1. Bean Beasts
  2. News

Bean Beasts News

News & Dev Log - June 22st

What's New for Bean Beasts?
[p][/p][h3]Tiny Teams[/h3]
  • [p]I'm very excited to share that Bean Beasts will be included in this year's Tiny Teams festival - an event celebrating small development teams.[/p]
[p][/p][p][/p][h3]New Music[/h3]
  • [p]New Music for world 2, 3 and 4 (remixes for the 2nd half of each world).[/p]
[previewyoutube][/previewyoutube][p][/p][h3]+All and +3 Beans Buttons[/h3]
  • [p]Added "+3 Beans" and "+All Beans" buttons to the upgrade panel.[/p]
[p][/p][p][/p][h3]Enemy Warning Colour Changes[/h3]
  • [p]Entrance smoke and path indicators now flash red when an offensive enemy will appear.[/p]
[p][/p][p][/p][h2]What's Left? [/h2]
  • [p]Finalising and testing translations.[/p]
  • [p]A couple of music tracks need finishing.[/p]
  • [p]Final playtesting. [/p]
[p][/p][p][/p][p][/p][h2]Game Updates[/h2]
  • [p]Bean Beasts now blink on the loading screen.[/p]
[p][/p]
  • [p]Some enemies in world 4 are slightly more valuable.[/p]
  • [p]Enemy value reduction for Beast Mode is -10% instead of -20% for World 4 only.[/p]
  • [p]2-9 Targets for challenges reduced to 30 (flipper) and 100 (burn) from 50/150.[/p]
  • [p]4-2 Challenge amended to "hit enemies will all elements/status" rather than a single enemy.[/p]
  • [p]Added more players to the Play Testers credits.[/p]
  • [p]Swapped levels 1-6 and 1-7 so you unlock flipper before the map which requires flippers (1-8).[/p]
[p][/p][h2]Bug Fixes[/h2]
  • [p]Fixed an issue causing the game to not start with the correct language.[/p]
  • [p]EnemyInfo achievement no longer counts World 2 Boss. [/p]
  • [p]Overlapping spider bug on 3-9 has been fixed.[/p]
  • [p]Fixed a graphical issue with Henge.[/p]
  • [p]Henge no longer flashes when flying enemies pass over it.[/p]
  • [p]Improved magic blade animation.[/p]
  • [p]Frog can now target/fire when in the well on 5-1.[/p]
  • [p]4-8 Fixed incorrect gem being removed when challenge is failed.[/p]
  • [p]Enemies no longer slip past chicks/bone warriors.[/p]
  • [p]4-9 / 3-1 challenges renamed to "Do not use Abilities".[/p]
  • [p]Fixed the "boxes spawning with 0HP" bug.[/p]
  • [p]Large enemies no longer getting stuck when hit with Crab's ability.[/p]
  • [p]Centred the Beast Coin on the "Beast Mode Unlocked" Notification.[/p]
  • [p]Tutorial now correctly swaps Rider for "Bow" when replayed.[/p]
  • [p]Fixed some mis-aligned text with the Spanish translation.[/p]
  • [p]Corrected Stumpy's recovery animation (stopped the jerky foot steps).[/p]
  • [p]You can no longer click on a tree just after it's destroyed (and lose the icon - gamepad only).[/p]
  • [p]Fixed a bug meaning the gamepad icon could disappear if sticks were held down while map re-loads.[/p]
  • [p]Fixed wave counting issue for 3-4, wave 3.[/p]
  • [p]DTMG now saves the high score after each wave and when quitting.[/p]
  • [p]Top-Left tile is now clickable for DTMG.[/p]
  • [p]Fixed issue with cannon bullets not spawning correctly on sliding walls.[/p]
  • [p]Fixed red indicator problems for lots of levels (thanks to @iggi for logging them).[/p]
  • [p]Mud Pits and Henge now correctly flash when disabled.[/p]
  • [p]Fixed the Ballista sliding on rock issue.[/p]
  • [p]Fixed the translation bugs for the Generator info page.[/p]
  • [p]Fixed the issue with lightning misfiring against small fast enemies.[/p]
  • [p]Volcanos now damage correctly when a map is reloaded.[/p]
  • [p]Fixed the problem causing enemies to snap into nearby water tiles instead of the lava.[/p]
  • [p]Resetting via the settings menu now correctly wipes DTMG and tutorial progress.[/p]
  • [p]Bean Beast secondary reset no longer happens on a new wave for Boss or Endless maps.[/p]
  • [p]Beast Mech no longer makes a noise when a map reloaded.[/p]
[p][/p][p]Thanks for taking the time to read and showing an interest in my game, won't be long until I can announce a release date! ːsteamhappyː[/p][p][/p][p]Cheers,[/p][p][/p][p]Josh.[/p][p]Anxious Noob.[/p]

Dev Log - 3rd July

[h2]Bean Beasts is nearly complete![/h2]

The base game is virtually finished and all that remains is translation, some music and final testing. I'll soon be in a position to lock down and announce the launch date! ːbtd6thumbsupː

As always, if you'd like to get involved in play-testing, join us on the discord!

Now for the updates! Spoilers ahead for those who want to keep the end-game a secret! Note that much of the below doesn't affect the demo.

[h2]Competition Results![/h2]

Thanks to suggestions from players who participated in the Endless Challenge, the following map has been created: Champion Castle! Unlocked in the end-game and probably the hardest map of all.



-

[h2]What's New?[/h2]
  • Endless maps for world 4 complete.
  • Beast Mode levels completed for the whole game.
  • Added the Beast Shrine, an extra shop to unlock end-game content.
  • Added Champion Comet and Boss Rush to the Beast Shrine.
  • Added a "Detect Demo Save" function to the Game Setup screen.
  • Added a credits page.
  • Added Steam Achievements.


-

ːSBpenguinː
[h2]Updates![/h2]
  • Perfect Abilities and EnemyInfo achievements now show numerical progress on the Achievements panel.
  • Globrunner and Nessie damage to walls reduced.
  • Sharpshooter now only fires at the first target, rather than strongest.
  • Sneaky enemy invincibility time slightly reduced.
  • Sneaky enemies now "appear" when 2 tiles away from Rider.
  • Mace level 1 damage increased to 14 +50%, from 10 +20%.
  • Mace level 2 damage increased from +50%, to +75%.
  • Removed Nautilus from 4-5 (they made Beast Mode almost impossible)
  • Slightly reduced Raptor walk speed.
  • Some tweaks to Chameleons secondary fire so it's not quite so OP.
  • Burn/Poison damage is now limited to 10p hit (Hero) and 5p hit (Beast)
  • Changed the win panel for 5-1 and 5-2 to remove the Gems (no gems for these levels).
  • Adjusted Beast Mode multipliers, enemy buffs slightly reduced:
  • Damage Resist from -80% to -70%
  • StartShieldHP from +25% to +20%
  • Movespeed buff from +10% to +5%
  • Added more contrast to the Sharktato sprite.
  • Added more chunks to DarkRiders death explosion.
  • Slight rebalance to 2-9, 3-7 and 3-9 (Beast mode)
  • Axo, GlobRunner and Nessie stun times / firerate have been reduced. Firerate for all is 25% slower. Stun time reduced by either 1 or 2 seconds.
  • FrostScaly stun time reduced from 4s to 3s.

-

ːer_waveː
[h2]Bug Fixes![/h2]
  • Added a missing ground node to 2-6.
  • Fixed a bug causing pumpkids to rarely spawn outside of the map (on boss/endless maps).
  • 3-7 fixed a graphic bug with the gravestone tops.
  • Fixed an issue where flying enemies sometimes wouldn't be targeted accurately from "First" setting.
  • Fixed a bug causing enemies to cut the corner on 4-9.
  • Fixed issue with Power Punch not firing on load.
  • 2-5 Enemies still spawning on visible section of map - fixed.
  • Teleporting minions now go to the start position and not to where their parents death position was.
  • Re-centred some text popups (you must equip at least x1 Bean Beasts)
  • Recharge during end boss should now be +20 Beans and up to 5000 Energy (not odd random numbers)
  • Power Punch can now hit all enemies in all directions.
  • Fixed an enemy collision issue causing heavy enemies to bounce around unintentionally.
  • Pop-rockies on endless causing random explosions mid-map has been fixed.
  • Tar Pits changing sprite back to lvl.1 MudPit when maps are re-loaded.
  • Fixed a missing pixel from Quetzal flying sprites/animation.
  • 2-3 Enemies spawning above the ceiling has been amended.
  • Amended info data for Beast Mech, damage starts from 3.
  • Amended upgrade cost for Abomination from 666666 to 66666.
  • Fixed a scale issue with the PressStart button.
  • Minor graphics fixes involving the shop buttons.
  • Fixed enemy info inconsistencies for MetalRocky and UFO.
  • Slimer Boss Rush timer not resetting to 0 with the main timer when the map is restarted.
  • Fixed energy boost for Final Boss (was not hitting target of 5000)

Cheers,

Josh.
Anxious Noob.

Want to design a map in Bean Beasts!?

Competition Time!
[p][/p][p]To help promote Bean Beasts during Steam Next Fest - I have added a new map to the demo: Snowfall Glacier! [/p][p][/p][p][/p][h2]Submit to Win![/h2][p]Take a screenshot of your high score and share it either on the Discord channel #endless-high-scores or via the community page on Steam. [/p][p][/p][h2]Community Poll![/h2][p]Once the festival ends, I will reach out to the top players and get their ideas for a secret end-game endless map, I'll then create a public poll so that we can all decide which map will be added to Bean Beasts![/p][p][/p][p][/p][p][/p][p]Happy tower defencing! [/p][p][/p][p]Josh,[/p][p]Anxious Noob.[/p]

New Endless Map Added to Demo!

Competition Time! ːsteamhappyː
[p][/p][p]To celebrate Steam Next Fest I'm going to update the demo with a new map: Snowfall Glacier Endless 1[/p][p][/p][p][/p][p][/p][p]ːsteamdeadpanː Join the discord and share your record for a chance to help design a new endless map! The players who reach the highest wave can submit their ideas for a map, we will then do a poll to see which idea is most popular.[/p][p][/p][p]-[/p][p][/p]
Dev Log for April/May 2025
[p][/p][h3]Warning - Spoilers Ahead[/h3][p]If you prefer to keep the game's content a surprise, I would advise you stop reading now as most of the updates / images come from late-game content! [/p][p][/p][h2]ːbtd6thumbsupː What's New?[/h2][p][/p][h3]World 4 is now done! ːer_waveː Including the End Boss! [/h3][p]The Ancient Plateau is a tropical volcanic area teaming with prehistoric terrors![/p][p][/p][p][/p][h3]Featuring Sliding Walls![/h3][p]You'll have to think ahead and be careful not to lose your towers to the lava.[/p][p][/p][p][/p][h3]The Final Showdown![/h3][p]You'll have to beat the game to take on the final guardian.[/p][p][/p][p][/p][h3]The Last Summon![/h3][p]A special summon unlocked in the shop, which makes Traps cheaper... and places mines everywhere![/p][p][/p][p][/p][h3]New music for the Ancient Plateau![/h3][previewyoutube][/previewyoutube]
[p]-[/p][p][/p][h2]ːbtd6darkknightː Beast Mode![/h2][p]Unlocked once you beat world 4 - Beast Mode offers an additional challenge to those who want it. If you'd like to playtest - just ask! :)[/p][p][/p][h3]Rules:[/h3]
  • [p]Additional enemies and waves for each level.[/p]
  • [p]Abilities can only be used once per level (except for boss battles).[/p]
  • [p]No challenges.[/p]
  • [p]Only one life.[/p]
[p][/p][p]Collect artefacts and spend them in the new Beast Shrine to unlock extra endgame maps and modes![/p][p][/p][p]Note: screenshots below are placeholders (I still need to make them!)[/p][p][/p][p][/p][p]-[/p][p][/p][h2]Other Changes and Rebalance![/h2][p][/p][h3]Updated the Elements/Status Key.[/h3][p]The start page now shows all Elements and Status symbols for more clarity.[/p][p][/p][p][/p][h3]Changed the stun graphic to a spinning animation.[/h3][p][/p][p][/p][p]🤖 Improvements: [/p]
  • [p] Balanced Summon damage to challenge chests.[/p]
  • [p] Added rain atmos sounds to third world boss when it starts raining.[/p]
  • [p] Made boss shadows a little clearer during summon animations.[/p]
  • [p] Pop Rockies shield HP reduced considerably.[/p]
  • [p] All Sneaky enemies are now vulnerable for 3 seconds instead of 2 between activating Sneak ability.[/p]
  • [p] Chameleon now inflicts some burn, poison, slow and stun when it hits enemies with corresponding element.[/p]
  • [p] Reduced total damage output of Poison Rain ability.[/p]
  • [p] Damage numbers on large bosses now appear closer to the body part that was hit.[/p]
  • [p] Enemy hit flash increased to 0.2 seconds to stop super fast flashing with Mechs and Lightning Rods.[/p]
[p][/p][p]-[/p][p][/p][h2]ːsteamboredː Bug Fixes![/h2]
[p]Icon appearing outside of the screen if you scroll too far with the UI panel open using a gamepad - I've put in a fix that snaps the icon to the mid-screen when beyond a certain threshold.[/p]
[p]Fixed a bug causing shop info text to not appear for newly unlocked items.[/p]
[p]Updated challenge text for 3-7 on the level select page.[/p]
[p]Chick damage now counts towards total Impact count for challenge 3-7[/p]
[p]Bone Warrior damage switched to Magic Type.[/p]
[p]Towers that require a direction set do not count towards "Tower Limit" challenges until they are properly placed (when the direction button is hit).[/p]
[p]Traps destroyed by collectables respawning on map reload has been fixed.[/p]
[p]4-1 Frog not able to target on some water tiles fixed. (checked all other levels to remove the same bug)[/p]
[p]4-1 Frog placeable behind Rider and rendering above fixed (checked all other levels to remove the same bug).[/p]
[p]Adjusted Raptor's hitbox so it doesn't overlap with water and go in super-easy anymore.[/p]
[p]Healers no longer heal Challenge Chest (or other HP based challenge objects).[/p]
[p]1-7 Anomaly where Dog hits enemies through wall who then cannot path-find to Dog and get confused - fix.[/p]
[p]Challenge chests destroyed by Summon sometimes caused a Null exception to appear - fixed.[/p]
[p]Some minor rending / layering graphical bugs have been fixed.[/p]
[p]Elemental chest death chunk colours now match with their element.[/p]
[p]Missing red "LOS blocked" layer from 3-10 has been added.[/p]
[p]Abomination when re-loaded into a level sometimes firing wrong type of bullets fixed.[/p]
[p]4-7 - Adjusted challenge thresholds to 50,000, 40,000 and 30,000.[/p]
[p]Fixed a text bug causing progress percent to always say 10% when changing language.[/p]
[p]Fast enemies sometimes run over ground traps without triggering them - should now be fixed (Spikes, MudPit, Flipper, Henge)[/p]
[p]4-7 fixed a bug that occurs when PopRocky explosions hit the in-Level Abomination.[/p]
[p]4-7 GlobRunners no longer shoot at disabled Trap Parts.[/p]
[p]Some challenge text typos amended.[/p]
[p]Beast Mech rockets now fire from the correct spot when it slides on a moving platform.[/p]
[p]Added in "Azure Meadows" translation for the Endless level display.[/p]
[p]Fixed a bug causing % Complete to not translate correctly the first time the Progress page is opened.[/p]
[p][/p][p]Big thanks as always to my playtesters and supporters![/p][p][/p][p]Cheers,[/p][p][/p][p]Josh.[/p][p]Anxious Noob.[/p]

Dev Log - 7th April

[!] Warning - Spoilers Ahead [!]


If you prefer to keep the game's content a surprise, I would advise you stop reading now as most of the updates / images come from late-game content!

I've been quite busy this past month so I haven't got as much to show as normal, however I've had time to touch up the enemy AI and fix some bugs!

I've also created the full roster of enemies for World 4 including some new enemy types, some of which I'll show off below! ːer_waveː

-

[h2]New Enemies![/h2]

[h3]Ant Attack![/h3]
Workers, Warriors and Healers!



[h3]Dinosaurs - Compies & Hypsilos![/h3]
Fast, Strong and Deadly.



[h3]Flyers - Pterosaurs and Nautilus Dominate The Skies![/h3]
Speedy Flyers and Airborne Tanks.



[h3]GlobRunner - A Peculiar Nuisance![/h3]
The MossRunner gets a primeval and mischievous upgrade.



[h3]Demolition Crew![/h3]
Bombas and PopRockies will force players to think outside the box.



[h3]Special Threats![/h3]
The toughest enemy units in the game.




[h2]Changes and Rebalance![/h2]

Enemy AI Update 🤖
  • All enemies now attack boxes from the middle of an adjacent tile (no longer walking right upto them or cutting corners).


  • Choppas now search for nearby boxes/trees and re-target to them if close enough.


  • Enemies now have a safety check to prevent them getting stuck in walls (can happen if a wall is placed and they walk into it).
  • Enemies who throw projectiles now alternate targeting between Boxes and Towers correctly (before they would 95% target towers only).


Status Rebalance 🔥
  • Enemies afflicted with Fright or Stun become 1/2 a second more resistant to that effect with each hit, until they eventually become immune - preventing Stun/Fear locking enemies indefinitely.


Tower Rebalance 🐠
  • Abomination is now more expensive to reflect it's insane power level.


  • Goldfish ability is capped to 10 Beans per use.
  • Power Plant is initially more expensive with higher levels being less expensive. This reflects an increased price for each "bean" it generates, and also makes upgrading more economic than spamming lots of them.
  • Solar panels lv2 and lv3 costs have been reduced - making them more viable for Endless.


[h2]Bug Fixes[/h2]

  • Keyboard ability shortcuts being locked out sometimes.
  • Enemies getting stuck in the wall on Endless 2 World 3.
  • Axo doing a second hop for no reason on the final platform sometimes.
  • 3-4 - Enemies rendering behind wall while walking infront of it.
  • UFO, Elephantom and Axo shadows lingering after they're defeated.
  • 2-8 enemies can walk over water tiles.
  • 3-8 Challenge to hit 100000 impact damage being impossible on easier difficulties.
  • Flying enemies not doing their death animation after being teleported.
  • Some typos and line break issues with text boxes.


Cheers,

Josh.
Anxious Noob.