As we advance through Next Festival, I've been getting a lot of player feedback and suggestions through our Feedback Forms - and am already almost done on addressing *all* of them (minus of course, certain unviable resource/budget-wise suggestions)!
Besides that, many of the last few major hurdles have just squashed, and as we approach launch even further, the final pieces will be finally put in place as well (eg.: Gamepad Support, the rest of the SFX, reworked VFX/particles, and more).
CHANGES
- Sound Effects - the first few SFX are finally in! AKA most of the Units', plus a dedicated volume slider for it, and lots of other behind-the-curtains systems to support a much quicker implementation of the next ones.
- Controls Menu - the finalized Controls menu is here! With an dynamic list of all in-game controls + detailed descriptions for each and all their respective uses. Key-rebinding control was already taken into account when designing this system, so it should, worst case scenario, come right after launch as a patch :)
- Move-Attack-Previews - this long requested QOL is also finally here! With dynamic damage and knockback pre-calculations, and much more. With greatly improved readability for range displays to go along with it.
- Reworked UI - Reworked the whole Main Menu, and many other elements of the game's UI, including major usability improvements for the Hover Panel and Upgrades Menu.
- New Unlock Popups - Given how Endless Tactics' progression is reliant on Mission-based Unlocks, there are now Popups to accurately notify you every time you get access to a new gameplay element or feature! Greatly improving the beginner-UX with satisfying feedback for it.
- Several Bug-fixes - Tons of major and minor bugs fixed, gameplay-breaking and non-gameplay breaking.
- Enemy Spawn Preview - Another user-requested one: Hover Nests to see their next Enemy Spawn in queue!
- Post-Wave refresh - Player Units now refresh their ACTIONS and MOVES right after you clear an Enemy Wave, as suggested by a playtester; giving the player a much fairer change to prepare for their next foes.
- Dialogue Revisions - Several corrections and improvements to Dialogue, including better clarity, more accurate descriptions, and better word choice!
Endless Tactics is part of Steam Next Fest and we have a new demo update, featuring tons of QOL, new art, feedback-based improvements, UI reworks, and new some additional content! Be sure to check out the game and wishlist it! https://store.steampowered.com/app/2873070/Endless_Tactics/
In celebration of the Turn-Based RPG Fest we've dropped a new demo update tons of quality of life features, updated art, and new some additional content. Be sure to check out the game and wishlist! https://store.steampowered.com/app/2873070/Endless_Tactics/
To follow up the focus on polish and tying up loose ends of The Cleansing Update, The Overgrown Update brings a wide array of overhauls and extensions to already existing mechanics and gameplay systems! A big highlight goes to the users and testers' recent feedback, which has helped me to better assess what exactly were the weak and/or missing pieces of Endless Tactics's gameplay loop. Yes, there's only .35 worth of version in here, although due to how the speed of development has been recently picking up as we approach the finish line, this mid-mid-Update is, content-wise, bigger than even a lot of the earlier major versions.
CHANGES
- Turrets - Yes, that's right, a brand new class of Units was just added, including 4 variants for you to pick from: Cannon Turret, Rocket Launcher Turret, Artillery Turret, and Machine Gun Turret! With new Dialogue, Upgrades, and interactions to let you make the most out of them.
- Overgrown Planet - The third and final Operation is here! Featuring unique mechanics, palette variants, unique Events, and more! Available for the owners of the full-game only, as with Operation 2 and Artifacts.
- Overhauled Map Generation - Map Generation reworked from scratch - More efficient, less prone to "mistakes", better terrain randomization, support for extra layers, and more!
- Small Obstacles are now destroyable! - One minor but also infuriating "obstacle" for many players, now completely gone! With the improved Map Generation to properly accommodate for it.
- Reworked Waves System - Less dead-turns, new Upgrades, Nest Surge preview, better wave logic, etc... All to make the game more dynamic than ever.
- UI/UX Improvements - Due to, once again, a lot of new user and testers' feedback, I've been able to nail down a lot of the major pain points of the previous UI, and they've been entirely reworked, along with a lot of the new player progression, Missions, Balance, and more!
- Treadmill Passive - Tanks were lacking a purpose - now they aren't anymore! Besides being generously buffed, they now Cleanse every single Corrupted Tile on their way! All player Tanks now come with the unique Treadmill Passive pre-installed!
- Armor piercing STAT - as the same applied for anti-tank-cannons, its just received access to a brand new powerful stat! Units with Armor Piercing ignore ALL Armor from their foes!
- Countless fixes and optimizations.
- Several new Art assets - Turrets, Shields, Mech Specials, Drops, and the list goes on!
As the launch time window approaches, here comes, even though not as big as the previous ones in terms of content, a very necessary Update nonetheless. In the Cleansing Update, I've decided to address all of the last remaining major hurdles, so that the .1 of development can be entirely focused on polishing, addressing feedback, and filling in the last visual (and sonoral) gaps of Endless Tactics! Yes, including the long due addition of Operation 3, which is coming soon - along with the full version of the game.
CHANGES
- Options Menu - Tweak and toggle everything you can imagine, from the basics such as Resolution, Window Mode, to even several gameplay elements like the Grid X-Ray, Screen Shake, Confirmation Prompts, and much more!
- Swarm Event - New unique Event. For every Corrupted Tile in the battlefield, there's a small chance of spawning an Enemy Egg! So now more than ever, be sure to Cleanse them all before it's too late.
- Reworked Corruption Spread - As the name says, the spread logic has been vastly improved with the use of an improved flood-filling algorithm and actual pathfinding! Also now making it much fairer on the case you decide to trim out some Nest-spawned Corruption, as it'll now gradually regenerate rather than all at once like before.
- Screen Transitions.
- Steam Integration - Steam Clouds, Demo detection, and more!
- Major Optimizations.
- Better Corruption Cleansing - Targeting logic for Corrupted Tiles is now much more intuitive! To counteract the new changes applied to Corruption, it is now also much easier to get rid of!
- Addressed User-Feedback - Several major and minor playtester complaints addressed, more to follow!
- Reworked Wave Spawn - On the topic of User Feedback, here's a major change; now before Nests Surge, the player will be able to preemptively position around their predefined spawn points or even block them from surging! Also including major improvements to Wave pacing, and thus a huge reduction to Dead Turns.
- Reworked New Player UX - Brand new Trial Run to directly guide new players into unlocking the game's core features as quickly as possible, also based on playtester feedback!
- Better Upgrades Menu - Rebalanced several Upgrades and reworked how the toggle system works so that it can create much more interesting choices for the player.
- Reworked Hover Panels.
- Improved Menus.
- Special Ability Damage Scaling - Now they don't get left out for the late game anymore!
- Grid Logic Improvements.
- Several balance Changes.
- Terrain Move Costs - Brand new system for terrain move costs, which is going to be used quite extensively for Operation 3, and already is by the Water Tiles in the previous one.
In celebration of the Tower Defense Fest we've dropped a new demo update tons of quality of life features, updated art, and new some additional content. Be sure to check out the game and wishlist! https://store.steampowered.com/app/2873070/Endless_Tactics/
Despite the name, for the 5th or so time in a row, this is the biggest Update yet! Not technically this time, but in terms of actual content... Amongst the vast amounts of new features and interactions, there are several major feedback-based UI and UX improvements!
CHANGES
- Brand new Desert Planet! Unlock it after beating Operation 1's main Mission! New Hazards, exclusive Artifacts, Events, and more to uncover!
- ALL maps are now 100% procedurally generated! Making use of pathfinding algorithms and several safety-measures to make them all fair and with enough space to fight your battles!
- Water! A new strategic advantage to make use of with your Mechs - push non-Amphibian Units into it for easy kills as well. Featuring plenty of VFX and Shaders written from scratch to go hand in hand with the minimalistic aesthetic of the game.
- Brand new Intro sequence for ALL Operations! Watch MechTek's finest Cargo Ship strike the whole battlefield clean of Corruption so you can set up your Mining Operation with complete safety.
- New Acid Rain Event (Operation 1 exclusive)! Along with a whole new system for Event Buffs/Debuffs, brand new Events Panel UI, and a brand new Legendary Artifact that makes them all even more of a threat!
- Countless UI improvements and reworks.
- Lots of new Art, Particles, and brand new Unit designs!
- Several major visual improvements!
- Multiple new Artifacts!
- New Upgrades.
- Countless bug fixes.
- Upgrade Menu improvements.
- ... And even more!
After quite a few playtester requests, Mac and Linux support has just been added! Still needs some testing, but at the very least the Linux version should be ready to go. If any issues arise on either (especially Mac), just please let me know through the community tab.
I'd originally start uploading those versions a bit closer to launch, but decided to get ahead and do it already, so enjoy :)
- the_procrastinator
For any suggestions, feedback, or bugs please use the form below, post in the discord, or use the Steam forums. Thanks!
Feedback Form
And once again, here comes the biggest Update yet! Not just technically speaking, like the Exposition Update, but at every single department imaginable, Art, UI, Gameplay, Features, Feedback-based adjustments, and more!
CHANGES
- Artifacts: Combine, stack them up, and make all kinds of unique builds at every new Operation!
- Major Camera Rework: Dragging, better scrolling, and more.
- New Upgrades.
- New Missions.
- New Art: Drops, Airdrops Banner, and more!
- Better Controls.
- More ways to earn Corrupted Cores.
- Countless bug fixes.
- Huge QOL improvements based on player feedback!
- Major overhaul to UI to bring it more in-line with the newer components, with great focus on consistency and readability.
- Several new entries for Tutorial Dialogue.
- Balance changes.
- And many, many other changes to smooth out the overall UX of Endless Tactics.
CHANGES
- HP Bars.
- Reworked selection logic (better contextual actions + simplified controls)!
- No more dead turns at the start of each wave.
- Smarter Hover Panels (terrain and units').
- Additional tutorial dialogue.
- Clearer UI.
- Deeply reworked UX... less intrusive and more efficient at passing general information to the player.
- Major bug fixes.
- New Buildings art.
- Better Dialogue Portraits.
- Improved Dialogue Box.
- Better Weather Events Overlay.
- Smarter Confirmation Prompts.
- Smoother transitions for Cursor "toggling".
- Improved Camera.
Hey everyone!
Sorry for the delay - as the Update did drop quite earlier than the patch-notes this time...In addition we're in the Steam Endless Replayability Festival! So be sure to wishlist the game and share it with your friends. Every little bit helps!
Here are the changes for our latest major one, the Exposition Update:
CHANGES
- Revamped Beginner-UX - A mix of Mission & Unlocks progression with Tutorial Dialogue to slowly introduce the player to every and each mechanic without overwhelming them nor leaving anything "up to interpretation"!
- Flavor Dialogue - a much needed window to inject lore and personality into the universe of Endless Tactics, all with a 'friendly' AI companion to walk you through it!
- Grid-View - a smart overlay that subtly unmasks the terrain for what it is, a board. Much better readability with 0 compromises to the aesthetics.
- Terrain-Display - An also much needed window into some of the more unconventional gameplay aspects of Endless Tactics, Corrupted Tiles... Also useful for checking out any potential effects and/or advantages for each Terrain type (more soon to come). ============================================================================
- New Unit Art - as part of a (WIP) reworking going behind the curtains, enjoy the more readable and cleaner Unit designs (Buildings to come next)!
- New Missions!
- Greatly reworked and improved UI.
- Finally a new and much more readable font!
- Better Attack Indicators, with Knockback display and pre-calculations!
- Countless fixes and general improvements.
- Several visual improvements.
- General optimizations.
- Improvements and corrections to text.
- Much, much more!
While I'm working on the very final touches for the upcoming major (technically even bigger than the OPPORTUNITY UPDATE) update, I decided to share a few details about the current roadmap I have in mind up until the game's full release:
DEVELOPMENT ROADMAP:
- 0.7 - THE EXPOSITION UPDATE: New robust Dialogue system, Tutorial Dialogue (introduction and notes about every mechanic/feature), and plenty of lore-friendly and world-building dialogue to make the universe of Endless Tactics to feel more alive and full of personality. Also including a metric ton of new QOL, with improvements to previous additions in that same regard, and plenty of new non-intrusive indicators to make you feel in full control of the battlefield (the Grid "X-Ray" being the highlight in that area). An insane amount of fixes, optimizations, visual improvements, new Art assets, and new Missions to accompany it all, as always.
- 0.8 - THE UNDERGROUND ARTIFACTS UPDATE (placeholder name): New Artifacts mechanic - find new game-changing buried Artifacts at every few turns. Artifacts will contain mysterious effect that endlessly stack for the whole Operation! Choose between hoarding or discarding them, and make the craziest builds you can imagine. Artifacts are going to be an unlockable and toggleable modifier for ALL Operations. Also featuring plenty more of QOL, new Dialogue, and Missions to integrate it into the game's progression.
- 0.9 - THE ORBITAL ANOMALIES UPDATE: Randomized Planetary modifiers (after unlocking all Operations) - The final spice to shake up the endgame, along with Artifacts. Planets will be randomly affected by all types of modifiers, varying after each Operation you complete - modifiers such as "Bad Weather" (more frequent Weather Events), "Explosive Enemies", and many many more! Bonus rewards included for those who are willing to face such harsh conditions.
- 1.0 - LAUNCH: Extensive Q&A'ing, better UI, fixes, QOL, polishing, (likely) support to more languages, and much more!
CHANGES
- Localization Support!
- Tons of UI Improvements.
- Several text fixes.
- General fixes.
CHANGES
- New Drop: Alien Eggs - They come in small and big sizes, spawning, respectively, a random Enemy Unit & Special Enemy Unit once they hatch!
- Event Drops integration - Weather Events like the Meteorite Shower now have a chance to spawn randomized Drops on impact areas! ==============================================
- Major fixes to Damage and Targets Indicators.
- Shield-mitigation integration to Damage Indicators.l
- Several optimizations.
- Units & Buildings "ownership" shader improvements.
- Some of the new reworked Unit sprites implemented!
- Minor general fixes.
Hey everyone!
Here are the notes for our latest patch, the Opportunity Update:
CHANGES
- Enemy Drops! Regular Enemies now have a chance a variety of mysterious derelicts! (Special Enemies still drop their respective Passive ability as a Passive Pod). Corruption Tumors, Explosive Crates, and a lot more of other goodies (or not, depending on the player's perspective).
- New Escalation mechanic! As opposed to Extraction, you can now instead choose to Escalate your current Operation - faster resource collection, better rewards, more enemy spawns. ============================================================================
- Revamped Spawn-blocking mechanic!
- Damage "pre-calculation" display.
- Reworked Passive Pods into the new Drops system (they are now targettable, and more streamlined with the gameplay mechanics in place).
- Reworked Unit-spawning and Drop/Pods spawning logic! (now dynamically picks available neighbor cells if any).
- Camera object-locking improvements.
- New Tutorial missions.
- Major improvements to the Upgrades Tree! (locked Upgrades are now hoverable).
- Several balancement changes (and significantly more proportional currency rewards, to every RISK).
- More Airdrop Rerolls Upgrade Levels! (Along with 1 initial level for free!).
- Further improvements to Camera movement, and shake.
- Improvements to Death AoE and Self-Destruct visuals.
- Major improvements and fixes to Missions logic.
- Tons of general fixes and other QOL improvements.
Changes:
- General UI fixes and improvements
- Current Operation mission's now are dynamically displayed in the Pause Menu's Missions!
- General QOL
Changes:
- Major improvements and reworks to the camera, based on user feedback
- Several improvements to readability, including to the font
- Rework of Shop UI
- Major improvements to the Hover Panel
- Minor fixes
Changes:
- Major rework to Damage & Icon Popups (queue-spawning)
- Several minor fixes
- Fix to small memory leak
- Minor optimizations
- Minor improvements to UI
Changes:
- Major UI Overhaul
- General fixes
- Visual improvements
- Several new (mostly UI) assets implemented
- Minor balancement changes
- Readability improvements
Changes:
- Several bug fixes
- Minor balancement changes
- Text corrections
- New Overworld Missions
- Expandable Bounty Mission Slots
- Minor visual improvements
As the (not very creative) name says, Missions are finally 100% complete! Overworld Missions (Unlocks, Achievements - to be integrated to Steam, secrets, and big rewards) and Operation Missions - Primaries and Bounties (randomized missions with bonus rewards). Needless to say, now that the system for both is wrapped up, a lot more will follow, especially Bounties. This is a very big step to get the Beginner UX to be a lot more cohesive and generally intuitive, which was one of the main current issues with the pre-alpha build. The last remaining piece for it will be the dialogues system, along with much needed tutorial-esque (lore-friendly) prompts to get you familiarized with all of the gameplay mechanics! However, before then, a much needed gameplay feature - based on playtesters feedback - will be implemented... so stay tuned for that as well. Changes:
- Overworld Missions
- Operation Primary Missions (temporarily deactivated, until certain unlockable features are in place)
- Operation Bounties
- Missions Summary
- Major UI fixes and improvements
- Operation Missions Tab (M to toggle)
- General QOL improvements
Changes:
- Brand new Overworld Missions System (and Missions Board)!
- Implemented the first few "Tutorial" Overworld Missions, to gradually introduce the player to the game's features and mechanics
- Tons of UI Improvements
- General fixes.
Changes:
- Brand new Airstrike event animation and effects!
- General visual improvements
- Minor fixes
- New Upgrade Menu visuals!
- UI Improvements
- And more!
Hey everyone! To kick off the Steam Deckbuilders Festival, we've published a new demo update. We're working hard at getting some of the backend systems of the demo working and adding some quality of life features. It is still very much pre-Alpha but if you have any suggestions, feedback, or bugs please use the form below, post in the discord, or use the Steam forums. Feedback Form
Endless Tactics
Dead Battery Games
Dead Battery Games
Q4 2024
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 24
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
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https://store.steampowered.com/app/2873070 
SECURE YOUR OPERATION
Defend your mining operation from the alien menace! Manage a variety of units from military vehicles to towering mechs to fight back the deadly alien hordes as you extract valuable resources! Sometimes, tough decisions and sacrifices will be necessary to keep it going just until the next Extraction Opportunity!
EXPANSIVE UPGRADES
Outfit your orbiting spaceship with the latest gear in excavation and offensive technology (warning: some upgrades might increase profits at the cost of survivability).
A WHOLE SOLAR SYSTEM TO PROFIT
Approach Operations in any order and scale you wish and choose what missions you undertake. This solar system is home to a variety of quarantined (but highly profitable) planets, from verdant jungles to toxic wastelands.
EVERY PLANET BRINGS NEW HAZARDS
Planetary events such steel-piercing sandstorms, earthquakes, airstrikes, and a whole slew of other events accompany each mission tilting the odds in and out of your favor.
- OS: Debian-based Distribution
- Processor: Intel i5/AMD RyzenMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: Integrated GraphicsSound Card: N/AAdditional Notes: Requires a 64-bit processor and operating system
- OS: Debian-based Distribution
- Processor: Intel i7/AMD RyzenMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: Dedicated GraphicsSound Card: N/AAdditional Notes: Requires a 64-bit processor and operating system
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