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.
The State of the Tower Opening thought: I’ve been hard at work since our major art overhaul and the introduction of the new perk system. Seeing the game’s visual identity click into place has been super fun, and I feel the new perks are starting to add that secondary layer of strategic depth and choice that you’ve been asking for. Next up for me is to open the gates to the second biome - more on that below! I'm also thrilled to announce the game’s participation in the upcoming Tiny Teams event (August 6–13)! This is my first-ever participation in a curated Steam festival (meaning there’s games getting accepted and declined) so I’m really pumped for that and grinding hard to ensure the game is in peak form for the festival.Featured work in progress developments: Cloudward Canyon!!! the next biome in line!In this new biome, the meta changes completely. It forces players to rethink their defensive foundations - literally. The environment and new enemies will challenge the very structural integrity of your builds.The Slinger is back! One of the new enemy types is a moving catapult that some of you might remember from the earlier demo. These hulking units bring a slow, rhythmic approach to the battlefield. Their arrival creates a fresh tactical challenge, forcing you to prioritize long-range threats before they can systematically dismantle your tower from afar.NEW BOSS: After the Kraken is defeated, a new shadow looms. Or is it maybe also someone we’ve met before? This mysterious entity represents a true 360-degree threat, attacking from above, below, and every side. I won’t spoil the surprise just yet, but prepare to defend every inch of your construction.Exploding sheep! Do they exist? Yes. Do they help you? Not at all :DKeep you eyes peeled for when this is done!!more in DevelopmentFinishing the skill tree upgrades for Cloudward Canyon.Laying foundations for the third biome - I think this one will be a banger!Localization: The Tiny Teams demo update has full localizat...
Hello Everyone! I'm back with a sneaky demo update even earlier than the promised early August! It’s a chonky one so let’s get straight into it and focus on the major things, since a lot has changed.As always, join the Discord for questions, feedback and to brag about your towers.Changelog:Performance improvements: The game should now deal *much* better with late game madness. I’ve added lots more effects and you can now build bigger towers - but the game now also tracks performance and will respond to FPS dips by scaling down purely cosmetic features. So hopefully the worst thing you’ll notice is a somewhat reduced collapse VFX. Do let me know if the game still struggles on your machine!New Looks: Blocks, backgrounds, UI, VFX have all been evolved by the fantastic Under_Silva. UI Do-Over: I’ve rearranged the in-game UI pretty significantly. Gone is the building popup - the block selection is now always accessible. To make space for this, some info, like wave composition, is now on-hover.Special Blocks: Every few waves you get to choose one of three blocks. These can be powerful weapons (e.g. anti-air gun, hot oil), support blocks that give a bonus to their neighbours (e.g. repair, cooldown reduction), building aides (e.g. pillars you can place anywhere) or other special blocks (e.g. traps, explosives, resource generators).Lightning Blocks: A new weapon type that replaces Murder Holes in the standard rotation. Powerful against groups of enemies and fast fliers - but fairly short ranged.New Boss: The Airship has moved to a different biome, but something else stirs…Economy: There was a bug in how block cost was calculated, fixing that should generally take care of the issue where folks would have plenty of one resource but be soft-locked on another.RNG: I gave the random generator a whack with the hammer, now it should give you a much nicer spread of options. Upgrades: A bunch of upgrades have been added/removed/moved around. It should make for a very different playth...
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!StuffHere’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 ope...
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