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  3. Operation Octo is Released!

Operation Octo is Released!

Operation Octo has just released! You can now play up until the first 3 biomes!
It has been 5 years since I started making this game - Thank you all so much for being part of the journey
If you encounter any bugs while playing, please report them to me on Discord!



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Looking Ahead


  • I will immediately be working on new gadgets, new shop turrets, and lots of quality-of-life improvements & balancing in the next few weeks!
  • More biomes, starting with Volcanic Ridge, will eventually be added as free updates
  • But before that, expect the level editor to arrive this year, where you can create & share custom levels via Steam Workshop!


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Other Noteable Changes

[h2]Balance Changes[/h2]

  • Bolt Eel cost decreased from 50 to 45
    • Eels have consistently been the weakest combat turret, due to its weakness in early game, and levels never spawning too many enemies for AoE investments to pay off. A slight cost decrease will alleviate some of the early-game struggles Eel decks experience.


  • Bubble Parrot deployment time (turret ball toss) reduced from 1 second to 0.3 second
    • There are reasons to reactively revive turrets in a timely manner now. This deployment speed buff will make Parrots more reliable for these use cases later on.


  • Mutant Bumper Fish melee damage deflection increased from 50% to 66%
    • Mutant Elixirs are so precious, that people rarely give it to a Bumper, whom I actually consider to have a very interesting upgrade.


  • Lionfish spike damage to 2 targets increased from 30 to 35
    • Lionfish is often thought of as the weakest gadget, due to it requiring very niche scenarios to be worthwhile. If you barely failed to snipe a single skeleton with Lionfish, you'll now still get a bit of a bonus for the placement.


  • Pleco attract capacity per collection decreased from 4 items to 1 item
  • Pleco collection cooldown decreased from 7 seconds to 4 seconds
  • Pleco now picks up the item that is closest to it, while prioritizing pearls inside Clams
  • Mutant Plecoattract capacity per collection decreased from 8 items to 2 items
  • Mutant Plecocollection cooldown decreased from 4 seconds to 2 seconds
    • Pleco, the most OP turret in the game, is finally getting nerfed! This rework is mainly aimed at reducing Pleco's synergy with Pearl Tree. Pleco will now require a whopping 16 seconds to fully reel in a Pearl Tree's produce! (assuming there aren't other pickups that're also waiting to be collected!) If you bring Pearl Tree to a battle, Pleco is no longer your default choice of collector, and you might now want to manually tend to each Pearl Tree harvest.


  • Pearl Tree now attracts skeletons that are close to it (Forcing attacks similar to what Red Herring does)
    • It's too easy to profit off of Pearl Trees. There simply wasn't enough of a risk to this economy investment. Now, if even an otherwise-harmless Bandana Skeleton waddles through your base, your Pearl Tree could die.


  • Hammer Shark can no longer demolish a Pearl Tree while it is bursting pearls
  • Hammer Shark Hammer Shark can no longer demolish Clams
    • Recycling Clams has led to some game-breaking (but hilarious) shenanigans. Check out Eagle's Clamless strat. Hammering Clams demolishes how this game's meant to be played, and I have finally resolved to ban the option instead of trying to nerf it more.


  • Watchdog cost now capped at 60
    • Watchdog will no longer become a guaranteed stuck-in-your-hand card. This should give it more flexibility, and allow it to not be a "total" dead-weight to Imitation Crab decks. (I just found out that the price cap isn't working for now - Will patch it tomorrow!)