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Steam News27 January 20215y ago

Roadmap - Ideas/Concepts/Plans!

I would like to thank everyone who has taken the time to play my early access game so far! If you haven't already, please leave a review. Early feedback has been phenomenal!

In this update3

Full notes

Full Uphold The Realm update

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

What changed

0 fixes6 additions1 change0 removals
  • Gameplay
  • Maps
  • Balance
addedWith the latest Leaderboards Update - I have finished implementing the last of the core ideas I wanted to have in the game. Now that everything is implemented in its base form I can switch back to improving and developing new content.
addedI have taken all of the future concepts/ideas I originally had and combined them with everything the community has suggested so far. I tried my best to include everything but I did prune some suggestions that either: didn't fit the current theme of the game, would have required substantial game engine changes, or ideas that I thought could work but would most likely be added in a future patch after some of the ideas on this list were implemented.
addedA majority of these ideas I plan to be introduced into the game at some point. This post is for the community to decide what should be given priority.
changedPlayer AbilitesRoom Scale Abilities : Cast spells while you overlook the map table. For instance, you could throw a fireball onto the map dealing AOE damage. This would have a high cooldown of either a certain amount of time or maybe it could only be cast once every X wave depending on the level.
addedPlayer AbilitesRoom Scale Traps : Add the ability to buy placeable traps for gold that decay over time. These traps would be reliant on implementing the new DOTs system. Traps would either decay base on a timer or the number of monsters that interacted with it. Spike Trap: This trap would deal a small amount of damage to each enemy that walked over it. Slime / Oil Trap: This trap would cause any monster that walked over it to have reduced speed.
addedPlayer AbilitesNew Arrow Types : There are three optional new arrow types. Each type would be limited in quantity. They will either have to be bought for gold, or a small amount would be given depending on the level. Fire Arrow : When a monster is hit it will do a Fire-based DOT. Ice Arrow : When a monster is hit it will cause a slowing effect. Bomb Arrow : When a monster is hit it will do AOE damage.

Uphold The Realm changes

addedWith the latest Leaderboards Update - I have finished implementing the last of the core ideas I wanted to have in the game. Now that everything is implemented in its base form I can switch back to improving and developing new content.
addedI have taken all of the future concepts/ideas I originally had and combined them with everything the community has suggested so far. I tried my best to include everything but I did prune some suggestions that either: didn't fit the current theme of the game, would have required substantial game engine changes, or ideas that I thought could work but would most likely be added in a future patch after some of the ideas on this list were implemented.
addedA majority of these ideas I plan to be introduced into the game at some point. This post is for the community to decide what should be given priority.
changedRoom Scale Abilities : Cast spells while you overlook the map table. For instance, you could throw a fireball onto the map dealing AOE damage. This would have a high cooldown of either a certain amount of time or maybe it could only be cast once every X wave depending on the level.
addedRoom Scale Traps : Add the ability to buy placeable traps for gold that decay over time. These traps would be reliant on implementing the new DOTs system. Traps would either decay base on a timer or the number of monsters that interacted with it. Spike Trap: This trap would deal a small amount of damage to each enemy that walked over it. Slime / Oil Trap: This trap would cause any monster that walked over it to have reduced speed.

I would like to thank everyone who has taken the time to play my early access game so far!

If you haven't already, please leave a review.

Early feedback has been phenomenal! I'm honestly surprised how well people seem to like the concept of the game. I appreciate everyone who took the extra time to leave me feedback. I continue to read every comment and encourage anyone who has feedback or ideas to make a community post.

With the latest Leaderboards Update - I have finished implementing the last of the core ideas I wanted to have in the game. Now that everything is implemented in its base form I can switch back to improving and developing new content.

I have taken all of the future concepts/ideas I originally had and combined them with everything the community has suggested so far. I tried my best to include everything but I did prune some suggestions that either: didn't fit the current theme of the game, would have required substantial game engine changes, or ideas that I thought could work but would most likely be added in a future patch after some of the ideas on this list were implemented.

A majority of these ideas I plan to be introduced into the game at some point. This post is for the community to decide what should be given priority.

Please leave a comment with what you would like to see implemented first! If you have a question or a suggestion about one of the ideas below please leave a comment!

Concepts List

Player Abilites

  • Room Scale Abilities: Cast spells while you overlook the map table. For instance, you could throw a fireball onto the map dealing AOE damage. This would have a high cooldown of either a certain amount of time or maybe it could only be cast once every X wave depending on the level.

  • Room Scale TrapsAdd the ability to buy placeable traps for gold that decay over time. These traps would be reliant on implementing the new DOTs system. Traps would either decay base on a timer or the number of monsters that interacted with it. Spike Trap: This trap would deal a small amount of damage to each enemy that walked over it. Slime / Oil Trap: This trap would cause any monster that walked over it to have reduced speed.
  • New Arrow TypesThere are three optional new arrow types. Each type would be limited in quantity. They will either have to be bought for gold, or a small amount would be given depending on the level. Fire Arrow : When a monster is hit it will do a Fire-based DOT. Ice Arrow : When a monster is hit it will cause a slowing effect. Bomb Arrow : When a monster is hit it will do AOE damage.

Monsters & Abilities

  • New Monsters: I have two unique monster designs each with a special ability.

    Wizard: It would have stats slightly above the orc with high armour and high elemental attribute immunity(DOTs). Its special ability would be to occasionally freeze towers that it passed making them unable to attack. This would make it a major focus of the player. Its high armour value would make it only weak to the player's arrows.

    Monster Plant: I haven't decided on the stats but it would either be (Fast moving with weak stats or Very Slow with High Stats). Its special ability would be a semi-long range

Source

Steam News / 27 January 2021

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