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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
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!
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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
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
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 :)
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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).
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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.
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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.
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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!
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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!
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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:
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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:
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Hey everyone!
Here are the notes for our latest patch, the Opportunity Update:
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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:
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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
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