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Steam News4 June 20251y ago

Bug Fixes, Partial Setting Disclosure and Adjustments

(This article translation exists and is AI-generated; it will be revised in future dev logs) [Zombie Lag, Player Feedback, Attack Modes] Updates and Adjustments Currently, the game becomes very laggy when there are too

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removed[Zombie Lag, Player Feedback, Attack Modes] Updates and Adjustments Currently, the game becomes very laggy when there are too many zombies. Actually, we’ve been making updates all along to improve performance during high zombie counts. On the development side, player units scan the map for enemies every frame. Because of this, that part of the system has undergone many revisions, which later caused some bugs. This update addresses (1) player feedback, (2) lag issues, and (3) game difficulty. Three areas of adjustment. If I don’t say anything, players may feel confused or even upset. But if I explain everything, the fun of the game might be reduced. Balancing all that, I’ve decided to reveal some of the settings. There are several types of unit attack modes: Attack the nearest target and don’t switch until it’s dead. Attack the nearest target. Attack the farthest target and don’t switch until it’s dead. Attack the farthest target. Others are no longer applied: for example, attack the nearest base.
addedStage prize reset, old logic removed, new stage rewards will be shown in the stage detail panel.

(This article translation exists and is AI-generated; it will be revised in future dev logs)

[Zombie Lag, Player Feedback, Attack Modes] Updates and Adjustments Currently, the game becomes very laggy when there are too many zombies. Actually, we’ve been making updates all along to improve performance during high zombie counts. On the development side, player units scan the map for enemies every frame. Because of this, that part of the system has undergone many revisions, which later caused some bugs. This update addresses (1) player feedback, (2) lag issues, and (3) game difficulty. Three areas of adjustment. If I don’t say anything, players may feel confused or even upset. But if I explain everything, the fun of the game might be reduced. Balancing all that, I’ve decided to reveal some of the settings.

There are several types of unit attack modes

Attack the nearest target and don’t switch until it’s dead. Attack the nearest target. Attack the farthest target and don’t switch until it’s dead. Attack the farthest target.

Others are no longer applied

for example, attack the nearest base.

Which unit uses which mode — I hope players can figure it out by themselves to preserve a bit of fun. Since this is my first time making a tower defense game, I always feel that fully revealing all the settings would reduce the fun. It’s like giving a puzzle to a friend — if I just give the answer, it’s not interesting anymore. So I want to give a few hints, but not too many. But not everyone likes guessing games. I don’t know how much I should say — for those who want to know or don’t want to know, I hope you can understand >_< Hope you all have a pleasant experience.

[Main Page Can Select 3 Backgrounds] [Main Page Can Hide Character]

Prepare time, sell, and downgrade will 100% refund resources

Stage prize reset, old logic removed, new stage rewards will be shown in the stage detail panel.

Source

Steam News / 4 June 2025

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