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Steam News11 February 20264mo ago

🚀 Devlog #2 – Scaling an Endless Tower Defense Without Killing Performance

🚀 Devlog #2 – Scaling an Endless Tower Defense Without Killing Performance Hey everyone 👋 I want to share a deeper look at what I’ve been working on recently, because this update touches the core of the game more than

In this update5

Full notes

Full Astro company update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes3 additions17 changes0 removals
  • Performance
  • Gameplay
  • Balance
changed🚀 Devlog #2 – Scaling an Endless Tower Defense Without Killing PerformanceHey everyone 👋 I want to share a deeper look at what I’ve been working on recently, because this update touches the core of the game more than anything else so far.
changed🚀 Devlog #2 – Scaling an Endless Tower Defense Without Killing PerformanceWhen you’re building an endless tower defense , things work great at first… until the enemy count starts going up. Fast.
changed⚠️ The Problem: Endless Waves, Finite PerformanceEarly versions of the game handled enemies in a fairly straightforward way. Each enemy was its own actor, doing its own logic, collision checks, and distance calculations.
changed⚠️ The Problem: Endless Waves, Finite PerformanceThat approach works - until you hit hundreds of enemies on screen.
changed⚠️ The Problem: Endless Waves, Finite PerformanceAs waves scaled higher, performance started to suffer, and I knew this wouldn’t be sustainable long-term. If the game is meant to be endless, the systems behind it must scale endlessly too.
changed🛠️ The Solution: Centralized Enemy ManagementDistance and proximity checks are optimized and simplified

Astro company changes

changedHey everyone 👋 I want to share a deeper look at what I’ve been working on recently, because this update touches the core of the game more than anything else so far.
changedWhen you’re building an endless tower defense , things work great at first… until the enemy count starts going up. Fast.
changedEarly versions of the game handled enemies in a fairly straightforward way. Each enemy was its own actor, doing its own logic, collision checks, and distance calculations.
changedThat approach works - until you hit hundreds of enemies on screen.
changedAs waves scaled higher, performance started to suffer, and I knew this wouldn’t be sustainable long-term. If the game is meant to be endless, the systems behind it must scale endlessly too.

🚀 Devlog #2 – Scaling an Endless Tower Defense Without Killing Performance

Hey everyone 👋 I want to share a deeper look at what I’ve been working on recently, because this update touches the core of the game more than anything else so far.

When you’re building an endless tower defense, things work great at first… until the enemy count starts going up. Fast.

⚠️ The Problem: Endless Waves, Finite Performance

Early versions of the game handled enemies in a fairly straightforward way. Each enemy was its own actor, doing its own logic, collision checks, and distance calculations.

That approach works - until you hit hundreds of enemies on screen.

As waves scaled higher, performance started to suffer, and I knew this wouldn’t be sustainable long-term. If the game is meant to be endless, the systems behind it must scale endlessly too.

🛠️ The Solution: Centralized Enemy Management

Instead of letting every enemy and every tower think for itself, I rebuilt the entire system around a central enemy manager.

Some key changes:

  • Enemies are handled as instanced meshes (HISM) instead of individual actors

  • All enemy logic is processed in one place

  • Distance and proximity checks are optimized and simplified

  • Towers query a shared system instead of scanning the world on their own

This dramatically reduced overhead and made the whole system predictable and scalable.

⚡ Why This Matters for Gameplay

This isn’t just a technical refactor - it directly affects what the game can do.

Thanks to this system, I can now safely:

  • Spawn much larger waves

  • Add enemies with special behaviors

  • Introduce bosses without worrying about FPS drops

  • Build more complex tower interactions and synergies

In short: the game is now ready to grow.

🔭 What’s Next

With the foundation in place, the focus shifts back to gameplay:

  • New enemy types with unique mechanics

  • Economy and support towers

  • Further polishing of the card and upgrade systems

More fun, more chaos, same performance.

❤️ Thanks for Following the Development

If you enjoy seeing how games are built - not just played - I’ll keep sharing progress like this.

👉 Wishlist the game to stay updated, and feel free to leave feedback or questions in the comments. Your support genuinely helps more than you think.

Source

Steam News / 11 February 2026

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