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Tower Factory News

Tower Factory update 0.2.0: Tower Upgrades & Game Modes!

Hello everyone!

The first major update for Tower Factory is here! This update brings two big new features: Tower Upgrades and Game Modes.

Each tower now has 2 upgrades that grant better stats or completely new effects, creating interesting synergies between them. Currently, there are 12 towers and 24 tower upgrades.
But… how does this system work? Every time you place a tower, it will gain experience by attacking enemies. Once a tower reaches 100% experience, you can upgrade it by paying the corresponding upgrade cost.
Each tower has two upgrades: a basic one, available from the start, and a tactical one, which you’ll need to unlock first by spending your precious Golden Coins.
Now it’s your turn to discover the best tower synergies for every situation!

Another major addition in version 0.2.0 is Game Modes, which currently include:
  • Classic Mode: Tower Factory as you know it.
  • Strategy Mode: You can build during the pause! Perfect for those who want a more relaxed experience.
  • Expert Mode: No pauses, and enemies are stronger—but you’ll receive a greater reward at the end of the game. This is a real challenge!

You can select the Game Mode from the level selection screen in the main menu.

Besides these new features, there are also some smaller changes:
· Crossing T1 and T2 are now unlocked by default.
· When selecting a tower, you’ll see a marker on the enemy it is targeting.
· Added 4 new target priorities: most grouped enemies, enemy with the most bleed, enemy with the most burn, and enemy with the most poison.
· Rebalanced some tower stats and costs.
· Minor bug fixes.
· Possibly some other changes that I forgot to note down.

These are the most important new features in version 0.2.0—I hope you love them! As always, I’m keeping an eye on both the Steam forums and the game’s official Discordr, which I invite you to join to share your feedback and opinions with the community!

In the next few days, I’ll be fixing bugs and making small improvements based on your feedback. After that, I’ll be going all-in on the next major update for Tower Factory, which will bring new challenges, as well as new mechanics and progression systems to the game.

Thank you so much for all your support—I hope you enjoy everything in this update!

Gius Caminiti

The 0.2.0 version of Tower Factory is almost here!

Hello everyone!

In just a few days, I’ll be releasing the 0.2.0 update for Tower Factory! This version introduces some major new features that I’ve been working on for a while, and I’m excited for you to try them. Here are the main highlights:

  • Tower Experience System & In-Game Upgrades – Towers will now gain experience by attacking enemies. When a tower reaches 100%, you can upgrade it! Each tower will have 2 upgrades, so this means that there are 24 tower upgrades with new effects and synergies that will change the way you play.

  • Three Game Modes:
    Classic Mode – The Tower Factory experience as you know it.
    Strategy Mode – Allows building while paused, offering a more tactical approach.
    Expert Mode – A more challenging experience, but with greater rewards.

  • General Balance Adjustments, such as tower costs and stats.


These are the key features coming in version 0.2.0, but there are other small improvements as well.

As always, I’m eager to hear your feedback, so feel free to share your thoughts! You can do so in the Steam forums or in the Discord server, where many players are already discussing strategies and ideas. If you haven’t joined yet, now’s a great time!

I hope you like this update—see you soon!
Gius Caminiti

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.