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The Snake Is the Tower

The Snake Is the Tower

by Unknown

Price N/A
Avg Players 0
Released 2026
CasualClickerIndieStrategy

Latest updates

Update: First Boss Fight + Player Profiles + Sharper Pacing

4 days ago
Patch Notes: April 8 to May 9, 2026 It's been about a month since the last update, and we've been heads-down the entire time. A huge chunk of that month went into level design, learning what makes encounters feel fair, what makes them feel unfair, understanding what constraints we need to implement to keep scope and design in check, and tweaking the early waves over and over. A big piece of that was figuring out how to keep players engaged the whole run: shorter dead zones, more meaningful decisions between waves, and threats you actually have to react to instead of auto-pilot through. Oh and finally we have a real boss fight at the end of World 1! 💬 Join the Conversation Got feedback, found a bug, or want to share a build? Come hang out with us on Discord: https://discord.gg/QKG5Geth39 Thanks for sticking with us. Here's everything that changed: 🐍New: First Boss Fight A massive serpent boss now stalks World 1. Kill the adds it sends to fill its Rage Meter, once it hits max, the boss commits to a lane and slithers toward your egg. Stop it before it gets there. Cinematic off-screen entry and slither-in Invulnerable while making its entrance Boss spawns its own minions from its lane Multiple phases of escalating pressure 👤New: Player Profiles Create your own player profile from the title screen Your meta progression now saves to that profile so you can pick up exactly where you left off Protect the Egg The objective is now crystal clear: protect the egg New floating Egg HP bar so you always know how much it can take New Run Economy Each run picks a focused node pool (3 offensive + 2 support types) so you build around a theme instead of chasing every option Recently-offered nodes are less likely to show up again right away Tower Changes Singularity tower now actually does damage, pulls enemies in, and spawns where it'll catch the most enemies Reactor and Surge support towers now buff a limited number of nearby towers so stacking them no longer scales infinitely No more...

Core Gameplay Update (Mar 24 - Apr 8)

35 days ago
Patch Notes - March 24 to April 8, 2026This update focused on tightening the core gameplay loop. The wave system was rebuilt from the ground up with a new hierarchical structure, and all 27 waves across World 1's three sections were rebalanced. Tower interactions got a major overhaul, the snake now smoothly squeezes between towers at any speed instead of getting stuck, and the node draft pickup animation properly tracks the slot being filled. Economy got retuned with per-wave currency drop rates replacing the old guaranteed drops, and Bruisers took a well-deserved nerf. Under the hood, the warping grid and wave transitions were optimized to reclaim frame budget. Gameplay- Currency drop rework: Enemies no longer guarantee currency drops (default 25% of a wave will drop currency)- Bruiser nerfed: Breach damage reduced from 25 to 10.- Difficulty selection: Added Easy/Medium/Hard difficulty dropdown to the world select screen. Selection persists across sessions.-Worlds 2-4 locked: Disabled from level select while content is in development. Snake & Tower Mechanics- Tower squeeze rework: Snake no longer gets stuck between towers. Works consistently at all speeds and approach angles.- Empty slots don't collect: Empty snake body slots no longer pick up orbs or node orbs. Only the head and filled segments trigger collection.- Node orb pickup animation: The fly-in animation and camera now target the actual empty slot being filled, not the tail of the snake. Pop-in VFX plays on the correct slot.- Tower territory indicator: Contextual input icons (mouse/keyboard/controller) shown when a tower is placed off player territory.Wave & Level Design- Wave sequence refactored: New hierarchical structure with starting points, spawn stages, groups, and enemy entries. Stages respect execution order across lanes.- Parallel lane spawning: Multiple lanes now spawn enemies simultaneously instead of sequentially.- Lane loop support: Lanes can now loop for repeating wave patterns.- Lane visuals...

Major Update: World 2, Tower Pickup, & Meta Grid Overhaul

50 days ago
Finally recovered from GDC and had an incredible time showing off The Snake Is the Tower to players and fellow devs. The feedback received at the event was invaluable, from how controls felt to how the meta progression rewarded (or didn't reward) players. This update is a direct result of those conversations. Changes included reworking tower interaction controls, fixed a bunch of meta grid upgrades that weren't actually doing anything, added an entire new world, and smoothed out the moment-to-moment gameplay feel. Thank you to everyone who stopped by and played, this one's for you! New FeaturesRectangle Grid SupportLevels now support rectangular (non-square) play areasCamera zoom uses grid height for better framing on wide mapsGrid shape persists correctly between wavesWorld 2Added complete World 2 wave sequence with 15+ wavesNew lane layouts designed for World 2World 2 accessible from level selectPress & Hold Tower PickupHold the drop button (SPACE / Right-click / A) to enter pickup modeMove over a placed tower while holding to pick it back up into your snakeUpdated control instructions on the countdown screen to reflect new pickup controlsControls text is now contextual: shows keyboard, mouse, or controller bindings based on current input methodHead Start UpgradeStarting orbs now actually spawn when the upgrade is purchasedMultiple starting orbs spawn in a ring around the player, spaced to stay within grid boundsEach orb triggers its own independent draft, picking a node from one draft doesn't clear the otherTower SlidingSnake now smoothly slides around placed towers instead of stoppingMulti-tower collision resolved simultaneously to prevent getting stuck between two towersSnake segments visually squeeze when passing through tight gaps between towers, then smoothly recoverBug FixesMeta Grid Upgrades FixedExtended Reach: Bonus now applied to both segment and tower attack rangesPulse Damage: Fixed key mismatchAgile: Bonus now increases snake turn rateAttraction: Now...

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