hub performance
  • Redone Quest Screen
  • Endless Mode didn't increase Mob Resistance, when the resistance was 0%. Endless Mode now forces 0% to 1%
  • Added Loading Screen Tips


[ 2023-03-23 23:18:24 CET ] [ Original post ]

Endless Mode, Cryo Tower and Tower Defense UI Redesign - Version 0.5.6

Endless Mode, Cryo Tower and Tower Defense UI Redesign - Version 0.5.6
The following features/bugfixes are included: - Endless Mode - Redesign Tower Defense UI - Cryo Tower Skilltree - Cryo Tower Visual Effects - Hide/Show Information in Tower Defense - Autostart Next Wave Button in Tower Defense - More Drone starting points - Fix Resistance Calculation


[ 2023-03-18 01:13:17 CET ] [ Original post ]

Today 20:00 CET - German Streamer Tryndawhere plays Project Astra Dominium

Tonight at 20:00 CET, Tryndawhere takes a look at the early access version of Project Astra Dominium!
This early access version contains 2 more levels compared to the demo, all towers plus some new resources + items! If you'd like to join as, feel free to stop by: https://www.twitch.tv/Tryndawhere/


[ 2023-03-17 14:24:09 CET ] [ Original post ]

Intro Cinematic and Artillery Tower - Version 0.5.4

Version 0.5.4 is out now! The following features are implemented:

  • Artillery Tower has 2 active Skills now and the Skilltree is finished.
    Cluster Munition
    Liquid Plasma
  • Laser Tower visual improvements
  • Base Building visual improvements
    Grabber direction is now better displayed
  • Intro Cinematic
  • Removing a single Belt is now possible (Hold Shift to remove the entire Belt)
  • Added resistance options for Tower targeting
  • Improved Resistance Tooltips
  • Mob Tooltip updates in real time
  • Improved Camera Collision
  • Tower Range is now displayed as Decal
  • Improve Icon visibility in Base for dark Materials like Coal
  • Skill changes clutter on Tower Upgrades removed
  • Construction Drones are 2x faster
  • 16:9 aspect ratio on all plattforms
  • Mob Loot in Tower Defense has a feedback animation
  • Increase Shadow Distance
  • Construction Drones Icon in Research/Eco Skilltree
  • Fix spawn effect in Level 3 - Wave 10
  • Level 1 floor mesh fixed


[ 2023-03-10 00:13:03 CET ] [ Original post ]

Today 18:00 CET - German Streamer Moritz plays Project Astra Dominium

Tonight at 18:00 CET, Moritz from MaxUndMoritzOnline takes a look at the alpha version of Project Astra Dominium!
This alpha version contains 2 more levels compared to the demo, all towers plus some new resources + items! If you'd like to join as, feel free to stop by: https://www.twitch.tv/maxundmoritzonline


[ 2023-03-03 11:27:18 CET ] [ Original post ]

Version 0.5.0 is out now. Level Cetazed & Tesla Tower finally arrived!

Version 0.5.0 is out now. Level Cetazed & Tesla Tower finally arrived! NOTE: The Demo still is only playable till Level 3.
The following bugfixes/features are out now:

  • Level Cetazed
  • Tesla Tower
  • Added Blood Effects
  • Monster Loot is displayed with a small Window in Tower Defense Level
  • Victory/Defeat Screen
  • Wiki Advisor Stops on Window Close
  • Base Warning Indicator now shows delayed, if a building isn't configured correctly after 20 seconds
  • Important Skills have a different Border
  • Mobs reset themselfs properly now, when they are picked from mob pool
  • Many more small bugfixes


[ 2023-03-02 19:02:06 CET ] [ Original post ]

Watch the Developer Stream Project Astra Dominium at 21:00 CET

Watch the developer play the Early Access Version today at 21:00 CET


[ 2023-03-01 16:08:19 CET ] [ Original post ]

Version 0.4.3 is out now!

Project Astra Dominium Version 0.4.3 just released.
We implemented the following Bugfixes and Features: - A new ingame Wiki with all Tutorial Texts has been added - Changed Balancing of early Levels - Adding a +5/-5 Button for Drone Assignments - Crafting doesn't open with Iron Beacons, if they haven't been unlocked yet - Speed can be controlled with Numpad +/- and 1, 2 and 3 - Lowered Music Volume by 50% - Pathes on the Level get displayed more frequently - The Building Interface will notify the player, if something went wrong
- Improved the Tower Upgrade by highlighting values that change


[ 2023-02-24 01:02:51 CET ] [ Original post ]

German Streamer Geruhn will play Project Astra Dominium on Monday 18:30 CET

We are happy to announce that german Streamer Geruhn will play Project Astra Dominium on Monday 18:30 CET.
Additionally we have added Level 3 to the Demo. Level 3 also adds Beacons into the game, which alter the game quite alot.
You will face the first boss on Level 3.
Please watch the Geruhn's Stream, this is also a good opportunity to talk to the team. Obviously most of the Snob Entertainment Team will participate in Twitch Chat!


[ 2023-02-19 19:19:54 CET ] [ Original post ]

Play the Demo now!

We are very excited to announce, that as of now you can finally play our demo on steam!
It currently features:

  • 2 playable (and repeatable) levels
  • Manual and automated crafting (As far as the unlocked recipes allow it)
  • The first 3 towers
  • The tutorial
Speaking of it: We've implemented a basic tutorial, that'll (hopefully) guide you through your first steps and explain some core mechanics of the game:
We hope that you'll find it helpful! Besides implementing the tutorial and making the game ready for the demo, we've also managed to put in some other updates in this release:
  • Buildings can now be selected withouth being in "build mode"
  • Reworked Level 3 with more fluff and fixed some colliders as well as the "floating islands"
  • Added and rebalanced some Quests, Recipes and Level rewards
  • The Cryo and Artillery tower have received some new skills (Note: Both towers are not included in the demo!)
  • Enemies can now have skills as well (Currently only 1 is implemented, more to come!)
  • Added more tooltips
  • Fixed a bug with the sound not coming from the right locations
  • Fixed some edge scrolling issues
  • Fixed hit detection of cryo tower
  • Fixed some wrong icons in tower skilltrees
  • Some small UI polish
This update is a big step for us, as this is the first time we release our game to the public. We would love to hear your thoughts, first impressions and feedback in the steam discussions! Also please let us know, if the game has run smoothly for you so far or if you've encountered some bugs, frame drops, had issues starting the game etc.


[ 2023-02-17 01:03:37 CET ] [ Original post ]

Early Access Release Date - 30.03.2023

We will release early access end of march!


We just released Version 0.3.2 of Project Astra Dominium.


Saitori is a sand Biome, which has highly needed resources for glass and plastic to craft chips for drones and more



A new tower - Artillery is improving your AoE capabilities



A full feature list of the updates



  • New Level 4
  • New Recipes: You can increase your drone count!
  • New Tower: Artillery
  • New Enemies: Sandrunner and Sand Golem
  • Leaderboards & Stats reworked
  • Tower Upgrade shows stats improvements
  • Manual Crafting is possible, while building base or distributing skill points
  • Sell Towers
  • Sell/Build/Upgrade Towers, while game is paused
  • Recipe Buildings have an output limit
  • Skilltree indicator, if skill points are available
  • Fixed Base improvements (e.g. more start positions for construction drones)
  • WARNING (!) indicators for buildings
  • Equipment Tooltips
  • Show Equipment in Tower Info, while fighting on tower defense map
  • Item/Crafting categories optimized
  • Balancing & more bugfixes


[ 2023-02-10 00:53:30 CET ] [ Original post ]

New Tower and more!


Another Update for Astra Dominium has arrived! This time as a short list, this is is what changed since our last update:

  • New Cryo Tower
  • Tower Upgrades have new skins
  • Tower Upgrades show old values -> new values
  • Sell Tower
  • Tooltip Text for Buttons
  • Level start + surrender Exp glitch fixed
  • Monster pathing improved
  • Item Selection ordering improved
  • Laser Tower Building Animation fixed


[ 2023-01-26 22:28:22 CET ] [ Original post ]

One step closer to Early Access

One step closer to Early Access



Another Update for Astra Dominium has arrived! This time as a short list, this is is what changed since our last update:
  • Level 3 has been added
  • Beacons and Tower equipment can now be dismantled, to get some resources back
  • Added a bunch of new craftable items (materials & equipment)
  • Added Quests
  • New Models for Gun Tower Tier 2 & 3
  • Added 61 Steam Achievements (Values and names may still change before Early Access)
  • Grabber, Merger and Splitter have a new UI
  • Grabber now support conditions and filters
  • Items are now sorted by rarity and items with amount 0 are not shown anymore
  • Added an effect, when claiming a reward
  • Pressing ESC now closes currently open windows
  • Implemented mouse border scrolling
  • Added and rebalanced enemies, loot and unlocks for all 3 levels
  • New statistics are now divided into different tabs for economy, towers, misc. etc
  • More statistics are tracked
  • many bugfixes, performance improvements and other QoL stuff
Stay tuned for the next update!


[ 2023-01-22 23:59:05 CET ] [ Original post ]

Progress Update

Today we would like to inform you about another update for "Project Astra Dominium"!

Base


The biggest change has been to the base, where you build production chains between levels, craft materials and equipment, manage upgrades and skilltrees, and most importantly: Send refined resources home to Earth! In addition to a major visual upgrade, there is now no longer a single main building, but several warehouses on the sides of the construction area, from and to which the drones transport the various resources and items.
Furthermore, the base has now been given an ALT mode that shows you what is being produced/stored in the respective buildings, so that you also get a better overview as the base grows.

Base Upgrades


As already mentioned, your actual main task is to supply the earth with resources. This is done via the base upgrade screen, here you can send packages of urgently needed materials back to Earth and in return you will be rewarded by the EIRO with the unlocking or improvement of economic abilities. The upgrades cover different areas: From increased speed and capacity of drones, over faster smelting of ores, to improvements for tower equipment manufacturing and many more. As soon as you send one of the packages, a small animation plays, at the end of which you unlock the corresponding bonus.

Beacons


Another gameplay element that we have implemented are the so-called "Beacons". Apparently the aliens are attracted to the radio signals from the outposts and you can take advantage of this to control the threat in each level. By default, a normal strength beacon is used to send the signals, but you can also choose to use a weaker or stronger ones. Depending on this, the number of enemies, their strength and accordingly the reward received will decrease or increase.

In the later course of the game you'll find more possibilities to create new beacons, which attract bigger but also more powerful enemies. But be careful: With the exception of the 3 standard beacons, a beacon can only be used once and must be crafted again afterwards. If your outpost is overrun in one of the levels, you will lose not only the beacon but also all the resources and items received in the level. You will only take some of the combat XP with you, so think carefully beforehand about how much risk you want to take.

Items


We've added a lot of new items and recipes that can be dropped by enemies and/or being crafted, including new icons for each of them. These new items include new ores and materials as well as intermediates such as glass, cables, chips and more.

Miscellaneous


- Various bug fixes - Added some new sounds & effects (e.g. nicer explosions) - Balancing of different values & costs in base building mode More news coming soon, feel free to add us to your wishlist to stay up to date!


[ 2023-01-08 00:21:42 CET ] [ Original post ]

New Tower - Railgun

Today we've added a new tower to the arsenal: The Railgun!
The Railgun tower mainly fulfills the role of a heavy single-target killer, best used against stronger/slower enemies. It only can shoot once before a longer reload and rotates rather slow, but in return deals heavy damage and pierces a lot of resistance. Going down it's skilltree, it becomes an even more powerful single-target killer, as it gains more damage, more crit chance & crit damage, more abilities and just more of everything! Let us know what you think about it! :)


[ 2023-01-06 00:46:07 CET ] [ Original post ]

First Gameplay Trailer

Today we've released the first little Gameplay Trailer for Project Astra Dominium! We hope you like it :) [previewyoutube=D6MYLc5pdXw;full][/previewyoutube]


[ 2023-01-04 14:56:55 CET ] [ Original post ]

Project Astra Dominium
Snob Entertainment UG Developer
Snob Entertainment UG Publisher
2023-03-30 Release
Game News Posts: 63
🎹🖱️Keyboard + Mouse
Very Positive (63 reviews)
Public Linux Depots:
  • [2.22 G]
Project Astra Dominium is a Tower Defense game with Basebuilding and Automation elements.
Build up your base to become a supply hub for Earth's desperately needed materials, gather resources while defending against an unknown alien threat and improve your tower's and AI capabilities.

Story

It's the year 2249, most resources on earth are nearly depleted and have lead to many conflicts in the past.
Despite those crises, humanity made huge progress in the fields of AI, which in turn allowed for enormous advances in space travel.
Scientists were even able to create a new kind of engine, which made it possible to travel faster than light. But on the downside humans were not able to survive this way of transportation.
In a last desperate attempt and in search for new resources, the EIRO (European Interstellar Resource Organization) built a brand new ship which was only controlled by an AI named "Athena".
Hoping that the AI can survive the jump and begin autonomous exploration and exploitation of resources, the ship is launched into an unknown future...

Fight


Explore different planets and defend against a mysterious alien race, that seem to reproduce endlessly and eat up whole planets.

Expand


Make use of the latest Nanite technology to process and refine all resources you find into useful materials for earth or new equipment for your towers.

Grow


As an AI you learn from everything you do and become stronger and better.
  • Gain combat experience and skillpoints that you can use to improve your towers. Each tower has it's own skilltree with up to 250 points to spend!
  • Learn recipes to craft various materials, items and also equipment for your towers.
  • Improve your crafting abilities and effiency to use less resources while having
    more/better/faster output.
  • Discover more about the aliens and learn to craft special beacons, that attract much stronger species that may also yield much better rewards!
  • Expand and improve your base to become a reliable resource hub for earth.

DISCLAIMER

Project Astra Dominium Ist Still In Early Access.


While most of the gameplay elements are already implemented, the visuals and UX are still work in progress and not finished yet.
We will update all screenshots/videos accordingly, whenever there is progress made in those areas!

MINIMAL SETUP
  • OS: Ubuntu 22.04.1 LTS
  • Processor: i5-3570 3.4 GHz 4 CoreMemory: 8 MB RAM
  • Memory: 8 MB RAM
  • Graphics: Dedicated graphics card. GTX 770 2GB
RECOMMENDED SETUP
  • OS: Ubuntu 22.04.1 LTS
  • Processor: i5-3570 3.4 GHz 8 CoreMemory: 8 MB RAM
  • Memory: 8 MB RAM
  • Graphics: Dedicated graphics card. RTX 3080
GAMEBILLET

[ 6132 ]

7.06$ (80%)
3.75$ (75%)
16.39$ (18%)
1.50$ (90%)
8.46$ (15%)
25.95$ (13%)
2.84$ (72%)
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15.99$ (60%)
1.89$ (87%)
4.73$ (81%)
1.18$ (83%)
5.00$ (75%)
7.99$ (68%)
6.00$ (60%)
4.14$ (59%)
9.60$ (68%)
12.44$ (17%)
2.00$ (80%)
12.27$ (18%)
GAMERSGATE

[ 2625 ]

4.0$ (80%)
0.45$ (85%)
2.5$ (75%)
9.99$ (50%)
1.8$ (90%)
23.99$ (40%)
2.25$ (92%)
15.74$ (37%)
0.84$ (58%)
0.88$ (91%)
0.9$ (92%)
0.9$ (70%)
10.03$ (67%)
7.49$ (63%)
4.8$ (76%)
6.11$ (49%)
3.4$ (83%)
12.99$ (35%)
0.87$ (71%)
31.49$ (30%)
5.2$ (71%)
3.6$ (82%)
0.51$ (83%)
12.59$ (37%)
11.67$ (27%)
18.0$ (55%)
10.2$ (66%)
5.4$ (64%)
2.13$ (79%)
0.84$ (83%)

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