1. Tower Factory
  2. News

Tower Factory News

Small update (v0.3.3) & next steps!

[p]Hi everyone![/p][p]Version 0.3.3 of Tower Factory is now live!
This update focuses on quality-of-life improvements for building, along with a few other nice tweaks and fixes that should make your runs feel smoother and more intuitive.[/p][p]Most notably, you can now hold SHIFT to align buildings along a straight line, and I’ve added a new panel to make changing Tower target priorities much easier. There’s also a new cursor icon when selling, better input responsiveness, and some polish in various corners of the game (full changelog below).[/p][p][/p][p]As for what’s next: for the coming weeks (or months), there won’t be more small updates because I’m going to fully focus on the next major update: version 0.4![/p][p]Version 0.4 will include two new levels set in a brand-new biome, each with a unique boss battle that unlocks a new gameplay mechanic. I’m really excited about what’s coming, and while I can’t give you a specific release date yet, my goal is to have it ready by late August or September.[/p][p][/p][p]In the meantime, I’ll keep reading all your feedback and suggestions both here in the Steam forums and over on the official Discord server (feel free to join us!).[/p][p][/p][p]Thanks again for playing, and I hope you enjoy the new changes![/p][p]Gius Caminiti[/p][p][/p][p]CHANGELOG – Version 0.3.3[/p][p]· Holding SHIFT while building now aligns new buildings along the same axis. The alignment is determined based on the direction of your mouse movement when placing the first two buildings.
· Improved input detection when purchasing new buildings and moving the mouse quickly.
· Added a new panel in the tower menus to make selecting their Target Priorities easier. To access it, click on the tower's current Target Priority icon.
· If you complete a level or defeat a boss in expert mode, the completed level/boss icon in the level selection menu will change color. If you had already done it before, you'll need to do it again for the icon to update (sorry!).
· When you find a Light Crystal that was being targeted by a Crystal Compass, the Crystal Compass now keeps its lights on to show that it has already been used without needing to click on it.
· Fixed a bug where resetting upgrades would also remove boss rewards and starting tower upgrades until the game was restarted.
· Fixed a bug that caused erratic behavior in the Unyielding Power Crystal tower.
· The Workshop and the Hammers tower, along with its two upgraded versions, no longer trigger the Screen Shake effect.
· Added a new cursor icon when holding the sell key (default: F).[/p]

Small update (v0.3.2) & Summer Sale with 20% discount!

[p]Hi everyone![/p][p]I don't know about you, but I'm definitely starting to feel the summer heat. Maybe it's because the Steam Summer Sale starts today? 😏[/p][p]That's right, friends! Tower Factory is 20% off for the next few weeks, so between that and the start of the holidays, it's the perfect time to grab it![/p][p]Also, I just updated the game to version 0.3.2, which brings a few small additions and adjustments (more info below).[/p][p][/p][p]There might be another small update in the coming days with some QoL improvements. After that, I’ll start working hard on the next big update: version 0.4![/p][p]Version 0.4 will introduce 2 new levels in a brand-new biome with its own unique mechanic, plus 2 bosses, each unlocking a new gameplay feature. So get ready for some fresh challenges! I can’t give you a release date just yet, but my goal is to have it ready by late August or, at the latest, September.[/p][p][/p][p]In the meantime, I’ll be reading your feedback and suggestions both in the Tower Factory community forums here on Steam and in the official Discord server (you’re all invited to join!).[/p][p]That’s all for now, I hope you enjoy the new changes and have a great start to your summer!
Gius Caminiti[/p][p][/p][p]CHANGELOG[/p]
  • [p]New building "Kiln Furnace": produces coal from wood.[/p]
  • [p]Coal can no longer be produced in the Furnace (it is now made in the Kiln Furnace).[/p]
  • [p]Some game elements, such as obelisk animations or bomb explosions, now trigger a camera shake effect.[/p]
  • [p]Camera shake can be disabled from the settings menu.[/p]
  • [p]A new "Auto loot chests" option has been added to the settings menu, allowing chests to be looted just by clicking on them.[/p]
  • [p]Gem and obelisk effects are now taken into account when previewing the stats a tower will have after being upgraded.[/p]

Version 0.3.1 - Minor changes and bugfixing

CHANGELOG (v0.3.1):
· You can now preview the range of a tower that will be placed on top of a Range Obelisk before placing it.
· Tower gems are now shown in tower tooltips (displayed by pressing ALT).
· Bomb of Light base range was lowered from 3.5m to 3m to improve accuracy.
· Bomb of Light range upgrades were removed.
· Added Big Bomb of Light, with a 5m explosion radius (unlockable through the upgrades menu after defeating the Totemic Mushroom).
· Fixed a bug that allowed ground towers to shoot at the Fairy Bee boss.
· Increased the armor restored by the King Orc in Expert Mode.
· Changed the way fog is detected to reduce the chances of having seemingly visible tiles where building is not allowed.
· Resource gatherers now search for another available resource if their current one is destroyed by a Bomb of Light.
· The gem UI no longer disappears when upgrading a tower.
· The tower's experience bar now turns orange when it reaches 100%.
· Some upgrade descriptions have been revised to make them easier to understand.
· Health bars and other UI elements now have the proper size on 4K configurations.

Tower Factory: Bosses & Rewards. PLAY IT NOW!

[p][/p][previewyoutube][/previewyoutube][p]Hello everyone![/p][p]The new Tower Factory update: Bosses & Rewards is now live! It's been 3 months of hard work, so I hope you really enjoy it![/p][p][/p][p]One of its main features is the introduction of bosses. If you manage to survive long enough in a level, the boss will emerge from its fortress to try and finish you off once and for all. That will be the perfect moment (you better be ready!) to unleash all your firepower. If you defeat it, not only will you win the level, but you’ll also unlock a new permanent mechanic. Each one of these will have a significant impact on how your future runs play out.[/p][p][/p][p]On top of that, the game’s overall difficulty has been adjusted, reducing it by roughly 20%. Tower Factory is meant to be challenging, but progressing shouldn’t feel like suffering. That doesn’t mean the game is now perfectly balanced, but I hope this makes the experience more enjoyable overall. And of course, I’ll keep improving it with your feedback!
And if you’re into tough challenges, don’t forget Expert Mode is there to test your skills (now with bosses, too!)[/p][p][/p][p]The next major update (which I’ll try to release before the end of summer) will add 2 new levels in a brand-new biome, each featuring a unique boss. Defeating them will unlock new mechanics.[/p][p]Over the coming weeks, I’ll be fixing any bugs that pop up and adding small features I’ve been wanting to implement for a while.[/p][p]In the meantime, I’ll be reading your feedback and suggestions both in the Tower Factory community forums here on Steam and in the official Discord server (you’re all invited to join!)[/p][p][/p][p]That’s all for now. I hope you really enjoy the new update,
Gius Caminiti


CHANGELOG[/p]
  • [p]Each level has now its own boss. If you defeat it, you will win the match and unlock a new permanent mechanic.[/p]
  • [p]4 new permanent mechanics, each unlocked after defeating a boss.[/p]
  • [p]Game difficulty adjustments. Now the game should be about a 20% easier.[/p]
  • [p]You can now select enemies to see their health and other attributes.[/p]
  • [p]Bosses and large enemies are less affected by slow effects.[/p]
  • [p] Large enemies deal 2 damage when they reach your base.[/p]
  • [p]Power Crystal base damage has been reduced from 15 to 10.[/p]
  • [p]Power Crystals now cost one Light Crystal in addition to their previous cost (the Light Crystal is refunded if sold).[/p]
  • [p]Hammer range has been reduced from 4.5m to 4m.[/p]
  • [p]Hidden Spikes now gains experience faster.[/p]
  • [p]New enemies have been added, and others have been temporarily removed.[/p]
  • [p]Bosses now appear at the end of each level, so the ghost no longer shows up.[/p]
  • [p]The duration of the first two levels has been shortened (now 6 and 8 days, respectively).[/p]
  • [p]Trees in levels 3 and 4 now give 75 wood instead of 50.[/p]
  • [p]The number of clicks required to manually gather coal or iron has been reduced from 5 to 4.[/p]
  • [p]UI improvements.[/p]
  • [p]The "Reset Game" button now properly resets level progression.[/p]
  • [p]Probably more stuff I don't remember[/p]

Tower Factory: Bosses & Rewards update (v0.3) launches in 2 days!

[p][/p][previewyoutube][/previewyoutube][p]Hi everyone![/p][p]
Next Monday, June 16th at 17:00 CEST, the second major update for Tower Factory will be released: Bosses & Rewards.[/p][p][/p][p]One of its main features is the introduction of bosses. If you manage to survive long enough in a level, the boss will emerge from its fortress to try and finish you off once and for all. That will be the perfect moment (you better be ready!) to unleash all your firepower. If you defeat it, not only will you win the level, but you’ll also unlock a new permanent mechanic. Each one of these will have a significant impact on how your future runs play out.[/p][p][/p][p]On top of that, the game’s overall difficulty has been adjusted, reducing it by roughly 20%. Tower Factory is meant to be challenging, but progressing shouldn’t feel like suffering. That doesn’t mean the game is now perfectly balanced, but I hope this makes the experience more enjoyable overall. And of course, I’ll keep improving it with your feedback![/p][p]And if you’re into tough challenges, don’t forget Expert Mode is there to test your skills (now with bosses, too!)[/p][p][/p][p]On Monday, I’ll announce the release of the update along with a full set of patch notes (which will also be available in-game once it’s live). As always, I’m keeping an eye on both the Steam forums and the game’s official Discord, which I invite you to join to share your feedback and opinions with the community! [/p]