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Tower Factory News

0.1.7 hotfix (1)

Bugfixes:
- Fixed a bug that was causing Electroball towers to stop attacking when not in the screen.
- Fixed a bug with the Light Cruicible production VFX.
- Fixed a missbehaviour with some tower priority configurations.

Tower Factory update 0.1.7: Tactical Pause and controls improvement!

Hello everyone!

Version 0.1.7 of Tower Factory is here, bringing with it a highly requested feature: tactical pause! During the pause, you’ll be able to do things like plan your next steps, configure towers, loot chests, reorganize your hotbar, and more. However, you won’t be able to build or gather resources.

Allowing building during the pause would drastically change the game, which is not what I want (nor what the majority of players prefer). That said, I don’t rule out the possibility of adding the option to build during the pause in the future, but it would be in a different game mode.

Another update in version 0.1.7 that I hope (and believe!) many of you will appreciate is the unification of the Interaction Mode and Build Mode. You’ll no longer need to switch back and forth between the two modes, which was quite cumbersome. Now, you simply use left-click to configure a building and right-click to move it.

Changelog:
  • The game can now be paused! Use spacebar to pause/unpause the game. While paused, you can't build or farm resources, but you can move the camera, change towers configuration, loot chests and so on.
  • You no longer need to switch between Interaction Mode and Build Mod. Use the Left Mouse Button to select an object and the Right Mouse Button to move it. The rest of the keys remain unchanged.
  • The grid is now displayed in a simplified way. You can toggle the full grid on/off by pressing the G key or using the button in the bottom-right corner of the screen.
  • Little Coal ores may spawn near iron ores.
  • The catapult has been rebalanced to make it more effective against armor and less effective against health. Its cost has also been slightly reduced.
  • The number of Crystal Compasses has been reduced to 2 to encourage more strategic use of them.
  • Added error messages when performing prohibited actions.


These are all the changes in version 0.1.7!
Over the coming weeks/months, I’ll focus on creating a lot of new content that I plan to add in Q1 2025, as announced in the roadmap I published in November. That said, there might still be some minor updates during this time, mainly for bug fixes or small changes.

As I always say, Tower Factory is still in development, so I’m very attentive to your feedback (for example, adding the tactical pause in this update was based on your suggestions). Remember, you can share your ideas both in the Steam forums and on the Discord server, where many other active players are hanging out.

I hope you enjoy these changes. See you soon!
Gius Caminiti

0.1.6 hotfix (1)

Changelog:
- Adjusted the spawn ratio of Golden Coin Chests to make them more common.
- Reduced the unlock cost of the Light Crucible from 3 -> 1 Golden Coins.
- Copying a tower now correctly copies its "Keep Target" configuration.
- It should now be less common for clicks on the hotbar to not register properly, especially when it's locked.

Bugfixes:
- The HealthBar of the Light Tower will now display correctly in Ultra Wide configurations.
- Building tooltips no longer appear above the rest of the interface.
- Building tooltips are no longer misaligned if a building is rotated after being purchased.

Tower Factory update 0.1.6, Christmas event and Winter Sale!

Hi everyone, today I bring you some exciting news!

First of all, version 0.1.6 of Tower Factory is now available! This update focuses on improving the gameplay experience by addressing some of the issues you've provided feedback on.
On one hand, enemy spawn times have been adjusted so that there’s a bit of peace after each night.
On the other hand, a new map element has been added to help you find crystals: the Crystal Compass!
Below, you’ll find a detailed description of these and other changes included in this version.

Secondly, the first Christmas event in Tower Factory starts today! While it doesn’t directly affect gameplay, it will make your games feel a bit more festive. If you’re feeling like the Grinch, you can disable the seasonal content from the settings menu :(

Lastly, the Steam Winter Sale begins later today, and for the first time, Tower Factory is discounted! If you haven’t purchased it yet, this is the perfect moment! :D

Now, let’s dive into the full patch notes for version 0.1.6 of Tower Factory!

Changelog:
  • Redesigned the UI for the time and wave indicators (you can now also see when enemies will start coming).
  • Added a “peace period” after each night during which no enemies will appear. On the first day, there will be peace for the first 3 minutes, and after each night, you’ll have 1 minute of peace (days still last a total of 5 minutes). This doesn’t affect the amount of Light Essence earned.
  • Added a new building to the map: the Crystal Compass. Once you find this building, you can select it and pay a small amount of Light Essence to reveal the direction of the nearest Light Crystal. Crystal Compasses spawn around your base, so they should be easier to find than Light Crystals. This should help players who dislike the RNG aspect of searching for crystals without breaking the experience for those who enjoy it.
  • Increased the bonuses from Obelisks (Damage: 50% -> 100%, Attack Speed: 30% -> 45%, Range: 50% -> 100%).
  • The Catapult is now unlocked from the beginning.
  • Reduced the Golden Coin costs for unlocking towers and exploration buildings to allow faster access and reduce the grind.
  • Added some Christmas-themed decorations to the map. These can be disabled by unchecking the “Christmas content” box in the Gameplay section of the Settings menu.
  • The VFX for the Towerquake tower now adjusts to its range when upgraded.
  • Minor bugfixes.


These are all the changes in version 0.1.6. In a few weeks, I plan to release another update focusing on controls. I aim to simplify interactions and make repositioning buildings as hassle-free as possible. I hope you enjoy this update!

As always, I’m here to listen to your feedback, whether it’s here or on the Steam forums. Don’t forget to join our Discord server (you’ll find the link on the Tower Factory Steam page or in the game’s main menu, below the game logo).

Merry Christmas and a happy new year,
Gius Caminiti

Tower Factory 0.1.5 - Small Update

Hello everyone!
As I've let you know few days ago in the Tower Factory Early Access announcement, I plan to release 2 or 3 small updates before the end of the year. These will include minor gameplay pacing rebalances, as well as small new features for both gameplay and control functionality, making the game more comfortable to play.

Let's kick things off with the first update: version 0.1.5 of Tower Factory!

Changelog:
- Increased the number of slots in the hotbar from 8 to 10.
- Added tooltips in the hotbar showing the name and cost of buildings.
- Added tooltips on towers in Interaction Mode, displaying their target priorities when hovering the mouse over them.
- You can now view the inputs and outputs of each recipe from the in-game store. These appear as tooltips when hovering over the recipe icon after selecting a production building.
- Pressing ALT key now shows all tooltips for towers and production buildings. This makes it easy to see each tower’s priorities and the resources being produced with no need to select them one by one.
- Copying a tower with MMB will now also copy its target priority settings.
- Copying a production building with MMB will now also copy the selected recipe.
- Added a button in the Upgrades menu to reset all unlocked Upgrades and recover 50% of their cost.
- Added a button in the victory and defeat menus to purchase new Upgrades without returning to the main menu.
- Added a new loading screen tip: "You can make coal in the Furnace."
- Tier 2 Combiners, Splitters, etc., can now be placed directly on top of Tier 1 ones.
- Slightly increased the number of trees in the starting area of the level Wanderer’s Glade.

Bugfixes:
- Fixed a bug with tower priorities when "Most armor" was set as the first priority and "Most shield" as the second.
- Fixed a bug where resources wouldn’t enter the Light Tower, requiring a game restart.
- Fixed a bug where conveyor belts were not sold when placing a larger building over them in certain specific cases.
- Fixed a bug causing the Power Crystal tower to stop working permanently.

These are all the changes in version 0.1.5. In a few weeks, I plan to release another update with adjustments to the game’s pacing and some changes related to crystal exploration that I hope you'll enjoy!

As always, I’m here to listen to your feedback, whether it’s here or in the Steam forums. Don’t forget to join our Discord server (link available on the Tower Factory Steam page or in the game’s main menu, below the game logo).

Gius Caminiti