1. News Tower
  2. News

News Tower News

Dev Diary #1: Let's talk about Traits!

Good day, Newsbearers!



[h2]Welcome to your newest Dev Diary series![/h2]

With this format we'll give you an exclusive behind-the-scenes look at the team crafting News Tower! We’ll explore various aspects of the game's development—art, design, gameplay mechanics, and more. We'll mainly focus on giving you snippets of future content, buuut because we're a little late in publishing this first one, we'll have a focus on the previous update instead... Just this one time!
We're all news reporters here, we all know it's not good to let a great story go to waste! ;)

So whether you've already played the update and you want a deeper understanding OR you're new to the game and want to see what the game features are all about, we welcome you to dive into this inside scoop!



[h3]Can you give us an overview of the new “employee traits” system introduced in the latest update?[/h3]

In this update we wanted to bring some personality to your employees and at the same time bring a skillful twist to existing pillar mechanics of News Tower.

Traits come in two types: Personality traits and Trainable traits.

  • Personality traits finally make the hiring process more interesting. From now on employees personality traits really can bring a boost to your tower and at the same time have funny flavorful quirks.
    Example: Highlander – +3% workspeed for every floor below their workplace.

  • Trainable traits are more rare and overall better traits that players can assign to employees in the training menu, so they learn/gain that trait.
    These traits can bring real game changers.
    Example: Coordinator – Allows opening the next story-file within a news item immediately after assignment.
Some personality traits combo perfectly with trainable traits, allowing you to create the ultimate employee!



Beyond traits, we've also added the 'Monthly calendar' for unlocking rewards in a cool new interactive way and activated the 'Prestige system'.

Employees who now reach the max base level of 5 become senior and require Prestige to gain an extra bonus boost. Prestige works almost like comfort but requires different objects that make these employees' surroundings more prestigious. For example, some basic comfort items from early game are unprestigious and will need to be replaced with more prestigious ones!



[h3]What inspired the addition of this new system to News Tower?[/h3]

We always wanted you to treasure your employees more and really bond with your reporter team! Traits help achieve this and add a layer of strategic choice to the reporting phase, without complicating the basics.

For the Monthly calendar, our goal has long been to introduce something more connected to the yearly cycle, complementing the existing weekly gameplay. This Calendar is part of the perception bar system and adds this extra layer to it that it really missed.





[h3]How do you envision these changes enhancing the gameplay experience?[/h3]

Employee Traits hopefully bring personality and strategic choices to the news item reporting.

The Monthly Calendar provides long-term goals to work towards and increase the interest of the perception system.

The Prestige System incentivizes you to decorate your tower and make it your own. Unlike Comfort, which only negatively affects employees, Prestige only acts as a bonus buff coming form a positive angle!





[h3]Can you share any insights into the development process for this new feature?[/h3]

One of the trickiest parts of News Tower development is working with so many connected elements/mechanics. So even little changes have big effects and need extra checking and testing. This update for example, we introduced Traits, which are active in the game almost from the start. It was an opportunity for us to take a look, with a fresh perspective, at most of the existing mechanics, because a change like this one affects the balancing greatly, and potentially introduces weird bugs!



[h3]How do you plan to further develop these systems based on player feedback and data?[/h3]

We choose for fun and maybe have some traits on the overpowered side a little!
Having the community help find trait combinations that might be a little too good and adjust accordingly if needed. We really think this can be a fun new phase for the game, where the community feedback will have a great impact. The community might come up with trait ideas we didn’t even think of. We are always open to new funky ideas and the traits system is ideal for that.
Besides, we want the new features and the tutorials to remain clear enough for everyone to understand. We don’t want to lose the casual side of our game. With tycoons, It’s easy to overload the player with Tutorials, menus and Ui. So we'll closely monitor this side as well.
You can already see the impact of the community's feedback on the game: We added Prestige for the Utility employees in the patch 0.18.126r, based on the suggestions made on Discord by some of our community members.





We hope this gave you a better understanding of Employee Traits and where they are coming from, even if it was "old news"! ;) .

We promise, next time, we'll give you a sneak peek (world premiere!) at some of the upcoming features. We already have a date and the content mapped out and you will not have to wait very long! Until then, keep those presses rolling!



[h3]Encounter bugs? Want to chat with the devs and the community? Have a suggestion to improve the game?[/h3]

[h3]Join our Discord community![/h3]

Patch v0.18.126.r

[h2]Good day Newsbearers![/h2]


This small patch brings fixes for some of the issues you encountered in the game. Thank you all once again for bringing them to our attention.



[h2]BUG FIXES[/h2]
  • Utility employees now also have prestige, as they should!
  • Telegraphing audio hang bug fixed, the sound will no longer play more than intended during the recap sequence.
  • Comfort hang bug fix. Comfort wouldn't update anymore when you had many of the same objects in certain tower layouts.
  • AddOn trait exploit bug fix. It is no longer possible to unassign and reassign somebody with a trait that adds a stat and keep on adding that.
  • Fixed an issue that led all reports to go to a single desk in rare cases, by introducing a cap on "extra estimation time" due to employee inactivity to 12hrs.


[h3]Encounter bugs? Want to chat with the devs and the community? Have a suggestion to improve the game?[/h3]

[h3]Join our Discord community![/h3]

News Tower wins 4 awards at the Dutch Game Awards 🥇 🥇 🥇 🥇

BREAKING NEWS!



[h2]Newsbearers! [/h2]


Look at what we accomplished together!

[h3]The jury awarded News Tower in Best Game, Best Audio, Best Game Design, and Best Debut Game categories. 🏆 [/h3]

To quote them: "In every way, News Tower is a smashing debut!"

Thank you for your feedback, bug & typo reports, constant love and support during our Early Access. Couldn't have achieved these stunning smashing gigachad results without you!


EMPLOYEE OF THE MONTH UPDATE

[h2]Good day, Newsbearers![/h2]

The staff is ready, their skills polished, and the Employee of the Month update has arrived, bringing exciting new traits to your newsroom!

Following a successful community test phase, we’re eager to share these new features with you! Your feedback was instrumental in perfecting this update, and now it’s time to watch your newsroom and your employees thrive.

(PS: pssst, there's a 'special thanks' at the end of this blog post for all community testers!)





[h2]What's included in this 'Employee of the Month' update?[/h2]

  • Employee Traits System: In this new update we wanted to bring some personality to your employees, and at the same time bring a skillful twist to existing pillar mechanics of News Tower.

  • Monthly Calendar: We added this calendar to unlock rewards in a cool new and interactive way. Our goal has long been to introduce something more connected to the yearly cycle, complementing the existing weekly and monthly gameplay. This Calendar is part of the perception bar system and adds this extra layer to it that it really missed.

  • Prestige System: Employees who now reach the max base level of 5 become senior and require Prestige to gain an extra bonus boost. Prestige works almost like comfort but requires different objects that make these employees' surroundings more prestigious.

  • New in-game year: There is also a whole new in-game year: 1934! This should give you plenty of time to enjoy all the new features we've included in this update.

  • Optimization: We've optimized the game by reducing loading times, improving performance for larger towers, and lowering memory usage by trimming oversized assets.

These new features are thoroughly listed below in the changelog, and will be explained in detail by the devs themselves in the upcoming series of Dev Diaries!



[h2]Should I start a new game?[/h2]

We highly recommend starting a new game with the introduction to fully experience the latest additions.

If you continue with an existing save, you might miss out on important changes, such as trait assignments and managing employee prestige needs. Starting fresh will allow the tutorials to guide you step-by-step, ensuring you make the most of these new features!




[h2]KEY ADDITIONS[/h2]

[h3]EMPLOYEE TRAITS[/h3]
  • Employees now possess Traits that can enhance your tower's performance beyond their basic levels. Here are just three examples of the many traits available:
    • Yearly Peaker: Gains a 2% speed increase on tasks every month, but resets in January.
    • Musical: Likes to sing and counters noise.
    • Perfect Angle: 50% chance of taking the perfect shot and adding one quality star to a photo.
  • Traits are categorized into two types: Personality Traits and Trainable Traits.
    • Personality Traits are inherent to employees, adding complexity to the hiring process.
    • Trainable Traits can be unlocked through a calendar event or purchased at one of the Colleges and then taught to an employee of your choosing.
  • Personality Traits are introduced in March 1930 when playing with the intro. Trainable Traits are unlocked when you first encounter one in the monthly calendar or when you purchase one at the Universities.

[h3]MONTHLY CALENDAR EVENTS[/h3]
  • We’re introducing a Monthly Calendar that offers rewards to seize and risks to avoid.
  • Rewards include Trainable Traits, objects, Influence Points and money.
  • The Monthly Calendar Event unlocks in January 1931.

[h3]PRESTIGE[/h3]
  • Employees who reach the maximum base level of 5 become senior and require prestige to unlock an additional bonus boost.
  • Prestige functions similarly to comfort but requires specific objects that enhance the prestige of the employees' surroundings.
  • Some of your older objects may need to be replaced with more prestigious variants. Prestige objects can be bought at shops and unlocked through the monthly calendar.

[h3]1934[/h3]
  • We added a year of news items, breaking news and calendar events for you to enjoy!

[h3]OPTIMIZATION[/h3]
  • Loading times for starting a new game and loading existing games have been reduced.
  • Performance has been improved for larger towers.
  • Reduced memory overhead for some unnecessarily huge assets.


[h2]IMPROVEMENTS & CHANGES[/h2]
  • Skill levelling speed has been reduced and may be further adjusted during the community test.
  • Hempstead district no longer has a photo chain lockout, allowing access to the Trait University that lies behind it without first unlocking the photo chain.
  • The Mirror now needs to be unlocked at the Ritz Theater.
  • Numerous bugs have been fixed.


[h2]OTHER[/h2]
  • Although saves from previous versions are compatible with this update, we strongly recommend starting a new game with the intro to fully experience and understand the new features.




[h2]SPECIAL THANKS[/h2]

We want to send a warm, heartfelt thank you to all of you Newsbearers who participated in our Community Test and shared your feedback. Your insights were incredibly valuable and helped us make this update as good as it today!
We’re so grateful for your support and thought you'd like to see the specifics of the changes you helped bring to life- you can find these below!

YOUR CHANGES, NEWSBEARERS!

[h3]FIXES[/h3]
  • Economist trait typo
  • Fix golden mirror not being exclusive and not having diminishing returns
  • Fix Full House trait not working
  • Hanging plant also selectable in prestige view mode
  • Morse code hang bug hopefully patched
  • Perception arrow tooltip displays the max steps it can take
  • Hicksville shifted to the left a little bit to prevent overlap with drawer
  • Employee drawer refreshes completely after every situation change in the newsbook
  • No more “ping” on loadgame related to some (!) unseen indicator on the HUD

[h3]BALANCING[/h3]
  • Reverted production AI where they will transport chain items to others if they don't have work lined up
  • Rebalanced caps for quest sales requirements and chances of production employees preferring transport items when they have work are near zero
  • Repair and resupply have a much lower chance of prioritizing toilet or nutrition (10%)
  • Rebalance skill up hours and printer paper (salesPerUnit from 150 to 400)





And if by some twist of fate you were to find bugs or have more feedback to share with us, head on over to our Discord so we can keep fixing and improving News Tower!

Join the Dev Livestream now & dive into tomorrow's update!

[h3]Greetings to every media maven and newsbearer out there![/h3]

Come hang out with us at 6 PM CET / 9 AM PST / 12 PM EST for an exclusive look at the 'Employee of the Month' update for News Tower!

The devs will be showcasing the fresh content, revealing what’s new, and chatting with you live. It’s your chance to get answers straight from the team and get ready for tomorrow’s update!!

You can see the stream on:
Our Twitch channel
Our YouTube channel
➣ Our Steam store page:

https://store.steampowered.com/app/1649950/News_Tower/


With the participation of Robert & Jan-Maarten, you will get to discover what we have in store for tomorrow!

[h3]See you very soon!!![/h3]