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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[h2]Balance Changes[/h2]
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!)