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Tower Factory News

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

Tower Factory Early Access Roadmap

Hello everyone!
I want to share my plans for the future updates of Tower Factory. The dates and the content of each update are estimations, and as many of you know, estimating dates in gamedev can be quite challenging!

Although there might be minor adjustments, I believe this roadmap will give you a good idea of what lies ahead for Tower Factory.



Update 0 will be split into 2 or 3 smaller updates that I plan to release between next week and 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.

As always, I’m reading your feedback both in the reviews and the Steam forums. I also invite you to join the official Discord server, where many active players are discussing the game (by the way, I just lost 😏).

Without further ado (for now), I’ll be keeping an eye on your opinions!
Gius Caminiti

Tower Factory 0.1.4 - Minor Update

Hello! Update 0.1.4 will be the first minor update for Tower Factory. Besides fixing a few bugs, I’ve rebalanced some parts of the game to try to make it a more enjoyable experience for everyone.

Many of you have expressed that the game feels difficult and requires a lot of grinding. While the game isn’t meant to be easy, and I do like a certain level of grinding and challenge, I don’t want it to feel excessive. For this reason, in this update, I’ve made a couple of changes to try to improve this situation.

First, I’ve slightly reduced the size of levels 2 and 3 to make it a bit easier to find Light Crystals. Additionally, I’ve applied a major reduction in the cost of upgrades, resulting in a 30% overall decrease in total upgrade costs. I’ve also slightly increased the number of Golden Coin Chests that can appear in each level to reward those of you who explore the map, even if you don’t manage to win the match.

I want to remind you that the game is in Early Access, and my goal is to make the best possible game for all of you. I’m constantly reading the Steam forums, and there’s also an official Discord channel where you can share your feedback, report bugs, and discuss strategies and the game in general with other players.

I hope you enjoy the new changes, and I look forward to hearing your feedback.

Gius Caminiti

Changelog
- Fixed a bug that was causing achievements to stop working when returning to the main menu after a match.
- Slightly reduced the size of levels 2 and 3 to make it a bit easier to find Light Crystals.
- Slightly increased the amount of Golden Coin Chests that can appear in each level.
- Rebalanced Mage enemy: shield: 700 -> 600, health 300 -> 400.
- Reduced the cost of almost all upgrades to decrease the grinding experience (total reduction: 30%).

0.1.3-hotfix & small rebalance

- Fixed a bug with the "Bury my in Crystals!" and "Illuminati" achievements.
- Lowered cost for the Light Cruicible recipe (Stakes: 15/min -> 7.5/min, Stone bricks: 20/min -> 10/min)
- New easier-to-set-up but less efficient recipe for the Light Cruicible.

Tower Factory OUT NOW!

Hello everyone!

After 1 year and 4 months of hard work, I can finally say that Tower Factory is OUT NOW!

New factory buildings, towers, upgrades, enemies, levels, and much more await you in the Early Access of Tower Factory. I hope you like it and enjoy the game!

In a few days, I'll publish a roadmap with my update plans for the coming months. There are still many things I'd like to add to Tower Factory, even though the core of the game is now available.

I want to thank everyone who has supported me, whether by playing the demo, giving feedback, or adding the game to your wishlist.

Best regards,
Gius Caminiti