What changed
0 fixes2 additions4 changes0 removals
changedStory We have delved into crafting the game's lore and integration into gameplay. Our goal is to construct an interesting and inspected narrative that surprises players without overwhelming those who prefer a more casual approach to gaming.
changedTo elevate the immersive experience, we plan to incorporate the narrative not only through text but also through cinematic sequences and dynamic in-game events.
addedUnits Behaviors To provide the players with more freedom, we have introduced unit behaviors. This allows players to choose specific behaviors that change the unit's actions. By incorporating several behaviors, we are expanding the defensive arsenal, offering players more strategic options.
changedUnits Upgrades Although it was previously planned, the upgrades, now impact the appearance of the defense units.
addedArtpass rework Our art director and concept artist worked synergistically to define and polish our art direction. With this process complete, we now have clear technical and artistic guidelines to improve the quality and the game's visuals, ensuring they are clean and consistent. Some of the game assets in this version, like the units, are already reworked.
changedTimer Rework We have reworked the timer mechanic in response to feedback from the testers and community. Now, instead of being punishing, starting waves automatically, the timer will act only as a currency bonus and it rewards players who choose to sacrifice time to prepare for extra money.
TEOM: The Enemy Of Mine changes
changedStory We have delved into crafting the game's lore and integration into gameplay. Our goal is to construct an interesting and inspected narrative that surprises players without overwhelming those who prefer a more casual approach to gaming.
changedTo elevate the immersive experience, we plan to incorporate the narrative not only through text but also through cinematic sequences and dynamic in-game events.
addedUnits Behaviors To provide the players with more freedom, we have introduced unit behaviors. This allows players to choose specific behaviors that change the unit's actions. By incorporating several behaviors, we are expanding the defensive arsenal, offering players more strategic options.
changedUnits Upgrades Although it was previously planned, the upgrades, now impact the appearance of the defense units.
addedArtpass rework Our art director and concept artist worked synergistically to define and polish our art direction. With this process complete, we now have clear technical and artistic guidelines to improve the quality and the game's visuals, ensuring they are clean and consistent. Some of the game assets in this version, like the units, are already reworked.
TEOM is one of the five finalists in the Red Bull Indie Forge. We will also be present at Games Week in Milan in November. We have released a major update that includes the following changes:
Story We have delved into crafting the game's lore and integration into gameplay. Our goal is to construct an interesting and inspected narrative that surprises players without overwhelming those who prefer a more casual approach to gaming.
To elevate the immersive experience, we plan to incorporate the narrative not only through text but also through cinematic sequences and dynamic in-game events.
Units Behaviors To provide the players with more freedom, we have introduced unit behaviors. This allows players to choose specific behaviors that change the unit's actions. By incorporating several behaviors, we are expanding the defensive arsenal, offering players more strategic options.
Units Upgrades Although it was previously planned, the upgrades, now impact the appearance of the defense units.
Boss We implemented the first boss fight in the last level of the first Bioma. It’s still under development.
Artpass rework Our art director and concept artist worked synergistically to define and polish our art direction. With this process complete, we now have clear technical and artistic guidelines to improve the quality and the game's visuals, ensuring they are clean and consistent. Some of the game assets in this version, like the units, are already reworked.
Timer Rework We have reworked the timer mechanic in response to feedback from the testers and community. Now, instead of being punishing, starting waves automatically, the timer will act only as a currency bonus and it rewards players who choose to sacrifice time to prepare for extra money.