Full notes
Full The Tower Must Fall update
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What changed
- Gameplay
- Events
- Maps
- Compatibility
I’ve been quiet for a bit. But a lot happened. Here’s the deets:
The cake is not a lie!
Last month I signed a publishing deal with Caketown Interactive (Cauldron, Vortica). They are a local indie publisher here in Stockholm and I’m very excited to have them partner up with me. I didn’t go into this looking for a publisher, but we quickly hit it off and I’m convinced that together we can make a better game than what I’d have managed by myself.
Look(s)!
I’ve been working with a pixel artist to help me level up the overall visual quality of the game - and have added a lot of dynamic effects to make the game feel more alive. Your tower no longer just “evaporates” but breaks apart and crumbles down in lots and lots of pieces. Projectiles have trails, there’s debris flying everywhere and the tower even got some inhabitants. I’m personally very happy with this direction but would love to hear any feedback!
Stuff
Here’s an unsorted list of things that are implemented in my current dev build. Disclaimer: Some might not make it into the final version.
Lightning Blocks replacing Murder Holes as the third standard weapon. Murder holes are still in the game but they are now…
…Special Blocks that you can choose as temporary reward after every few enemy waves. Other examples: Repair block, resource generator, columns that can be placed anywhere and built on…
Shielded enemies - good luck killing them with arrows.
Vehicles that can pick up and transport enemies. Think medieval siege towers and battering rams. Not Lamborghinis.
Climbing enemies. How could that ever become an issue?
Traps - can be placed freely and enemies can’t directly attack them.
A new boss that I really really like.
Wheeeeeen????
I get it, you want stuff to test and tear apart. Here’s the current idea of what this year will PROBABLY look like:
Next bigger demo update in early August (new style, new boss, perk blocks)
Another big demo update for the October Steam Next Fest (not 100% set on the scope for that one, maybe I’ll open up another biome…)
1.0 release *at the earliest* in November. Won’t rule any scenario out but highest likelihood is that it lands sometime between November and January.
And if all of that sounds way too long away, join the Discord! I’m distributing different beta builds in there whenever I want to test stuff, so check it out! -Ben
Source
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