




🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
This patch comes with a long-promised feature of adding a full controller support to the game on default! It was much larger than I thought it would be! But results in a rather seamless experience! (Imagine doing work to make it so folks never realized you worked on it! Amazing!) NEW CONTROLLER SUPPORT! - A full game adjustment! Plug in a controller at anytime during the game and it should work! Added new 'hotkey-ing' to most menus, pressing ESC will usually back out of them now! Added a new 'Reset Tutorial Tips' Button into settings for the few cases this might be wanted! It'll also replay the tutorial in the case you are in the main menu Added on-screen indication whenever the game 'saves' the game! Which generally happens upon exting/beating maps and the start of the overworld! Added new 'Next Upgrades' indicators whenever you hover over an upgrade! This will tell you the next upgrades coming up, and make the branching abit more clearer! Added new 'blips' on the Upgrades tab that give you a brief view of the upgrades the unit might have already! FIXES/CHANGES Fixed a bug with waypoints appearing as doubles in certain regions Fixed a bug with upgrades being able to double up when pressing hotkeys at the same itme Cardinal Money Bag no longer pierces, but now deals damage in an area. It no longer applies multiple ticks of donation aura when hitting things (abit of an oversight!) Fie's 'Secret' Knight's scaling has been reduced by 75% Fie's Wall now is considered a 'offensive' tower, gaining the effects of Paper Tower/Rusty Pipe/Etc. (Still bugged sorta, they do not grant any damage boost still, still working on it) Fie's Silo gun generation now PAUSES rather than resets upon changing ores/rerouting/etc. (Relevant for maps like Maybeth) Buster's Pure Ex now scales with enemy current health, this is less effective towards healthier targets, but lasts significantly longer at lower healths Edited the Elite variant names of various enemies to be more 'on theme' with the weapons thing going on Hyper -> Superheated Chaos -> Fractured Various Overworld and general control fixes/improvements! Other bugfixes, tbh I forgot bc of hyperfocusing on controller :P
This update brings, as the title says, a massive amount of QoL features and extra balancing to help keep the game funky fresh!
Just a preface, this patch, compared to the last few, are much more up and down with Vessel balancing for those who care! Notable touch ups for our lovely Fie once more.
0.6 QoL Mid-Way Patch
This hotfix is meant for tuning our new beloved Vessel and fixing some pretty stinky bugs! She is to powerful, godly in-fact in some cases... While she still is, it's only in spirit... All hail Fie 0.5b Fie's Wall Base health increased slightly and per-level health increased (which compounds on any upgrade more significantly) Fie Adjusted Purple Grenades damage to be 1 less Fie Adjusted Orange Rifles damage to be 1 less & reduced base health The weapon generation for Fie's Silos is notably slower Fie's Circular Routing has been fixed, the effect now applies 1 second after the tide converts acting ADDITIVE rather than EXPONENTIAL on existing Circular Routers. The effect has been reduced to 5%+ rather than 10%+ (we'll see if this is enough, i still enjoy the very high potentially busted behaviours of this one, so... We'll see if it can survive in current TDS economy :P) It also has slightly increased costs Fie's Knight Security Group's health increase has been reduced significantly Fie's Purple and Blue Knight's Base health has been reduced a tad Fie's Keep & Silo now has lower base health Alongside fixing Smacky's Beacon and Fie's resistance (which still compound on one another), Smacky's beacon resistance has been reduced abit with the health increase effect being boosted Hotkey for Fie's wall building from a existing fie wall has been bound to 5 Fixed a visual issue with the True Knight's attack Made selection of fie's towers while knights are nearby abit ways easier Fixed a issue with Fie's Lifeline Wall upgrade blocking enemy movement entirely Fixed an issue with Smacky's Beacon and Fie's Resistance upgrades Fixed a typo on one of Fie's resistance upgrade descriptions Fixed a hitbox issue with Skyhook causing some bombs/things to not target correctly Fixed Fie's Wall hitbox to be easier to click on Fixed a very small potential loading issue that can occur at high loads Fixed an issue with Hydroplane allowing building underwater The cardinal's Processing plant and Drink Stand are now compatible Drink Stand rework! It now costs AURA to spawn! But the effect is VERY significant. Hopefully this will differentiate it quite a bit as it's a later game building!!! Also theres actually a person running it now Fixed Processing plant to actually have the listed effect
This marks the SECOND major update to this game! A majorly content update with some notable improvements to graphics and performance!
This patch is designed to be the great bridge between updates. Putting in some much needed content in places to really round out the experience thus far! I hope you enjoy playing through the new stuff, revisiting the current stuff, and messing around with the new Vessel!
Hi everyone! I'd just wanted to jump on here to say that the next big patch, the Blue patch, is soon approaching! While I don't have any date to set, it might even end up as a surprise!
This update is a very important content intro that rounds off various points in the game!
What's coming?
New Maps! - Generally gearing towards the tail-end of the game, new very vibey and unique maps will dot the world!
New Vessel! Fie!
Control very mobile, very versatile Knights that can utilize various weapons that YOU create!
Graphical Upgrades!
and More...
This update serves as a in-between with the previous major patch, the RED patch, and the upcoming patch, the YELLOW patch. Bringing very much needed content to fill in much of the game's space. Whereas the next patch will be geared more towards polishing what we have during the Early Access, the BLUE patch primarily focuses on bringing in content first!
That being said, there will be smaller in-between patches (mid patches) that introduce very much needed QoL and Ease of play features that you all have been asking for! While they won't come immediately with this patch specifically, they will appear more akin to the Mod Support update.
I hope you all will enjoy the new stuff :3 Very exciting!
The Early Access Roadmap has been updated! A small tweak that moves the Journal to later point in development!
Added additional support to allow game code to be executed! That is all... Mods for all.
Ver 0.4
NEW
MOD SUPPORT! You can now import mods into the game, found on the Main Menu under Extras -> Mods, enjoy TDS with wacky things happening
You will be warned THERE ARE NO MODS...YET! But keep an eye on our Discord Server as theres a new channel dedicated to such things including how to install/use mods
Discord
added an experimental multiplayer disconnection error message that SHOULD tell you why you've been disconnected
The game is now running in MONO rather than IL2CPP, which in general, makes it easier to snoop through the game files at the slight cost of performance. This was required to get the game to include modding! Because of that I will be monitoring pretty closely how things run.
The main change for regular non-modding folks is that the game will take a tad bit longer to boot up initially!
CHANGES
Adjusted parameters for the main menu's Idle scene so that it doesn't do it in other menus
Red enemies no longer can target things outside of units and towers (such as buster's speed pads)
Added a failsafe situation on Auraboro where you might get stuck on a upper floor, there is now a path downwards one-way
Gavel no longer scales with tier, drastically increased range
Improved the blasthead navigation AI to now avoid rocks
Buster's Speed pad Collision Course upgrade improved drastically, dealing SIGNIFICANTLY more damage the faster the dog and slightly wider
Buster's Totem Blaze debuff now ramps up slightly faster and automatically expires upon reaching a maximum damage (1000)
The burst variant of Blaze debuff now starts at 25 damage rather than 0, making it useful. still requiring assistant towers to keep the debuff going
Buster's Boost Pad now heals dogs as they pass
Buster's Speed Bump now deals damage based off of PERCENT health + speed, dealing significantly more damage to enemies with speed modifiers and the like
Buster's Pad Wrong Way and Speed Pad's slow and stun duration increased by a second each
Buster's Pad Tower boost increased slightly
Buster's Lap Dog damage ramp increased significantly
Buster's Rev Dog now is permanently Un-targetable rather than conditional
Buster's Dog slightly increased base health and damage
Buster's Checkpoint attack speed increased slightly
Reworked Buster's Checkpoint Lap 3, no longer grants a large amount of capacity, grants a reasonable capacity (that stacks off of Lap 1 and Lap2) and now ramps in gain the more resource it currently holds
Burst pedistals deal more damage
Buster's costs in general adjusted (trending lower)
Smacky's Quick bombs now give slightly more attack speed, there was a rounding issue making it so they don't display a change in attack speed. Cannon total attack speed should still stay the same
BUGFIXES
Fixed a navigation issue with a few maps causing certain mobs to get stuck. (Bitterfield + Fish, Ulu + Snobles)
Fixed the cardinal, Chimera Crystals
adjusted navigation on Hydroplane
Fixed medals of various new maps
made the non 'Brittle' surfaces on Thanh Bitterfield be selectable and placeable, should feel less gummy
Par time reduced on Flood maps
Generally, traps no longer can be damaged, leading to things seemingly invincible being destroyed being not the case anymore
Ver 0.3c Buster's Dogs no longer drop red upon death Gavel's damage has been adjusted to be more reasonable Buster's pads no longer can get destroyed by certain projectiles Buster's Checkpoint quick pass multiplier is increased, (x2 at speed 8) Buster's Checkpoint upgrade prices reduced for tier 3, 4 and 5 Garage's Jack up ability respawn time is now 0.5s Buster's Speed Pad price reduced Garage's base and scaling health increased Buster's pad now effects dogs straight away, rather than 1 tile past them Thrown aura from the moneybag now deals 50 damage and is no longer taxed if a successful donation is done Torrid Badge, the merchant is stronger and attacks faster. Claymores deal 15 damage now Various maps have been fixed up and adjusted
The first of the 3 major patches, also consisting of Blue and Yellow, comes RED.
Ver 0.3 RED
Much of it is geared towards continuing the game's progression and smoothing over various aspects for the near future with other patches
HIGHLIGHTS
5 NEW MAPS - Peppered through the main part of the Grand Aquilla, and part of Ome Sphere. All of which are completely unique
NEW VESSEL BUSTER - The fastest... Dog! Coming with a complete new set of towers, units, and upgrades. A totally new way to play
6 NEW CARDINALS - For all colors! Many give pretty wacky effects that should shake up the game and most are gained through the new maps!
NEW ENEMY + TIDE LAYOUT - Take on 20 tides that speed up, hit hard, and will challenge you in a different way
SWEEPING QOL CHANGES - Many new improvements to ui, gameplay, and flow! (Many new changes will also appear post this patch)
ALSO NEW
Added tool tips to various places in game! Hovering over some icons will tell you what they are. Including cardinals
Added tower highlighting whenever you enter build mode, sell mode, or hover over a player's name! (Multiplayer only)
Added tutorial prompting for when Rotating towers is relevant
Added new tutorial tips for when you lose early on in the Tides, they change depending on where you are in the game
Added indication in skyhook for where the ores are for first time players
Added a few new tutorial related helpers in the game to guide you early on
Steam Cloud now functions with this game!
Added a instance of saving at the end of a map for extra saving goodness
Added Camera Smoothing settings option - Will basically remove the general game's smoothing of the camera for both the overworld and the game. This is for anyone that may be prone to motion sickness or perhaps just like that experience
Added Invert Quick Build Controls settings option - Inverts building shortcuts from 1,2,3,4 to be 4,3,2,1! You can always do this manually, just keep note of this setting aswell
Some map may contain additional requirements to clear a map, such as reaching a certain medal threshold
New enemy modifier!
CHANGES
Map [spoiler]Kong[/spoiler] Camera has been adjusted
[spoiler]Kong[/spoiler] now counts towards progression of the next region
Adjusted all 'Difficulty' ratings above 4! Adding another blip between maps labeled as difficulty 4 and 5. Should help a bit more with the clarity on how hard some maps may be
Typhoon Severity type has been renamed to Downpour! It's the same thing, but with a more watery name to suit the most common style there is in the game. (And to differentiate from future severity types)
Slight adjustments to earlier waves in Downpour (Formerly Typhoon)
Adjustments to Smacky Bombs, a few upgrades (mainly the splitting bombs) now can hit slightly more enemies
Adjustments to Smacky tower pricing (Slightly cheaper tier 4)
Smacky Assassin's shot damage percent threshold lowered (Deals more damage)
Smacky Assassin's shot price lowered
Smacky's Bow squad now deals slightly more damage
Buff Miners now have a 'cost' for a silly very not important niche interactions
Sno Sno's Cannon Extra Frosty upgrade increased duration
Sno Sno's Wall Tip of the Iceberg increased damage and have slightly less gravity
Sno Sno Cannons (in most circumstances) will prioritize snobles over sno if available
Burnt Snobles now have a 'cost' for a silly very not important niche interactions
Boutman pricing adjustments (both up and down for various upgrades)
Bout barrels now require an open space above to be placed
Adjustments to Watertower fish's ai to potentially be 'smarter' and prevent crashes
The Money Bag Cardinal's ability has been switched with a completely different one. And it's unlock condition has been changed
HOWEVER, the original ability has been ported onto a new Cardinal, with the original unlock condition AND now applies to units aswell
Fish Bait Cardinal's Gabby Now deals 99 damage
Burnt Snobles power has been adjusted to be more damage focused
The Tide bomb (Projectile when the wave starts from the basin) now deals more damage to OLDER enemies, aka any pull over enemies receive additional damage each tide they survive
Mild adjustments to red enemy ai, while they still may get stuck (for now), it's less likely!
Health (and other variable stats) now PULL OVER damage already dealt if the max health is reduced. This should lead to better situations where an max health reduction effects wears off and the unit 'heals' more than they're supposed to. This is percent based
General navigation adjustments!
The connection between 'ledge' blocks have been changed! They in general do not connect to one another anymore which means units/things no longer 'hover' in the air above ledges.
Medals visuals adjusted! Some maps now have additional requirements for the 'waypoint' unlocks, and in conjunction, the cardinal unlock! These will appear later in the game
reduced the requirement for Ulu, Galbass, and Gridhead to unlock their waypoint
reduced the requirement for Sno Sno's unlock
Drives are now visible in the character select
BUGFIXES
Fixed the vintage watch cardinal
Fixed some hitboxing issues with smacky's walls
Fixed various 'special resource' map's interaction with Resource-altering cardinals and the like. Which some displayed a change but didn't actually do anything
Fixed up Ome Anchor's general sticky nodes issue
Sno Sno's Sno Fall upgrade now should show the indicator as soon as it's upgraded
Some niche situations where a stat is removed should now properly reflect when viewing a unit's stats
Fixed an issue with the vintage watch adding more time than it should
Fixed the game's camera having a component in it that worked off of frame rate, it should now be framerate independent
fixed a bug related to IP man of war not working with boutbro under certain circumstances
fixed a crashing bug with the final tower upgrade for boutman's barrel
fixed various map bounding/gridding/hitboxing issues!
Fixed an issue with beacon not applying growing health stats to respawned buildings
Various and large sweeping back-end changes for stability and general useage/speed of future patches
And more...
As always, join our Discord to send feedback and other goodies!
Hey everyone! I'm jumping on here to say that the next big item on our ROADMAP is coming along quite well and I'm working very hard... probably disgustingly hard to make sure it's the best it can be. I'm also going to be posting this while TDS is 20% OFF for the week! While truthfully I wanted to couple this with the update it needs a bit more time in the cooker and this sale just kinda lines up with other eventful things happening this year B) So grab a friend and enjoy the game as is! steamthumbsup So what's coming?
Here! Just a quick notification on here, Steam, that if you're ever curious about where the game is going, want to give us feedback and get involved, or just are stopping by to say hi, this is the place! I post EVERYDAY about this game on there and am listening really closely to anyone, so check it out <3
This is the first step on our big roadmap to 1.0, it addresses many issues, balancing and adds a tad bit more content!
Think of it more as a trial run with the much larger patches!
NEW
3 New Cardinals
1 New Secret Map
CHANGES
Added a button for Blurry photo to select your blurry counterpart (additional QOL on this front coming at a later date)
Minor optimizations
Boutman boss no longer targets resources
Alternate Boutman related boss significantly buffed
Fixed an issue with thin ice not respawning if particular cardinals were equipped
Fixed unlock condition for [spoiler]Paper Tower Cardinal[/spoiler]
[spoiler] Paper Tower Cardinal[/spoiler] now reduces tower health by 99% BUT increases the rest of the stats significantly more (no more attack speed debuff)
Shot snobles deal significantly more damage upon impact (including their burnt variants)
Sport Water Cardinal per tide effect INCREASED, but has slightly reduced permanent stats and duration
[spoiler] Glass Core Cardinal[/spoiler] now reduces current aura by a certain percentage when a sub basin is destroyed
BOUTMAN PREFACE: Going to do abit of a drastic power drop just to see where it lands us! Tested it quite abit and it SEEMS to be rather okay, but just to lyk, its definitely not permanent by any means and balance is going to shift quite alot with this guy B)
Boutman adjusted damage
Boutman upgrade prices adjusted abit
Fish dried armor reduced per level
Fish upgrade prices adjusted abit
AND barrel upgrade prices adjusted abit
Boutdad abilities (Stun and boosting) last slightly longer
[spoiler]Pubberfish Poison debuff toned down immensely, this was actually a funny number issue oopsie![/spoiler]
[spoiler] Watertower fish (buppy)[/spoiler] now takes damage when attacking, adjusted stats||
[spoiler] Janitorial bucket (Barrel) threshold increased to 20% health with the buff lasting less time, no longer builds into tier 5[/spoiler]
[spoiler] IT watercooler now builds into tier 5[/spoiler]
Updated [spoiler] Boutmom's[/spoiler] AI to be more reliable!
Specialty Fish no longer count towards additional fish costs when making new ones
Fixed an issue with boutman's barrel not having capacity when it should have it
Various map fixes, world fixes, and adjustments
FIXES
Various map fixes, world fixes, and adjustments
Chat scrolling should now work properly and appear
Fixed some sticky node issues in the world map
Fixed a handful of UI issues
Fixed issues regarding fish remaining tinted dark when fished
Sno Sno no longer gets stuck in certain situations (such as Woozy)
Saves generate a back up in the small case any saving issues may occur!
Fixed Buppies eyes being red (they're supposed to be regular fishies!)
Fixed various crashing/inconsistency issues across the game
Without further ado, have this nice image (:
The Early Access will be broken up into 3 MAIN PARTS all adding a very major feature/item to the game. All of which are also followed/preceded with a slightly smaller patch.
Simple stuff! I hope everyone will join us on this great journey and have fun with the game!
Changed the display value for Resources on stats to contain a decimal place if needed Various map fixes, visual fixes, and position issues fixed most maps Fixed an issue when a 'joined' player goes into photo mode Fixed various multiplayer issues and small soft locks Fixed various achievements and unlock conditions for cardinals. A handful were not able to be unlocked correctly Adjusted cardinals(s) (still not telling) Yay!
We are now out in Early Access I hope you enjoy it and let us know if you have any feedback or suggestions on our Discord! We're listening very very intensely and are changing things as we speak! Happy days TDS for all!
I'm very happy to announce that we will be launching our Early Access into the wild on...
Play with us! We're going to talk about it and invite some of you to join us on this endeavor! We're going to run this through our Discord mainly so join us there to be involved! Discord
Join our Discord!
https://discord.gg/AEzBEZ3 (It's our main form of communication and we're posting daily updates!)
Since we're finally done with the demo build, we'd like for everyone to try it out! See what TDS is all about and why we think it's pretty neat.
Sooo... You can play the demo over the weekend! For a limited run!!!!! So don't miss out!
We feel like this game does so well when played, to really get the idea of a Tower Defense, Real-Time-Strategy Hybrid (or atleast our interpretation of such a thing).
If you miss your chance, don't worry! We're coming back with it not too long after this small run! And obviously, if you do like it. PLEASE wishlist it for when the actual game comes out (:
[ 6033 ]
[ 1578 ]
[ 1850 ]