




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
[ 2025-03-05 21:29:54 CET ] [ Original post ]
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
HIGHLIGHTS
New Discovery tab! this tab will record your travels, cardinals, and unlocks relative to when you unlock them! And also act as a guiding hand to your adventures. This should a pretty helpful tool for mainly newer players! But also very helpful for returning players aswell! (You might need to rediscover a few items if you're returning!) The 'Docks/Fast Travel' System has been overhauled! You can now travel from ANY buoy (Yes they're called buoys) to any Stilled map! from ANYWHERE! Not only that, but there are more waypoints to travel to including Buoys for traveling between whole regions. More information and visuals such as difficulty and medals have been added to help give a sense of both accomplishment and spatial awareness across the world. The Buoys are organized by distance to also help with this! New Save Slots and more Robust save/load! I've created a new menu to manage, change, and start multiple new save slots! Found in 'Extras', You can do everything you might expect save slots would have! There's also a 'Auto Save' feature in the small case your saves STILL get funny, there's a backup that saves your last real save state! And a *backup* to that backup that you can apply IN GAME! AND even though I triple checked everything worked, there's an ADDITIONAL backup with your old data called "Oldversionbackup.es3" to restore to case this doesn't work! - Note: you WILL need to at least press 'embark' once to convert your save to the new system, otherwise the save screen will appear blank! New Cardinal Fragment - Have the Artrio Barrier survive to at least Tide 20 Greatly improved overworld UI! Many aspects have been made streamlined and added buttons to better communicate these features! Access your equipment right away from anywhere! Revamped Overworld tutorial sequence! There shouldn't be any more confusion with the start for people with all new tutorial prompts and tabs to help guide folks along! (Hopefully) A much better time to get friends on board :3
ALSO NEW
Hovering over command/build buttons now will show their corresponding Shortcut key if they have one! There are now specific buttons on screen for the pause menu and 'focusing' the vessel in a match! These were the only two items that didn't have direct controls (outside of camera controls)
CHANGES
Buoys information now scales with distance! Making certain UI elements much easier to see when the camera is zoomed out more Fie's Silo Circular Routing now has a limit gaining 50 aura (PER TYPE, PER SILO) which is obtained at roughly 1000 Aura (5%) This shouldn't really effect it's capabilities, but will keep her eco in more line with other vessels late game Fie's Silo Front Line pipes range has been increased by 1.5 and is now always visible Fie's Silo made abit more expensive, BUT the Flow upgrade now ticks an extra 25% more on resources Fie's Rapid Response Buff now lasts twice as long 10 -> 20s Fie's Silo Old Pipes no longer has a downside, and acts as a pure x2 your mining Fie's Shop starting attack speed has been reduced Fie's Shop Side of Calamari damage has been increased to 8 (Inbetween spikes and bramble) Fie's Shop Side of Ramen heal rate has been reduced to 3 per tick Fie's Shop Side of Sushi effect increased by 50% Fie's Knight Commander's Base health multiplier increased by 50% and Damage multiplier increased by 25% Cost increased by 50 Fie's True Knight's range improvement has been reduced Fie's Lone Knight's Damage increased by 15% Fie's Convoy costs has been reduced by 750 total Fie's general keep pricing adjusted, generally 'multi knight' items have been made more costly Fie's Battalion Damage buff increased by 25% (double) Fie's Orange Knight attack speed reduced by 10% Fie's Yellow Knight attack speed increased by 10% & Commander effect increased by 25% Fie's Purple Knight base damage reduced by 2 (equivalent to Shotguns) HOWEVER: Fie's Purple Knight's special effect now INCREASES base damage alongside the death bombs **Important!** General, non enhanced Knights now start at 75% Commander buff effectiveness HOWEVER: Fie's Knight Trailblazer stays at 100% and commanders will enhance this to 150% with commanders themselves being 200% effectiveness! Fie's Sword Hand reworked now does a massive Slash upon entering the range, but with a much much slower attack speed. (Usually would end up doing 1 attack per encounter) Fie's TRUE wall's effect has been changed! It now will TELEPORT and DAMAGE any enemy that first hits the Wall, returning them to their basin. This effect PROPAGATES Fie's FAKE wall propagations now will Inherent the stats of the wall that it is propagating FROM. So both the resistance and health will be gained! and can be compounded on more! - I found the armor effect kinda boring (dare I say alittle lazy on my part) and obviously too strong for the late game. So here's a potentially also funny busted ability! - Overall, Fie I'd say is already in a really good spot power-wise. I just feel like there's a handful of upgrades that felt like 'gimmies' a bit too much and the over-reliance of quantity over quality needs to be touched on. She's strong, and that's great! - It looks like alot of changes (and it is!) but it shifts alot of the power spike towards tier 4, making that much more of significant jump, making it more worth getting bigger, better buildings rather than amount Rebound the wall building command to the Quick action button (usually right click) Buster's Dog Diesel Dog Upgrade - The fire no longer 'ticks' on non-mobs (such as ores) but will still deal damage Buster's Dogs Charge Pad Upgrade - Reduced the default 'max' momentum possible by 1, however, increased the momentum gained per-pad significantly (overall higher uptimes on speed) Buster's Dogs - When passing through friendly buildings, this is now considered an 'interaction' which will slow down dogs (regardless of Mechanic's friend upgrade) Pedestal Blink Experimental! Chain beams now target the FARTHEST pedestal rather than the closest! Pedestal Blast now can hit more targets 50% more The second Dog from a garage's cost now matches other 'secondary unit' tower upgrades at Tier 2 - There are nerfs here (to pretty niche interactions), but it's definitely less about the nerf and more about the 'Buster is crashing our games w/ the amount of silliness happing' fixes. Hopefully it'll be more tame but viable things to play with! But also a few improvements to Tier 4 power spikes! Smacky's Bouncing Bombs damage increased by 2.5 (75%) - Compared to it's counterpart, Splitting bombs, Bouncing Bomb's value is still pretty good at always x2 power, but Splitting is abit more reliable at dishing 2x - 4x on the same target which becomes relevant at this point in the game
BUGFIXES
Fixed a few overworld node issues! Fixed blocks and placements found on Elgu Bounde Fixed an significant issue with Boutman that prevented that 'net' trap tower from spawning into the game, making it when fishes die that tile was broken Fixed an issue with Buster's Refuel pad allowing multiple placements on the same block Fixed an issue with Fie's Wall lifeline allowing for multiple placements on the same block Fixed an issue of the camera moving slow in the overworld due to fps for various reasons Fixed a clicking issue that prevented the boat form being clicked under certain circumstances Fixed a niche keybind that prevented the shortcut for 'Dash' to be used when Money bag is in use Fixed interaction with Fie's wall and Beacon visually being inconsistent with it's values (the effect still works as intended) Fixed (refixed) an issue with Buster's Final lap compounding on other final laps General Stability improvements Fixed a few spots in the overworld that felt clunky General Ui improvements and visual upkeep Probably a lot more that I forgot to write down lol

[ 2025-02-23 02:07:49 CET ] [ Original post ]
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
[ 2025-02-10 22:38:36 CET ] [ Original post ]
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!
Ver 0.5 BLUE
HIGHLIGHTS

NEW VESSEL - Fie appears! Bringing her squad of Knights, you can create a very powerful mobile defense and control your units directly!

4 NEW MAPS - Challenge yourself with various new maps that test your TDS fundamentals! Continuing after the Grand Aquilla 5 NEW CARDINALS - Ranging from haha teehee to very nice abilities. And one challenge one for those that seek it. NEW REGION - Explore the HIGHSPHERE... a region that feels... Unstable

GRAPHICAL/STABILITY/NETWORK IMPROVEMENTS! - Global Illumination and better networking! The game should feel a lot more smooth. And have more frames!
ALSO NEW
Added a new prefab point in the mod system "Mainmenu" will spawn prefabs into the main menu A new localization pop-up is available on the main menu and in the settings respectively, this is for when proper translations soon come! Improved lighting! A new global illumination feature has been added to a few maps and areas to give them abit more depth! This feature is present in graphics High + Very High, and can be turned on/off in Custom. Keep in mind, MSAA is currently disabled when using this feature, but there is now FXAA and SMAA as additional options for anti-aliasing! General graphical and performance improvements! Massive performance boosts to low-end machines (hopefully). Turns out I did a silly and some maps had some oddly unoptimized effects! This is now fixed Gridhead's layout has been revamped to be much more beginner friendly! Don't worry about the other version, it is still safe! Various maps mechanics and layouts have been adjusted to be easier! (Details below)
CHANGES
'Fixed' the long-standing 'issue' of movement spamming (The sweat drop effect) this has been a bug in the game for quite some time and the source has been now fixed! It especially was notable on slower units since you could just movement spam to speed them up to your 'click per second' rate which can be unfair. So I've fixed the issue but in it's place I've added it as a more controlled FEATURE, making it alot easier to execute aswell! Clicking repeatedly on the same spot will now have the same effect as the classic spam click effect Clicking repeatedly on a spot will now 2.5x your movement towards that spot every few clicks! Roughly taking 3 clicks, the sweat drop is indication of this happening Added a 'one-shot' protection for the Basin! you will receive a single additional hit if something were to destroy your basin (Cough... Excalibur) >Generally I don't like these TRULY unexplained hidden mechanics but I do think it will make clutch scenarios in the game feel better in this regard being hardly noticeable in normal play, theres a very slight visual effect when the protection triggers Cardinal Processing Plant Jr Conversion rate increased 1.5 Ore -> 4.5 Ore Cardinal Sport Drink Attack speed per wave adjusted to be 4% -> 3% Cardinal Fluffy Slippers now works with Buster's Dash ability (it was always supposed to actually oopsie!) Cardinal Fluffy Slippers speed boost is increased by 50% Cardinal Pig Named Bank's sell value increase is now better 5->10 (Should be 100% cash back in 10 Tides, x1.5 at 20 Tides... So on) Cardinal Frail Titan's per tier scaling has been adjusted, dealing 500->1000 damage at Tier 5, and health penality reduced by 25% Cardinal Wave Breaker Range increased by 1 Cardinal Torrid Badge, merchant now has 100 health and deals... some damage Cardinal Blurry Photo's Speed debuff has been slightly reduced (aka made less bad) by 25% Cardinal Gavel's Range adjusted slightly from 15 to 12 Cardinal Money Bag's projectile now can pierce up to 4 enemies Buster's Dog (including him) damage per speed scaling is now considered a 'Base' value, meaning it can be effected by more damage modifiers Buster's Checkpoint Quick Pass cost reduced & increased effect, granting roughly 0.15 'hits' per speed past 3 speed (up from 0.1) Buster's Checkpoint Strong Start now grants triple the gain at the start, rather than double Buster's Lap 1 and Lap 2 Resource capacity gain has been increased, with their compound effect being much more notable Buster's Lap 3 capacity increase removed, increased the ramping effect 100% -> 200% and can now only be collected after the bar has filled atleast half way (this is a good thing as it will always have a positive effect albiet delayed) Dog house price has been reduced and various Dog house upgrade prices have been reduced Buster pad's speedpad circuit upgrade's reduction radius has been significantly reduced (aka its more effective) Buster's Airtime can now fly to any position within the front of itself, including up and down as long as it has line of sight Buster's Blink Effector now deals increased damage +25% Buster's Burst Effector now has increased base damage Buster's Final Lap has a special case with other Final Laps that they will only 'boost' them if they're already above the collection threshold (this is simply to prevent infinite Aura loops!) The Dash Command for Buster's hotkey now activates instantly (but now has a 0.5s cooldown between activations) - Buster changes geared towards spreading out his strength over a wider selection of upgrades. and making his costs more in-line with other Vessels when playing together Boutman's 1 Inch Bout (Ramp up damage) upgrade ramps up 25% faster Boutman's Recruiting related upgrades are now cheaper (Iron Fish, The Way of the Bout) Boutman's Regeneration abilities buffed by 33% allowing boutman to heal much faster (Enter the Boutman, The Way of the Bout) Boutman's Iron Fish upgrade increases fish damage by 50% more Boutman's Shao-min hits slightly less total enemies 8->5 (the same as the AoE) Boutmom now gains additional damage (25%) per additional Raft in play, and now has a Tooltip for what she does - Boutman changes also focus on making the Iron-Fish Shao-min upgrade path not as dominant. Mostly by buffing the other items in terms of recruited fish and self-preservation Sno Sno's Sno Cannon Blower upgrade projectiles now scale with Range! and their hitbox now extends ever so slightly outside of their regular range Sno Sno's Sno Box's Fall upgrade projectiles hit radius is now a point. So they should now hit their target location much more consistently (Radius 0.3 -> 0) Sno Sno's Snoble Health drain rate increased by 25% - Sno Sno changes are generally just to tone certain abilities. But I am looking at scalability + the Ice wall paths closer for the future! Smacky's Death Mark's damage per kill x2.5 and made slightly cheaper Smacky's Assassin shots made slightly cheaper - Assassins are in a good place, just too expensive for the effect they give now! The scalability of Death Mark is better to feel more rewarding during normal play Excalibur now has a new trick up it's sleeve. The first hit object's explosion is 3x the size and 3x the damage Claymores are now much more spooky. If placed in the 'Death run' state (the state which they can't be hurt) they will now only trigger prematurely when there is a building. Mobs and resources no longer trigger them until their death run expires Onagers base health slightly increased to just be a nicer number Adjusted Map the Hunt to allow for certain buildings (such as Checkpoint) to retarget if they end up targeting the nest Reduced the difficulty of Manafold - Boutman is significantly weaker, added a fourth ore to the map Teri Tori - Early Halberds are much weaker and have a longer respawn time Blasthead - Red and Blue ores initial aura increased to 15 rather than 10 Woozy - Barrel's health reduction effect even higher, damage slightly increased in compensation Hydroplane IX - Reduced the lag, removed the speed debuff on underwater effects Changed the orange ore to large and evened out the water-rising to be slower (it still will end up at the same level by the end, but the tides moving up to it are easier) Artrio Watermark - Replaced the Blue ore to Purple ore to smooth over the overall economy gain Gridhead - NEW LAYOUT! Adjusted the unlock conditions of Flood style maps to match the silver medal requirement, rather than requiring just as many tides completed as other maps Most 'Debuff' and 'Buff' visual effects now persist when the visual model of a thing changes, such as Upgrading or such Significant rework to networking and handling! Weird situations like wrong maps/wrong cardinals in multiplayer should be fixed up and the game should be much more consistent in this way The enemy basins in general 'pulse' their enemy path much more often prior to a wave starting Chat now should be much better to click on and automatically scrolls to the bottom of the page upon reset
BUGFIXES
Fixed an issue where some locales/mines/towers would permanently no longer be targeted by certain units Fixed a bug with Buster's Speed pad refuel upgrade that Blocked enemy navigation, and also will remove the upgrade if the pad is destroyed/sold/removed Fixed a Bug with Smacky's Mining Hut whereas you could obtain a extra miner if you spammed an upgrade as soon as a building spawned Fixed an issue related to stat changing that could double/half certain stats past their originals Fixed a spot in Bountyward that could not be walked/placed on Fixed an issue where the UI preview of a unit stays when going into pause or other menus Fixed some niche interactions w/ Sno Sno's wall and collection causing soft locks Fixed a bug with Boutman's Barrel Gutter ability granting infinite spots Clients should now be able to cycle selections for mobs on the same block similar to the host Made saving safer when opening and closing the game quickly, it wont wipe a save (oops!) Various backend important upgrades to code have been done, that should improve things in the long run! Much prep work for future patches... Finally, at the time of posting this, TDS is on SALE! While a bit late as the sale has been going on for the week prior to this update! Better late than never! :D

[ 2025-02-10 05:22:07 CET ] [ Original post ]
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!
[ 2025-02-05 12:22:28 CET ] [ Original post ]
Added additional support to allow game code to be executed! That is all... Mods for all.
[ 2024-11-25 09:39:44 CET ] [ Original post ]
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
[ 2024-11-23 22:40:23 CET ] [ Original post ]
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
[ 2024-11-15 12:22:25 CET ] [ Original post ]
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!
[ 2024-11-14 00:31:12 CET ] [ Original post ]
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?
NOTABLE EARLY GAME CHANGES AND FIXES
Plenty of new quality of life, general balancing, and variety features are being added both for new players and old players to really help just overall clarity! Clarity and explaining things have been quite a divisive element in the game! Some people enjoy it while others might not! While I overall still want the process of learning involved as it serves a greater purpose of not making you ill-prepared for later in the game. We need to drive you to that understanding first! Definitely don't want anyone to be confused at their goal at any moment! So much is being done to guide you further across the world and to defeat the Tides >:) The journal coming later should ultimately help a great deal with that but on top of that there's plenty that can be done. We're talkin tool tips, tutorial tips, other tips, symbols, things!

NEW VESSEL
Buster, a really fast... Dog? Oh boy he's coming... OH GOD HE'S NOT STOPPING! *Big crash sound*

Buster joins the ranks of a yellow aura dude, a snowman, and a really buff anthropomorphic cat! More on him soon!
NEW MAPS
A bunch of new fancy shmancy maps on both ends of the difficulty scale are being added!!! Your adventure might not be as limited anymore and the world map is going get filled out more and more. Each map comes with vastly different mechanics and design as per usual! So I hope you enjoy them as they appear B) Here's a fancy concept of one of them!

There's plenty more. But these are the major things happening! Overall It's all new stuff to be expected but what I am not telling you is just how diverse these new things might be! Everything from full on gameplay changes to new enemies are in the midst so definitely look out when the update rolls around (TBD date) All of this stuff is actually ALREADY announced and explained on our Discord! Where I post every single day about the game. SO if you want to know what's truly going on head on there!

[ 2024-10-14 20:48:13 CET ] [ Original post ]
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
[ 2024-09-02 20:42:07 CET ] [ Original post ]
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
[ 2024-08-30 20:18:30 CET ] [ Original post ]
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!
[ 2024-08-25 06:29:47 CET ] [ Original post ]
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!
[ 2024-08-22 20:46:33 CET ] [ Original post ]
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!
[ 2024-08-21 22:10:49 CET ] [ Original post ]
I'm very happy to announce that we will be launching our Early Access into the wild on...
August 21st at 2:00PM PDT (9:00PM UTC)
So be there! Be there! Oh yeah! Early access will serve as our first mark towards making this game truly the best Tower Defense, Real-Time Strategy hybrid it can be! And I believe it will go without saying that we're wanting to build this up with you all that try it out! If you like something, let us know! If you dislike something! Let us know please! The best way to get to us is through our Discord Hopefully you'll join us soon B)
[ 2024-07-29 17:00:57 CET ] [ Original post ]
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
[ 2024-05-30 20:20:22 CET ] [ Original post ]
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 (:
[ 2024-05-10 23:58:01 CET ] [ Original post ]
🕹️ Partial Controller Support
🎮 Full Controller Support
- [0 B]
TDS Tower Defense Strategy is a Tower Defense, Real-Time Strategy Hybrid at its core. Build up, defend, and survive the Tides that approach.
Control a Vessel, they are your anchor to the world.
Vessels in themselves are both a unit and a tower. Control them to mine, fight, and build your defense. Each of which comes with their own set of extremely unique towers to help in this endeavor.
Towers, units. Simple yet deep.
Expand your defense through an extremely rich set of upgrades that all play off one another. Synergistic in nature, there are many combinations and strategies you can employ to increase your effective hold. Towers can expand on one another, Vessels can too.
Outsmart, overpower.
Placement is key; you can make it through by sheer power, but you can also do so through your wit. There are many points in which your actions have a bearing more than simply upgrading to the next best thing. Create an ultra powerful single tower, create an impenetrable wall. You can even beat whole areas utilizing no towers* (Please fact check me on this)
TDS is better with friends!
Play with up to 3 of your fellow Vessels and defend together! There are infinitely more combinations and strategies when you play with friends (including goofy cheese ones)
The game has challenges for all with areas containing all matters of difficulty. It CAN be really hard, expect resistance. But also have a fun time!
Join our Discord for frequent updates and progress on the game! :D https://discord.gg/AEzBEZ3
- OS: AnyMemory: 4 GB RAMGraphics: 2 GBStorage: 500 MB available spaceSound Card: Your voice!
- Memory: 4 GB RAM
- Graphics: 2 GB
- Storage: 500 MB available space
- OS: AnyMemory: 4 GB RAMGraphics: 4 GBStorage: 500 MB available spaceSound Card: Present
- Memory: 4 GB RAM
- Graphics: 4 GB
- Storage: 500 MB available space
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