In this update8
Full notes
Full Gamble Tower update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey everyone! Thank you so much for the amazing support! This is a follow up from the previous post where I'll tell you everything that we have decided related to the updates.
What changed
- Gameplay
- Performance
Gamble Tower changes
Reminder
I mentioned this on our previous post as well, but here it is again: If you want frequent updates, we have several secondary platforms where we post Gamble Tower content that you may wish to follow or join, based on frequency:
We usually reserve Steam announcements for big stuff, but since the game is now out, I'll try to be a bit more frequent around here! So feel free to follow us here through our Steam Page as well! (We'll also make a developer page, ...eventually.)
In Short
Schedule Summary
If you don't want to read everything, I won't blame you! Here is a summary of our schedule:
Sep 1st - Sep 8th: Daily hotfixes. (for most part)
Sep 9th - Sep 30th: Weekly hotfixes + QOL, we'll be focusing on making the game as stable (and less annoying) as we can.
Oct 1st - Oct 31st: Weeklyish hotfixes, Focus on QOL + we'll start proper development on the next content patch, expect more sneak peeks and news around this time.
November: Full focus on 1.1 Update, we'll try to release it around the end of the month.
December: Frequent hotfixes for 1.1 Update, we'll probably plan more stuff around this time.
1.1 Update Content Summarized
Now, if you want to know the confirmed content we have planned for 1.1:
Bank NPC: Unlocked after you amass some amount of money, will allow for things related to retrieving and storing gold, chips... orbs? Shenanigans may include a credit card.
New Loadouts: Starting deck variety, as well as a secondary starting artifact for each clan.
New Tower Dangers: More difficulties!...I guess you guys like that?
New Orbs: Specially for clans!
Late Game Content: Some of you already unlocked almost everything, somehow! I am happy! So we'll have more for you.
And more!
Now, the Details
Hotfixes and Stability
Probably the most important situation to address is that yes, Gamble Tower is pretty unstable, and I deeply apologize for it. There is a lot of different reasons, but here is no place for excuses. (I'll be making a video for our YouTube channel explaining why, if you are interested!)
Launch Week
More importantly is: that during this week we are trying to deploy hotfixes almost every single day (yesterday was an exception), and we hope to be able to provide a much more stable experience by the end of the week. We are doing everything in our power to fix the plethora of bugs and lack of QOL that are popping up, so please, feel free to continue sending any issues that you find through Steam Discussions or our Discord!
It's only through your reports that we become aware of some bugs, and some reports are so helpful that they help us understand what is happening and how to fix it! So don't be shy! You are helping Gamble Tower become a better game! :)
Post-Launch Week
However! I cannot keep this frequency up for post-launch. And as such from the next week onwards we'll be deploying 1 to 2 hotfixes per week instead of daily. (There may be more, but that is the amount that we can promise to have.)
We are not full time devs, so during weekdays I usually only have the early morning and the very late night to do develop, which unfortunately is not enough for deploying a significant amount or quality of fixes that you guys deserve.
Another reason is that some bugs and QOL features NEED time, specially when they involve changing how something works. (refactoring stuff.) If we rush fixing things, we'll end breaking more stuff than we are fixing, so I hope you understand.
1.1 Content Planning
Yes, we made a tier list. Actually... four tier lists.
We still need to meet and plan the nitty'n gritty of everything we plan to add, but we managed to at least confirm most of the core content we wish to have for the 1.1. disclaimer: tier list subject to change.
Basically, the tier lists for each one of us (Ian, Camila and Jaqueta) is just a tool to express what we can and want to have in the game the most. There is some content we really wanted to add but it is completely unviable development-wise, reasons usually include: too much development time, having to rebuild core systems from scratch or the infamous "this will certainly break all the other systems".
After 1.1 Update (1.2?)
We'll decide and plan when we are there (well, a little bit before that, I hope). But for most part, if something doesn't make the cut for 1.1, we'll transfer that to another patch, if feasible.
Thank you!
That is it for now! Hopefully we'll be able to share some more info and update sneak peeks soon! See you later!
Ian
Source
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