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Endless Tactics is a Turn-Based Roguelite game where you play as the commander of a high-risk planetary mining expedition. Defend your base from incessant hordes of alien creatures as you harvest valuable resources, and weather dangerous planetary hazards such as spore filled meteor showers and earthquakes, all while uncovering valuable drop pods and new mysterious Artifacts. Whenever things get too bleak, Extract to your orbiting spaceship to rearm, Upgrade, and unlock more dangerous and profitable worlds the more you further you get. Good luck, Commander. MechTek is counting on you to make a buck!

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.
Endless Tactics
Dead Battery GamesDeveloper
Dead Battery GamesPublisher
Q4 2024Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
The Pre-Release Update #1! (1.0.0.0175)

Due to some annoying real-life stuff, I\'m late again (sorry). But on the other hand, this is likely the biggest recent Update mechanics-wise! After getting a bit of a new wave of feedback these last weeks, I\'ve been able to pinpoint and better examine many of the cruxes that\'ve been making the early UX of Endless Tactics \"boring\", or not engaging enough to keep players hooked.

... To start with, many balance adjustments have been made to give further emphasis on the \"tactics\" part of the experience - tougher choices, and more impactful decisions from the getgo; besides that, I\'ve also added a brand new mechanic, Unit Modifiers (which is also a core part of the early game btw), and I\'ll expand upon it right below:

CHANGES

  • UNIT MODIFIERS - And finally, a brand new core-gameplay-mechanic (been a while since the last of these)! Unit Modifiers are essentially \"rolls\" for Units. Both for Player\'s (via Airdrops), and Enemies\' (odds increased by Escalation). Whenever a Unit gets blessed (or not) by the RNG, it\'ll have ONE of its Stats permutated with another - such trade will occur to varying degrees (classified by a \"rarities\"-like system), whereas one Stat will be benefited, and the other will be detracted from (with dynamic weights and values to each). For example, a Unit with the \\[ EXTRA CHARGED ] title will be granted more Damage in tradeoff say Health (+3 Damage, -3 Health, for example). As a bonus, Units affected by this will also have entirely unique (and dynamic) visuals!

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44930641/2f5eeb14c2565882d34864e53db7d083c7eadff0.png\"][/img]

    [/*]
  • GUIDE - As (hopefully) the final nail into the tutorial-stage of Endless Tactics, the Guide is a mini-encyclopedia that retains ALL crucial data and info displayed through the very first Dialogue blocks of the Trial Run (plus certain one-shot Dialogue to explain mechanics like Weather Events and alike). There you\'ll be able to browser through every single aspect of the game, and even get hints to certain secret interactions. Whenever seeing a tutorial Dialogue for the first time, you\'ll be prompted to check its Guide entry, and you\'ll be also able to reset said Dialogue over there (aka trigger it again on next playthrough)... All of this directly answering a good deal of player-feedback I\'ve been getting the last months, so I tried to make it as integrated and as encapsulating as possible to the current beginner UX. Viewable both in the Main and Pause menu, for your convenience.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44930641/a0a20b111f0c5530e802a6ac855711a53ed99c05.png\"][/img]

    [/*]
  • NEW UPGRADES/ARTIFACTS - Plenty of new Artifacts related to the recently added mechanics, and an Upgrade that controls how many Airdrop Slots with Unit Modifiers you\'ll get at every Reroll! (by default, only 1 Airdrops Slot is granted to pop up with a Unit Modifier).

    [/*]
  • ITCH.IO RELEASE - As we\'ve just reached Pre-Release status (as can be seen above), the Itch.io version is finally in! HERE IT IS - Will be constantly updated, just like the Steam version, and will also come with a free BETA TEST key (that grants you permanent access to the game) so you can also play the Steam full version right now if you buy it!

    [/*]
  • NEW ART - New Icons, Shield sprites, and more!

    [/*]
  • TONS OF BUGFIXES! - Crash fixes, dialogue-related fixes, UI-related fixes, etc...

    [/*]
  • MAJOR QOL - New more intuitive way to skip Trial Run (aka tutorial-run), new Assist Option related to Unit Modifiers, better scroll-bars, WIP Language prompts, etc...

    [/*]
  • MAJOR BALANCE CHANGES - Tons of Enemy Scaling and Stats related changes, alongside the inclusion of Unit Modifiers for Enemies as stated above. Operations should be a lot more intense from the getgo, but not unfairly so, as both this and other patches have been giving the Player a lot more tools and options to efficiently dispose of them... So this was mostly just me evening out the playing field.

    [/*]
  • DIALOGUE CHANGES - Several improvements/fixes to previous Dialogue text, and a few new entries added as well.

    [/*]
  • And much more!

    \n

    [/*]

We also just wrapped up our Artifact Anomalies giveaway contest a while ago, by the way (Suggest your Artifact Anomaly! (earn Steam Keys for the first 50 suggestions!) :: Endless Tactics Events & Announcements ). Couldn\'t be more satisfied with just how many of you participated, and thanks for the input, everyone! Will surely be doing more contests like this in the near future, so stay tuned!

As always, most of the feedback gathered and addressed from our Reddit .

Feedback Form

Discord Server (Dev Updates)

- the_procrastinator

[ 2025-11-26 18:57:49 CET ] [Original Post]
DEV ROADMAP REVISITED & POST-LAUNCH PLANS (DROP YOUR SUGGESTIONS/FEEDBACK HERE)

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44930641/ee9ed481f467fb48650fbc9c4b5bed44583bae18.png\"][/img]

So... This was the old Roadmap - and yeah, it\'s fairly modest by comparison to what we have now, to say the least. Beyond that, many major features were added such as Turrets, Proc-gen (for maps), Artifact Anomalies, Custom Artifacts Mode, Apex Waves (Apex Units & Nest), Unit Ascension, the Codex, Online Leaderboards, and many others still!

This of course was not just scope creep for the sake of scope creep, but rather things I thought were integral enough to be added before full release, due to how our playtests went at the time, via feedback given via our FORMS , REDDIT , DISCORD , and alike. I simply could not see Endless Tactics anymore as a full experience without our beloved Apex Units, which essentially act as periodical posses to the endless-type horde mode it is - Units that are unique to each Planet, and by the way are fully playable via Artifacts, certain Upgrades, and other late-game combinations.

So now to the meaty part of it, our (potential) Post-Launch Plans:

A) OPERATION COMMANDERS

  • Medium Update. Buy and unlock new Commanders to play as! They\'ll each have their own unique Special Units squad, with their own Special Abilities and Unique-Mechanic Synergy (eg.: Fire Commander has 3 different flamethrower Mechs available for the Airdrops + Initial Squad pool; Air Commander has access to Flying Units, etc.).

    [/*]
  • Unlock them by retrieving DNA samples when killing Apex Enemies... They also die whenever you fail to Extract before getting overrun and/or lose!

    [/*]
  • Each Commander will also permanently Unlock its own set of foes, for example the Air Commander (whenever first Unlocked) would add Flying Enemies to the Enemy Spawn Pool!

    [/*]

B) TERRAFORM GAME-MODE

  • Big Update. Due to increased mining activity and local disturbance, Corruption starts to run wild! As a damage-control measure, a new Operation-type will be available: Terraforming Stations will be periodically dropped throughout the whole map - defend them and Terraform EVERY SINGLE terrain tile... or lose. An All-or-nothing mode; get a huge bonus on victory, or barely enough to cover your expenses! No Extractions available.

    [/*]
  • It\'s a two-staged mode, whereas you\'ll first have to defend (periodically-dropped) Terraforming Stations for a whole Wave until they finish their job, THEN, once all Stations have ran their course, you\'ll be issued a set of MTUs (Mobile-Terraforming-Units) to clear up the leftover Tiles (don\'t let them get destroyed!!). Terraformed Tiles are permanently Cleansed (immune to Corruption).

    [/*]
  • Meta Progression - Every time you LOSE in any Operation or mode, the \\[NULL] Solar System\'s Corruption increases (X percentage). It must be always BELOW quota, else enemies get buffed and/or spawn more (across unique Corrupted Upgrade-like modifiers... each System-Corruption Upgrade gets activated as their threshold is met, and thus all stacking up to max level once the system is 100% Corrupted).

    [/*]
  • Xenoform Extra Mode - Basically reverse mode! Your ship will drop off multiple Xenoform bio-stations (courtesy of BioTek department) and they;ll ONLY convert corrupt rather than cleansed tiles into 100% alien-suitable terrain. Given to being easier by nature (as you don\'t need to actively cleanse corruption to progress), alien-suitable terrain will also present some form of buff to creatures (PERMANENTLY Corrupted)... Instead of MTUs afterward, there\'ll be Biomechanical MXUs. Once finished, it\'ll DROP OFF the System-cleansing quota, if by any chances you might want to revert it back to make the game harder, it\'s now entirely up to you.

    [/*]

C) SOLAR EXPEDITION

  • Huge Update/Expansion. New Game Mode whereas you\'ll to navigate through an procedurally-generated Solar chart to reach your final destination. Between point A and B, there\'ll be several randomized Nodes, with branching paths, such as Planets (Operations) with randomized RISK, Artifact Anomalies active, Missions (with dynamic rewards), Moon Shops (buy Units, Items, and per-run Upgrades), and other types of events!

    [/*]
  • An actual Boss will await you at the final destination, beat it and cash-in a massive rewards - unlock brand new rewards on completions. No Airdrops (your Units are fixed) - Unit levels, and more! Much like with Operations, Solar Expeditions will also feature different RISKS, or rather, Scales.

    [/*]
  • Brings many unique Unlocks back to the main game, such as Unit levels and more! In an effort not to create any content islands, any and all mechanics like that will be FULLY integrated back into all Game Modes - such as how all Artifact Modes are gonna be accessible via both Standard Operations and Terraform Operations (and present in Solar Expeditions to enhance node variety).

    [/*]

... Quite the long read I know. But now, if you\'re still with me, here\'s the part where you\'ll come in! Vote in your favourite Update and it\'ll (most likely, given its within our reach of course) be prioritized as the first one to come post-launch ;)

Also, feel free to give suggestions, new ideas, and similar to any of these, and/or an entirely new potential Update you really want to see!... So far Operation Commanders (A) has been the player favourite (in our Forms), but I\'d like to revisited and then bring this discussion into a more public place, especially with how much the game has changed since well most of the votes we\'ve had before.

As always, most of the feedback gathered and addressed from our Reddit .

Feedback Form

Discord Server (Dev Updates)

- the_procrastinator

[ 2025-11-06 06:48:58 CET ] [Original Post]
The Mid-Mid-Mid-Mid-Midway Mid-Update! (0.9.99.99997693)

As you can see, we\'ve recently launched a give away contest for suggesting your own Artifact Anomaly! Essentially a challenge mode, comprised of a fixed set of Artifacts, usually in some kind of synergistic (or totally chaotic) manner, with a solid reward for enduring it up until the end (CONTEST THREAD ). And phew, it had way more people joining in than I initially expected, so thank you all very much for your participation ;) I\'ll definitely be doing more of these later on, given how successful it was!\n(31/50 keys gifted btw, so hurry up and grab yours!)\n\n... Alongside that, this is a packed one, and you\'ll see why right below:

CHANGES

  • ARTIFACT ANOMALIES - A brand new game-mode! Yep, this down the line, and even though I said we were \"feature complete\" cause why not? Tbf it was something that I had in mind since the beginning, but didn\'t know exactly how to properly fit it into the game loop, make it interesting enough - and I finally (hopefully) figured it out! As said above, it\'s essentially an Artifact-based challenge mode, with X Waves to endure for each and a reward (difficulty/reward greatly varies). With the twist that I\'ll be adding tons of Anomalies suggested by the community as well! To further amplify our focus on player-input and dialogue - to great results so far, as many of you also chimed in to give your thoughts on the game, which always helps a lot! I\'ll be also potentially designing a few \"special\" Anomalies myself later on (and who knows, maybe even a few for the community), Anomalies with a \"special\" modifier beyond Artifacts... So keep an eye on that too!

    [/*]
  • UNIT ASCENSION - And that\'s right, another brand new mechanic has just been added! Well, not entirely new, but rather a major rework for the reward given by Ascension Cores (main drop of Apex Units) - which, self-admittedly, was lazy af. Now Ascension Cores will actually ascend your (or the enemy\'s) Units progressively, making them scale their (Damage and HP) Stats at every Wave, so that they\'ll never fall behind Enemy Scaling! They\'ll also be granted literal Halo at doing so, which gets stacked up depending on their Ascension Level... The overall goal behind this one was to make the reward for beating Apex Enemies actually meaning and unique, rather than the unimaginative flat stat boost we had before; due to it being a new mechanic, I\'ve also gone ahead and added a new exclusive Epic Artifact that interacts with it (Elystrum)!

    [/*]
  • NEW ARTIFACTS/MISSIONS/UPGRADES - Brand new Corrupted Upgrade Immune Response, which reduces Nest-spawn-interval to a single Turn for those feeling especially confident! New Artifact Anomalies Mission Overtime Enjoyer 1/2/3, for clearing up Artifact Anomalies (well duh)... and new Artifacts: Minimization, Scorvia, Assimila, Elystrum, Coliseum. Check them out at our ARTIFACTS LIST .

    [/*]
  • NEW ART/VFX - Major rework to Nest animations (still in progress); brand new VFX for Corruptor Unit, so now it properly signalizes when its capturing a foe Unit (+ new attack animation); plus the addition of the Unit Halos for the new Ascension mechanic. Oh, and the Corruptor Unit is finally in btw (soon we\'ll add its SFX too)!

    [/*]
  • MAIN MENU REWORK!

    [/*]
  • 10 OFFICIAL ARTIFACT ANOMALIES + 39 COMMUNITY ANOMALIES! (if you\'re one of the remaining 8 suggesters, please join our Discord to grab your key!)

    [/*]
  • MAJOR OPTIMIZATIONS - Almost a 100% perf gain on late-game Waves! (also affects Shop, and many other gameplay elements).

    [/*]
  • QOL - Actual hardware Cursor mode; Unit Hover Panel Rework (trimmed out Unit hover icons to further de-clutter the screen); general readability improvements; Custom Artifacts Mode improvements; More/Better UI animations; Shop improvements, Upgrades Menu improvements; Tooltips improvements; Brand new visual effect for dialogue \"glitches\" (eg.: \\[NULL], \\[INVALID_REQUEST], etc); auto-grabbing for the nearest scrollbar whenever using the \"scrollbar\" hotkey.

    [/*]
  • MAJOR FIXES - Major cursor-mode switch fix, major leaderboards fix (user names previously not appearing sometimes), Custom Artifact Mode fix to mission-completion prevention, several (very rare) crash fixes, proper AOE explosions for certain non-aoe Units (that turn into AOE via Artifacts), fixed death AOE preview for multi-tile objects (like the Apex Nest), major fix for death AOE calculation for multi-tile objects, general UI fixes...

    [/*]
  • AND MORE!...

    [/*]

More and more polish, on all departments, that\'s how the next Update\'s gonna be too, it looks like, and it feels good to every time make Endless Tactics a more rounded up and complete experience! Looks like some of you (contest winners) have been playing for over 10h lol, so looks like my efforts are starting to pay off at last!\n\nWe\'re also possibly launching the game on Itchio early on! So keep an eye on that ;)

As always, most of the feedback gathered and addressed from our Reddit .

Feedback Form

Discord Server (Dev Updates)

- the_procrastinator

[ 2025-11-04 02:07:18 CET ] [Original Post]
Suggest your Artifact Anomaly! (earn Steam Keys for the first 50 suggestions!)

So I\'ve just decided to add yet another Artifacts game-mode - tho in this case, unlike Custom Artifacts mode, this one wasn\'t born out of pure scope creep, but rather a total (and in my opinion much more streamlined) redesign of the \"Orbital Anomalies\" idea, back from our old dev-roadmap (props to you if you\'ve actually been around long enough remember it lol).\n

And yes, I\'ll soon post patch-notes talking more in-depth about it + a ton of other improvements, fixes and changes... This patch, unlike the previous one, actually turned out to be quite stacked, so be prepared to read a lot.

... To stop beating around the bush, now\'s your time to add a design of your own directly into the game! Just drop your Anomaly suggestion down below and I\'ll almost immediately implement it into the game - either as a \"COMMUNITY\" challenge, or an official one depending on your will (just say you want to be credited as nickname of choice so I\'ll be directly displayed into the game) and suggestion quality. You\'ll also get a free key to the full game (playable right now) if your suggestion makes it into the game - and don\'t worry, you\'d have to actively try to make an absolutely insane one to not even make it into the COMMUNITY Anomalies lol, which are meant to be pretty lax on the balancing side.

New Operations Menu / Artifact Anomalies Menu

[carousel][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44930641/7e850dfc40d43087c2ed875118b72bc5f72b8dba.png\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44930641/cf88c5db2ce9359737064135b8b81fcfe6a6826f.png\"][/img][/carousel]

As you can see right above, Artifact Anomalies are essentially a fixed set of modifiers, or rather Artifacts that will be unchangeable during your whole Operation... Survive long enough, and then cash in for a big reward! Think of it as a \"challenge mode\", but with a different name because flavour (and it sounds cooler). Official Anomalies, for instance, will always give bigger rewards, so that I can very flexibly add in the vast majority of your suggestions as they are without compromising balance ;)

So in short, a new old-shcool gamemode for even more replayability... phew, should be the last actual feature implemented I believe... until post-launch updates that is (more will be revealed soon).\n\nAnyway, just leave your suggestion(s) down below:\n\nARTIFACTS LIST - Google Sheets (please read this in beforehand)

As always, most of the feedback gathered and addressed from our Reddit .

Feedback Form

Discord Server (Dev Updates)

- the_procrastinator

[ 2025-10-24 04:16:27 CET ] [Original Post]
The Mid-Mid-Mid-Midway Mid-Update! (0.9.99.99980)

Back again with another biweekly (or close enough) dev update! Once again very much focused on QOL, accessibility and general polish. The goal behind this one was to make the barrier of entry as low as possible, physically most of all - whether you\'re on crappy laptop with no mouse, on a Steamdeck, busted your keyboard, are left-handed, one-handed, hate using touchpads, or whatever in between, you should be able to play it just fine now. Oh, and we also just released our Demo Page at last, so be sure to leave your review in there if you want to ;)

CHANGES

  • Keyboard-Only Mode - As the name says, you can now finally fully play the WHOLE game only (and I mean it) using your keyboards. Use the arrow keys and/or WASD to navigate throughout the whole UI, and basically the same logic as the Controller\'s to navigate through the game\'s board. Tons and tons of improvements to input-handling, input-switching, UX/UI, controls, and more! The input icons now also dynamically switch whenever you enter keyboard-only mode (aka using the arrow keys to navigate).

    [/*]
  • [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44930641/9345927710648c8946c8b27e098ab123ee078112.png\"][/img]

    [/*]
  • New Mission/Artifacts - New Codex-discovery Mission-type, along with COMPLETEIONIST 1 Mission, which now unlocks endgame Upgrade \"Hacked Enemy Units\", fittingly so. New rare Artifact \"Fractalis\": +1 AoE and -2 Damage for every TANK Unit (loosely based on a previous user-suggestion from our forms).

    [/*]
  • Non Linear Volume Sliders (for all of you who deeply despise unreliable volume sliders).

    [/*]
  • Custom Artifacts Mode Improvements - Dynamic tooltip icons for stacking/unstacking artifacts, better navigation, visual feedback, etc.

    [/*]
  • Seamless Input Switching - No more going back-n-forth to the options menu to switch input-mode. Just hit the hotkey, and/or any controller button to active controller-mode, disconnect/connect it to do the same, etc...

    [/*]
  • Egg-hatch blocking damage (to keep it consistent with Nest-spawn blocking).

    [/*]
  • Major Improvements to the Units\' Context Menu.

    [/*]
  • Actual Cloud Save-sharing! (between the Demo, Full Version, and upcoming Prologue)

    [/*]
  • Minor main menu overhaul.

    [/*]
  • Better Mouse and Mouse-only Navigation.

    [/*]
  • Even more controller QOL and tweaks.

    [/*]
  • New \"Cycle Target\" UI display

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44930641/218edc85754ee03a7e5c4b8f68e3783816997b75.png\"][/img]

    [/*]
  • Upgrades Menu Improvements

    [/*]

At this point I\'m just adding imaginary items to the bucket list to keep it going, but I\'m soon running out of them once again. Any feedback from now on will be almost instantly taken into account, so don\'t be shy!\n\nFinal enemy Unit, The Corruptor, soon to be implemented (as soon as the assets for it are finished). Functionality-wise, it\'s already 100% complete.

As always, most of the feedback gathered and addressed from our Reddit .

Feedback Form

Discord Server (Dev Updates)

- the_procrastinator

[ 2025-10-12 05:32:47 CET ] [Original Post]
The Mid-Mid-Midway Mid-Update! (0.9.99.9983)

As part of the promise I\'ve made to myself to not let such changes build up so much (like they\'ve always did), here I bring you, only 2 weeks later, the not-as-impressive yet just as necessary list of improvements and polishing done to Endless Tactics!

CHANGES

  • Codex - Like mentioned in the previous patch notes, I\'ve been focusing on getting it done for quite a while, and here it is! Discover every single Unit, Building, and Drop in game for hefty rewards! Complete your Pokedex, so to speak. With handy info available as well once they\'re registered in.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44930641/5dcfd77d8656e1a9c7271be07c1d08125a470c13.png\"][/img]

    [/*]
  • Input Icons - I\'ve finally stopped pushing this aside and did the deed! Well, more like a this very handy Godot plugin did it for me, aside from a few modifications ;)\nRelevant hotkeys and controls are now ALWAYS displayed organically within the interface, no matter how you\'re playing the game, via mouse and keyboard, xbox controller, playstation controller, etc etc...\n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44930641/9526afdea6ce0eda9ed972cb267b6592fbb296ea.png\"][/img]

    [/*]
  • Lots of Controller QOL - Auto input-mode switching (for whenever you connect/disconnect the controller), more shortcuts, more intuitive controls scheme, etc...

    [/*]
  • Keyboard Navigation - You can now navigate through the whole UI with your keyboard, just like what was previously possible with controller-only. Use arrows or WASD to cycle focus through all kinds of UI components! Toggleable via \"Keyboard Navigation\" on the Options menu for those who prefer the \"legacy\" behavior.

    [/*]
  • Major Bugfixes - Crash fixes, Undo-move fixes, general cleanup, input-related fixes, UI fixes, and much more!

    [/*]
  • New Legendary Artifact Apexichor - Makes ALL previously-exclusive Apex Unit Passive Abilities droppable, just like for Mechs and Special Enemies! Which means you can for example install Devour on a tank and insta-kill everything it damages!

    [/*]
  • Burrowfang Rework - Devour (its exclusive Passive Ability)now makes its holder immune to other units\' Devour effects (plus updated description to match it), related to the Artifact above.

    [/*]
  • Custom Artifacts Mode Improvements.

    [/*]
  • New UI Art!

    [/*]
  • Major SFX (UI) Improvements!

    [/*]
  • More Polish to the new Operations Menu!

    [/*]
  • And more!

    [/*]

And by now I\'ve pretty scratched every item of big old bucket list I had... So now it\'s the time to give us more feedback and see it promptly addressed, if you have any ;)

As always, most of the feedback gathered and addressed from our Reddit .

Feedback Form

Discord Server (Dev Updates)

- the_procrastinator

[ 2025-09-29 22:21:47 CET ] [Original Post]
The Mid-Midway Mid-Update! (0.9.99.986)

... And 2 months later, I come again to bring you all the most \"recent\" changes! As you can see by the subtitle, it\'s a very polish-intensive Update, rather than being content-focused this time. Nonetheless, I\'m pretty sure your experience when coming back to Endless Tactics to give it a check should be vastly better by now, more than ever, with this absolute amalgam of stacked up QOL, fixes, UI Reworks and improvements, for the 5th or so time in a row if I\'m counting it right (which I\'m probably not since it\'s literally 4am right now).

CHANGES

  • Online Scores - Check yours, your rivals\', your friends\' hyper-detailed (hopefully not getting rate-limited once more players are in) statistics! Waves, Nights, Turns endured, Units Bumped, Damage Taken (?), Surges Blocked, Spawns Denied/Blocked (yup these are all different things you can do now), Tiles Cleansed, etc etc...

    [/*]
  • Completely Reworked Operations Screen! - Juicy roulette-like selection for Planets, accompanied by a ton of Shaders and dynamic animations to make you truly feel like you\'re selecting planets or something (and basically lifted from 9 King\'s selection screen).

    [/*]
  • Cursor Overhaul - Dynamically switches back n forth from Hardware to in-game Cursor, for minimal delay and maximum responsiveness... Also included an Option to force the Hardware Cursor for all situations!

    [/*]
  • Dual Player Colors - Turrets and Stations now come in a brand new palette! No more confused players trying to select Stations nonstop (I hope?).

    [/*]
  • Major Improvements to Readability - Unit selection, UI spacing, icons, highlighting, Shop UI, pathfinding logic, smart-selection improvements, and many more other seemingly minor but UX-changing tweaks for keeping you properly and aptly informed at all times!

    [/*]
  • Several New Artifacts - Just added the absolute craziest Artifacts (Legendary, mostly) to the game!

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44930641/e106f27f9cfd23264ffd630939a71dc268b85924.png\"][/img]

    (pic related to illustrate my point above)

    [/*]
  • Proc-gen Reworks - Tons of innerwork to make (especially) SELKHET\'s terrain look much better and non nonsensical!

    [/*]
  • Tons of new Art and Audio!

    [/*]
  • Endless QOL - Auto-restarts (for applying certain options), new menu Options, dynamic Resolution Scaling (to avoid visual inconsistencies on higher resolutions), Nest Surge panel, major improvements to Controller navigation, Cursor modifier indication, Selection modifier streamlining (holding its key now affects Unit-auto-reselection), etc...

    [/*]
  • Countless UI Improvements!

    [/*]
  • Several bug fixes - Crash fixes, visual glitch fixes, multithreading fixes, all kinds of fixes...

    [/*]
  • More Optimizations - Enemy AI, Statistics-tracking, Selection overlay, UI logic, massively better performance on TV screens, and more!

    [/*]
  • Balance reworks - Mechs, Self-destruct, Acid Rain, Enemy Scaling, initial Nests spawn...

    [/*]
  • No Player spawn fatigue! - Just cut it off altogether. Only affects Nest-spawns now. Because it was simply unfun.

    [/*]
  • Brand new Unit-Capturing mechanic - Already present via certain (secret) Artifacts... Soon to be accompanied with the fearsome Corruptor - a brand new tick-like Special Unit that wololo\'s (converts) your Units into its team... try using them with the Hacked Enemies Upgrade maybe?

    [/*]
  • Playable Apex Enemies - Yup, no debuffs, no typical \"playable boss\" limitations, nothing... Just straight up unfiltered OPness at your arsenal. Obtainable through multiple certain (secret) means.

    [/*]
  • Way too much to list here, so check the rest out by yourself and/or at our Discord dev server (linked below!)

    [/*]

We also went to a local gaming expo/convention, PUDGames, and that has once again immensely helped us to gather even more crucial UX feedback, all of which (that was thoroughly taken note of while attending) included in the list above :) \n\nRelease window likely moved to Q1 2026 for even more polish and UI reworks, just so that we can launch Endless Tactics in the absolute best state possible. So, unless something drastically changes, expect tons of extra little tweaks... everywhere.\n

... Exception being the brand new Codex (Units, Items, Buildings, etc) - view all their details from the menu - and discover each one of them for the first time to earn rewards! And should be implemented quite soon for all of you completionists out there.

\nMost of the feedback gathered and addressed from our Reddit .

Feedback Form

Discord Server (Dev Updates)

- the_procrastinator

[ 2025-09-15 08:49:33 CET ] [Original Post]
The Midway Mid-Update! (0.9.91.00)

Once again, I`m here to bring you an amalgam of the last 2 months or so of stacked up changes! While obviously not as game-changing as the latest Apex Update, these are still much impactful and necessary improvements and all in all finishing touches for Endless Tactics. Huge focus on addressing the latest forms feedback, making the game as lightweight and bug free as possible, and bringing controller-navigation up to the mouse-and-keyboard`s level of responsiveness.

CHANGES

  • Unit Portraits - Yup, they`re finally in! ... Mostly. Apex Enemy, Nest, Bases, and Drops` portraits will follow soon!

    [/*]
  • AoE Rework - AoE (Area of Effect) for explosions now FINALLY has actual occlusion. Previously perceived as inherently OP by many players (cough MLRS, Juggernaut...), it\'s now naturally capped by... simple counterplay - hide behind obstacles and other Units to control the damage. Applies to Attacks, Specials, and Death AoE!

    [/*]
  • Endgame Upgrades - Also based on user-feedback, included a few new and almost-endlessly-stackable Upgrades for those who really enjoy the grind! Lying at the end of the Upgrades Tree.

    [/*]
  • Apex Drops - Actually meaningful rewards for killing Apex Enemies! Stack Artifacts you\'ve already collected via the Artifacts Crate, or bolster a desired Unit with the Ascension Core! They do come with a set of unexpected peculiarities, however.

    [/*]
  • Obstacle Drops - As briefly mentioned in the last EMERGENCY PATCH post, Destroyable Obstacles now have a small chance of dropping either Fuel or Gold based on their appearance!

    [/*]
  • New Missions and Artifacts!

    [/*]
  • Massive Technical Improvements - Hugely improved multithreading, spawn-queueing for Nests, fixed memory leaks, crashes, Corruption-Spread optimizations, additional object-pooling, better Cursor responsiveness, Shader optimizations, AI improvements, major general fixes...

    [/*]
  • Corruption Particles!

    [/*]
  • Revamped Controller Navigation!

    [/*]
  • Countless UI Improvements!

    [/*]
  • Reworked Damage Falloff - Now entirely dynamic to the Damage stat! Thus making it actually impactful with late game scaling.

    [/*]
  • Tons of major fixes - All previous softlocks, visual glitches, and similar (that I know of) have been thoroughly fixed!

    [/*]

\nMost of the feedback gathered and addressed from our Reddit .

Feedback Form

- the_procrastinator

[ 2025-07-29 06:30:28 CET ] [Original Post]
EMERGENCY PATCH - Fixed engine-related hardlock (0.9.61.01)

First of all, my apologies to those who downloaded the last patch - due to the game's engine infamously rocky workflow regarding texture atlases, sometimes ghost .png references get left out in our game files, something that we're currently addressing via a custom plugin solution (which is sadly not perfect yet).

This is entirely my oversight however, and I will make absolutely sure to test builds more thoroughly before uploading from now on (regardless of how much I like shipping out fixes and improvements as soon as they're done).

This specific issue has just been fixed and the new patch uploaded. However, in case of any other issues, please let me know via our community tab and/or our Feedback Forms
Not all bad news though - this new patch (verify local files to force update if needed) also contains plenty of user-suggested changes (via our forms) regarding the tactical value of destroyable obstacles, which now, according to their appearance, have a small chance of dropping either Gold or Supplies! Amongst quite a few balancement reworks and improvements.

NOTE: the issue mentioned in the title was present in build 0.9.61.0 only (lasted roughly 2h)!

- the_procrastinator

[ 2025-06-04 09:06:30 CET ] [Original Post]
Turn-Based Thursday Fest and The Apex Update! (0.9.60.00)

Yes, after a lot of work the Apex Update is finally here! I know this phrase is kind of old by now, but this is the single biggest Update made to Endless Tactics ever, and by far! Or rather, its a massive amalgam of features, improvements, and QOL changes that had been building up while I waited for the Apex Waves-related assets to be finished (though a few minor ones are still left to implement).

Since our attendance at Gamescom LATAM (in the Panorama Brazil section), weve gathered a massive laundry list of over 50 pieces of feedback and every single one of them has now been addressed, along with many other small improvements I noticed while revisiting older parts of the game. At this point, were nearly done with the (already extended) polishing phase, and many of the new features now being implemented come straight from our post-launch roadmap. Besides all that, expect some UI bells and whistles in the very near future... Plus a few extra Drops, Items, Missions, Artifacts, and Upgrades even!
Game Description Image

CHANGES

  • Apex Waves - 3 new Enemies from a brand new Enemy class, unique to each Planet! Meet the Swarm Queen (a fearsome Artillery Unit that lays Creature Eggs and Moves freely through ALL Corrupted Tiles), Burrowfang (a deadly sand worm that Tunnels through the map, Devouring all Units unfortunate enough to be within its maw's reach), and the Chimera Tank (a biomechanical walking fortress, that charges up extra Damage whenever it moves, and then Rams directly into nearby Units!)... They spawn during a dedicated wave, which triggers whenever you Escalate your Operation adding new meaning, and more risk, to your rewards (which have also been generously increased).
  • Crimson Moon - Not to leave our beloved (and/or hated) Weather system behind - the Crimson Moon is, much akin to Acid Rain, an event that looms over the battlefield and then takes multiple Turns to leave it. While it's active, ALL Tiles will be treated as Corrupted, and ALL Creatures will also be able to walk on Water tiles (as they turn into literal Blood?)... Theyll also drown if theyre still standing there once its over!
  • Assist Options - Endless Tactics was always meant to be a more laid-back (or rather, an "easy to learn, hard to master") take on Turn-Based Tactics, however if you still feel like it's too hard or complicated at the moment, you can now simply toggle off some gameplay elements, or even simplify certain aspects of it like Enemy AI! Now of course, this isnt just an easy mode update you will earn less currency for each of these options you enable... So then you can just turn them off once you feel comfortable enough - or even combine them with Corrupted Upgrades for truly granular difficulty control (while also compensating for the Currency loss).
  • Tutorial Videos - Dont like to read? Not a problem the tutorial is no longer text-only and now features video popups, indicating exactly what and how to do whatever is necessary - bringing some much needed visualization to the earliest part of the learning curve, which was always, self-admittedly, particularly steep at the first few runs (amongst of course many many other improvements to the beginner UX).
  • So much QOL it'd simply not fit into this list - Overhauled Unit selection, Tiles highlighting, better Camera, more dynamic and less obtrusive Lighting, smarter Controls, better UI, better Tooltips, better previews, Fatigue indication, and the list goes on...
  • Secret Weather Event interactions - For all of them pretty much, find them out for yourself!
  • Major optimizations - Enemy AI, shaders, menus, camera, texture atlases, etc...
  • Secret Mechanics - Besides the forementioned Event interactions, many other secret little interactions have been added to mechanics such as Corruption-spread, Water Tiles, and Spawn-blocking!
  • Tons of major fixes - All previous softlocks, visual glitches, and similar (that I know of) have been thoroughly fixed!



Most of the feedback gathered and addressed from our Reddit .

IMPORTANT NOTE: As previously noted, the Apex Update is still missing a few of its assets, such as SFX (for the Apex Units), a few VFX, some exclusive Drops, and UI Art! Theyll arrive soon everything is already 100% functional and mechanically complete. Still, feel free to provide feedback and suggestions about other aspects like balance, scaling, and whatever else you can think of.
Feedback Form
- the_procrastinator

[ 2025-06-03 17:48:32 CET ] [Original Post]
Lovecraftian Days and Yet Another BETA Mid-Update! (0.9.19.0)

While getting most of the work done for the upcoming Apex Update (all new Enemies, mechanics, and logic implemented), I've been also taking the chance to review a lot of the older portions of Endless Tactics, both by looking through the old code and watching playtesters experience it in bigger depth.

Think of this as less of a "patch notes"-post and more as a latent compilation of all the tons of stacked up changes and improvements up until now, to celebrate our entry at the Lovecraftian Days Fest. If you haven't already please wishlist! It really helps us!

CHANGES

  • Input-remapping - You heard that right! For both Controller and Mouse/Keyboard!
  • Reworked Enemy Units Selection - As in preparation for the Apex Update, you can now FINALLY preview Enemy Units' Specials individually (amongst a lot of other behind-the-curtains improvements).
  • Multithreading - Support for it for the vast majority of enemy AI calculations, besides tons of other optimizations (that can be greatly felt throughout the later Waves on large-scale Operations).
  • Major Fixes - Finally 100% fixed the old and longstanding soft-lock bug during enemy turns!
  • Controller QOL - Much more intuitive controller navigation and interface (based on playtesters' feedback)!
  • General visual improvements
  • Enemy AI Improvements - Better pathfinding, smarter decision-making, and more!
  • Improvements to Knockback Logic
  • Language Auto-detection, Tooltips Improvements, Better Lights, Better HUD, and much more!

Most of the feedback gathered and addressed from our Reddit .

IMPORTANT NOTE: As previously noted, there's been a lot of progress for the Apex Updates, and in terms of internal-logic, it's pretty much all finished! Once the assets are in, it should be (finally) released for testing! :)
Feedback Form
- the_procrastinator

[ 2025-04-15 19:51:45 CET ] [Original Post]
Another BETA Mid-Update! (0.9.983)

As we finish wrapping up pretty much all loose ends, a lot of time was left for addressing even more user-feedback, amongst many many other QOL, Interface, and Balance improvements! Also including major revamps to the progression & beginner UX, such as new Missions, rewards, and similar!

Last but not least being Controller Support, which is fully done now ;) Needless to say, a very very requested feature (that was being worked on for quite a while).

CHANGES

  • Controller Support - Yup :) Including Vibration, and all of the expected bits of polish.
  • UI Reworks - Full shop rework, Artifacts Picker rework, Upgrades Menu improvements, Options/Missions/Artifacts Menu improvements, Improved Hover Panels, and tons of general UI tweaks.
  • Japanese Localization!
  • New SFX - Tons of new SFX, for both gameplay and UI!
  • Brand new Missions!
  • Countless Optimizations and fixes! Especially for the enemy AI.
  • Text Improvements - Tons of corrections and dialogue improvements!
  • Reworked Unit Bans!
Most of the feedback gathered and addressed from our Reddit and quite a few of the new playthroughs on Twitch and youtube I found (which I always watch). Our feedback forms (link below) are still active, so feel free to submit yours as well if anything comes to mind!

IMPORTANT NOTE: Endless Tactics is most likely releasing at the end of Q2 2025 due to some *additional* (highly user-requested) feature(s) coming for 1.0 which will be disclosed soon :)
Feedback Form
- the_procrastinator

[ 2025-02-11 23:34:57 CET ] [Original Post]
The BETA Mid-Update! (0.9.93)

Yup, we finally hit BETA! ... Actually we did back in 0.9.9, but due to a particularly busy laundry-list of changes regarding User-Feedback, patchnotes were left for last, sadly (as always).

Expect even more fixes, QOL, and UI changes from now on - along with Controller Support, more Audio, Missions, Artifacts, Art tweaks, and Balance Changes... That's pretty much all that's left for now :)
Game Description Image
CHANGES

  • Recoil Stat - Brand new officialized (former Special-Ability-exclusive) stat! Self-Explanatory, and with a few brand new Artifacts to go along with it.
  • MAJOR feedback-based QOL - After receiving quite a bit of detailed and extensive feedback, tons of changes have been made to both Unit-Selection, general interaction, and UI! Expect a significantly more responsive experience from now on! With new toggleable Options to go along with it, as always.
  • Major AI Improvements - Several improvements to enemy AI, including optimizations, fixes, and more!
  • Lots of New Art - A ton of new VFX and reworked assets. With an emphasis on visual-feedback, by now almost all of the necessary/finalized assets have been implemented!
  • Brand new Missions and Bounties!
  • A Metric Ton of Bugfixes and Optimizations! - Yes, including all kinds of ultra-specific soft-lock bugs.
  • Better Upgrades Menu - Better Camera, Scrolling, Selection, etc.
  • New Artifacts - Countless new Artifacts making use of all kinds of mechanics, to given even further depth to your endgame!
  • Reworked Main Menu - Including the long-postponed credits, and a more compact "Feedback" button.

Always keeping an eye on new feedback, so feel free to send more! The latest form answers have been greatly helping to shape the game into its finalized version, with many much needed touches already in!

IMPORTANT NOTE: Sadly due to some unexpected delays with the necessary assets in production, we're postponing the launch for mid January 2025. However, this should help me to get a more than comfortable time window to address even more of your last few criticisms/suggestions about the game:
Feedback Form
- the_procrastinator

[ 2024-11-22 23:56:54 CET ] [Original Post]
The NEXT Mid-Update! (0.9.65)

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).
Game Description Image
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!

Always keeping an eye on new feedback, so feel free to send more! The latest form answers have been greatly helping to shape the game into its finalized version, with many much needed touches already in!
Feedback Form

[ 2024-10-16 19:30:28 CET ] [Original Post]
Endless Tactics is in Steam Next Fest!

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/

[ 2024-10-14 18:10:09 CET ] [Original Post]
Endless Tactics is part of the Turn-Based RPG Fest!

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/

[ 2024-10-01 06:50:45 CET ] [Original Post]
The Overgrown Mid-Update! (0.9.35)

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.
Game Description Image

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 we approach the launch window, I'm keeping an extra eye opened for player feedback and general suggestions, so now's the time if you have any! Been quickly addressing lots of it recently, and so far it's been a major help give Endless Tactics's gameplay loop its last bits of missing juice.

For any suggestions, feedback, or bugs please use the form below, post in the discord, or use the Steam forums. Thanks!

Feedback Form

[ 2024-09-04 09:08:30 CET ] [Original Post]
The Cleansing Update! (0.9.0)

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.
Game Description Image

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.


For any suggestions, feedback, or bugs please use the form below, post in the discord, or use the Steam forums. Thanks!

Feedback Form

[ 2024-08-18 17:50:24 CET ] [Original Post]
Endless Tactics is Part of the Tower Defense Fest!

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/

[ 2024-07-29 18:05:27 CET ] [Original Post]
The Environmental Mid-Update! (0.8.5)

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!
Game Description Image

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!

Dev Notes: In trade of dropping Orbital Anomalies off the launch Roadmap, here are several features that weren't even planned to be included before! And, according to both my overview and the vast majority of user-feedback (google forms), much more important ones to have. A very major step to give the Endless Tactics the final bits of extra spice, necessary for its much apriced replayability aspect. Proc-gen maps, especially, were always a huge hurdle I was afraid of overcoming (and thus breaking several gameplay aspects)... thankfully, with the proper safety-measures and very customizable ratios for each Terrain, it turned out to be a vast vast improvement to the overall enjoyability of the "grind", so to say.

For any suggestions, feedback, or bugs please use the form below, post in the discord, or use the Steam forums. Thanks!

Feedback Form

[ 2024-07-20 00:49:00 CET ] [Original Post]
Mac and Linux Support!

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 :)
Game Description Image

- 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

[ 2024-06-23 00:08:20 CET ] [Original Post]
The Artifacts Update!

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!
Game Description Image

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.

Dev Notes: With all that we're finally entering Alpha state! So the next few Updates should be focused on ironing out what's already there and addressing playtesters' feedback (I do that a lot, so feel free to add some more to the list). Audio, Options Menu, Unique Mech Abilities? More Upgrades, Missions, Text, Art, UI, Balance, Progression, etc etc. Said Updates should happen quite a bit more frequently as well, as the Artifacts Update was, as already imagined, the biggest one to get out from the Roadmap, but it turned out even bigger somehow... All that's left now is essentially to glue up all of the current pieces together and fill in the missing gaps, to finally turn Endless Tactic into a full-fledged game.

For any suggestions, feedback, or bugs please use the form below, post in the discord, or use the Steam forums. Thanks!

Feedback Form

[ 2024-06-22 02:29:53 CET ] [Original Post]
PATCHNOTES - 0.7.5

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.


Dev Notes: To follow The Exposition Update's major focus on smoothing beginners' UX, this mid-update patch brings major revisions to essentially ALL of the systems in place - old and new - in order to make controls, decision-making, and the gameplay loop in general feel as intuitive as possible to navigate through. After receiving some major feedback from testers, I've decided to wrap this up before moving onto the Artifacts Update, so that players will be able to properly experience all of the content available until then. The UI is still visually very much a WIP, however I believe that its behavior and responsiveness by now should be very close to final, at last.

- 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

[ 2024-05-22 23:12:05 CET ] [Original Post]
The Exposition Update and Endless Replayability Festival!

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!
Game Description Image

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!

Dev Notes: And once again, this ended up being the biggest update so far! More so on the technical side this time, but getting the whole Dialogue system done from scratch will allow me to do plenty more with it in the future, and quite quickly. Overall, this is an Update focused quite heavily in the player's UX, to make it all feel more intuitive and cohesive, while we prepare for the next upcoming major gameplay feature - Artifacts! So stay tuned for that one as well, as it's going to be the final and biggest one.

All in all, likely the most overdue and necessary update to-date, and I'm very glad to finally get it out so I can go back to the "meatier" side of features.

For any suggestions, feedback, or bugs please use the form below, post in the discord, or use the Steam forums. Thanks!

Feedback Form

[ 2024-05-13 10:45:00 CET ] [Original Post]
DEV ROADMAP & PLANS

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!

This should be all. Although, worth noting is that, given the launch goes minimally well, my intention is to keep updating and supporting the game for quite a while, with many plans for post launch content Updates in mind already - most of which will be relatively easy to incorporate into the current systems, thankfully! Keep an eye out for the upcoming Update, as I should be able to release it very very soon :)

- 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

[ 2024-05-08 23:09:45 CET ] [Original Post]
PATCH NOTES - 0.6.75

CHANGES

  • Localization Support!
  • Tons of UI Improvements.
  • Several text fixes.
  • General fixes.

For any suggestions, feedback, or bugs please use the form below, post in the discord, or use the Steam forums. Thanks!

Feedback Form

[ 2024-04-26 06:26:15 CET ] [Original Post]
PATCH NOTES - 0.6.5

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.

Dev Notes: With this (along with the future implementation of the actual sprites for each Drop), it's pretty much a wrap up for all of the recently implemented mechanics, with just a few more QOL and slight improvements to come. Next up on queue is the Tutorial & Dialogue Update! So stay tuned for that, as it should be quite a big one too.

For any suggestions, feedback, or bugs please use the form below, post in the discord, or use the Steam forums. Thanks!

Feedback Form

[ 2024-04-20 18:22:38 CET ] [Original Post]
The Opportunity Update

Hey everyone!
Here are the notes for our latest patch, the Opportunity Update:
Game Description Image

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.

Dev Notes: Been a long time, for this equally as long list of changes. Among the 2 brand new features that are the focus of the Opportunity Update, I have also addressed pretty much every single point of feedback provided by "Matt From The Awesome Duo" on his recent gameplay video about the Endless Tactics :)

Along with, of course, a lot of the feedback filled by new users through our feedback form (link down below). The goal of this update was to, along with bringing in variety with Drops and better per-Operation progression with the Escalation mechanic, to revamp the UX and gameplay commands into a much more streamlined experience, so a lot of effort went into getting the current mechanics and interactions to be as intuitive and clear as possible (this is also gonna be addressed with our upcoming Tutorials Update, so stay tuned for that too!).

For any suggestions, feedback, or bugs please use the form below, post in the discord, or use the Steam forums. Thanks!

Feedback Form

[ 2024-04-16 06:36:41 CET ] [Original Post]
PATCH NOTES - 0.5.75

Changes:

  • General UI fixes and improvements
  • Current Operation mission's now are dynamically displayed in the Pause Menu's Missions!
  • General QOL

[ 2024-04-05 21:23:55 CET ] [Original Post]
PATCH NOTES - 0.5.7

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

[ 2024-04-05 06:29:56 CET ] [Original Post]
PATCH NOTES - 0.5.6

Changes:

  • Major rework to Damage & Icon Popups (queue-spawning)
  • Several minor fixes
  • Fix to small memory leak
  • Minor optimizations
  • Minor improvements to UI

[ 2024-04-04 07:23:55 CET ] [Original Post]
PATCH NOTES - 0.5.5

Changes:

  • Major UI Overhaul
  • General fixes
  • Visual improvements
  • Several new (mostly UI) assets implemented
  • Minor balancement changes
  • Readability improvements

[ 2024-04-04 05:19:22 CET ] [Original Post]
PATCH NOTES - 0.5.2

Changes:

  • Several bug fixes
  • Minor balancement changes
  • Text corrections
  • New Overworld Missions
  • Expandable Bounty Mission Slots
  • Minor visual improvements

[ 2024-04-03 22:38:28 CET ] [Original Post]
UPDATE - The Missions Update

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

[ 2024-04-03 08:13:46 CET ] [Original Post]
PATCH NOTES - 0.4.7 (Overworld Missions)

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.

Dev Notes: 90% of the recent work has done into designing the actual (fairly robust may I say) Missions System, both for Overworld and per-Operations Mission. Expect them to come pretty soon as well! Both Primary and randomized/procedural Secondary Missions for bonus rewards.

[ 2024-04-02 09:33:56 CET ] [Original Post]
PATCH NOTES - 0.4.4

Changes:

  • Brand new Airstrike event animation and effects!
  • General visual improvements
  • Minor fixes
  • New Upgrade Menu visuals!
  • UI Improvements
  • And more!

[ 2024-03-30 09:45:33 CET ] [Original Post]
Demo Update #1 and Steam Deckbuilders Festival!

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

[ 2024-03-25 19:56:43 CET ] [Original Post]

Minimum Setup

  • 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
  • Memory: 1 GB RAM
  • Recommended Setup

    • OS: Debian-based Distribution
    • Processor: Intel i7/AMD RyzenMemory: 1 GB RAM
    • Graphics: Dedicated GraphicsSound Card: N/AAdditional Notes: Requires a 64-bit processor and operating system
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