Construct a towering fortress and fortify it against relentless waves of attackers, then strategically demolish and reconstruct it with enhanced defenses after each siege. The cycle of building, defending, destruction, and escalating upgrades forms the core loop. This suits players who enjoy tower defense mechanics combined with incremental progression and the satisfaction of watching their defenses incrementally outpace enemy forces.
About this game
Build an impossible tower. Defend it against endless sieges. Watch it crumble — and rebuild stronger.
Hello fellow engineers......might be the correct intro at this point in time given how many new players are coming in from the RCE video from last week :D But also - I need to talk a bit of actual engineering today, because of how many people report their game becoming a freeze-frame-fest once their tower reaches some critical threshold. So I'll briefly explain why that is, and why it's not fixed yet:Reasons for poor performance:The number one reason is that I've been advancing this game from prototype to demo fairly quickly, which has meant a fair bit of poorly (but speedily) written code survived too long. I didn't have some standard practices in place (for the nerds: only partial object pooling, too many unfiltered NxO situations...) because frankly it was never a problem.But I also didn't expect every YouTuber under the sun making a video about the game and folks building absurd monster towers that take over the whole screen. Which is honestly the best problem in the world, as it simply means I wasn't prepared for the success, like every single company that made an MMO in the late nineties :PThe good news:On my dev build, I have fixed all of this by now. I've been testing with towers twice the size that is currently possible in the demo, have spammed massive enemy waves - and my little MacBook didn't break a sweat. There were lots of different issues going on, the biggest one being that projectile code was too complex and when you have 200 arrows checking all enemies for collisions, that's gonna be a problem. Proof that it's working now - 200+ weapon blocks from a 1500 block tower firing at 250 enemies while they eat through the tower, while screen recording on my laptop:The bad news:It's not super straight forward for me to push these changes into the live demo - so I decided to eat this for now and fold it into the next larger demo update. There's a bunch of exciting news coming soon, but in order to make all that work I can't really justify spending a ton of ...
Just a quick update this time as I don't want to spoil too much:I've started working on the second "biome" and mapping out all biomes for the full game. My goal is for each biome to introduce some new mechanic(s) that puts a spin on pretty much everything you've learned so far and forces you to develop new strategies. So let's see if I manage to do that! Overall work progress is very very good and the game is now at almost 40 minutes median playtime which is much higher than what I hoped for. So big thanks to all of you
Have a look at this screenshot - how many new mechanics can you spot? Spoiler in 3... 2... 1... Ok you've been warned. Here goes: 1. FireStuff can burn now. Projectiles can burn. Enemies can burn. Oil can burn. (Oil isn't in the screenshot but also working in the dev build). Burning things can ignite other burnable things. Still debating whether the tower should be burnable too. WDYT? 2. TrapsYou can place them like normal blocks, but anywhere on the ground. They currently dont need to have any tower connection and trigger on enemy proximity. Current flavours: Fire, spikes and stun.3. PillarsMuch requested. You can put a pillar anywhere on the ground and build on top of it without any connection to the main tower. 4. FogOne of two weather effects I've built in so far. Fog clouds will roll across the screen, reducing ranged damage to anything it overlaps.5. VehiclesThere's now support for enemies that can pick other enemies up and protect them while in transit. When the vehicle gets destroyed, enemies fall out and are stunned for a while.That's basically been the last 10 days of work and there's another couple mechanics I've not mentioned or am still working on. Needless to say that the dev build is currently a wild, totally imbalanced mess. But my goal is to press in a few more systems and mechanics and then spend an extended period of time testing and polishing. So make sure you're signed up to the beta branch if you want a sneak peek! (just reply here if you want on the list!) Full steam ahead! Wishlist and tell all your friends. Ben
Posts come from Steam's official announcements feed.