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Cyber Tile News

Visual Update & New Upgrade

[h2]Exciting Visual Update Now Live![/h2]

I'm thrilled to share the latest update, which brings some fantastic visual enhancements and new gameplay mechanics to the table!

[h2]Visual Upgrades:[/h2]

Tile Lighting: Tiles now light up dynamically depending on whether an enemy or player is standing on them, making it easier to track movements.
Skill Indicators: When hovering over a skill, the target tiles now light up, so you always know where your abilities will land.
Environment Animations: Areas have received a fresh visual update with new animations, making the world more immersive.
Main Menu: The main menu has been completely revamped with sleek new animations for a more polished experience.
Aspect Ratio: The game now playable on ultra wide monitors as well!

[h2]Gameplay Enhancements:[/h2]

New Damage Type - Electric: A new damage type, Electric damage, has been introduced! When an enemy is struck, the electric damage chains to nearby foes, dealing damage to multiple enemies at once. Upgrade Shop: The upgrade shop now offers damage type upgrades, including Bleed, Poison, and Electric. Currently, skills can only be upgraded with one damage type at a time, adding a strategic layer to your choices.

[h2]Bug Fixes:[/h2]

Fixed an issue where skill cooldowns would randomly reset to their original values.
Resolved a bug that allowed players to use skills outside of their turn.
Various minor bug fixes and polish to improve overall gameplay.

New Difficulties Update

I'm excited to announce a new update that introduces difficulty levels!

[h2]How it works[/h2]

Everyone starts at the "Apprentice" difficulty.
Completing the demo will now unlock the next difficulty tier.

[h2]The Difficulty Levels:[/h2]

Apprentice: Most enemies have their passives disabled.
Specialist: Some enemies have more health, and most passives are enabled.
Operative: Player health is reduced. Even tougher enemies with amplified passives.
Secret Difficulty: Can you reach it?

[h2]Bug Fixes:[/h2]

Resolved issues with wave spawning that caused players to get stuck.
Fixed the timer bug to display the correct run time.
Addressed problems with damage over time effects not working properly.
Corrected the issue of players starting with more skills than intended.

[h2]Polish and Improvements:[/h2]

Various minor polishes to enhance gameplay.

New Shop and Potion

I am excited to announce that the demo has just been updated with some fantastic new features and improvements!

New Potion: Introducing "Lightning in a Bottle" - this new potion stuns every enemy for 1 round when used.



New Shop: The Potion Shop is now open! You can purchase a variety of potions here. Additionally, you can now sell your potions in the shop area.



Excess Potions: Any potions dropped that don't fit in your inventory will now be converted to gold on the spot. Note that this conversion yields slightly less gold than selling the potion directly.

Gameplay Changes:

The next wave of enemies will spawn after a few turns if there's space for them, eliminating stalling tactics.
Balancing Updates: The demo boss can now summon Blade Masters.
The Keen Observer passive has been changed. Instead of granting 1 action, it now grants 1 damage when triggered.
Quality of Life: You can now drink health potions whenever you want.

Bugfixes:

Fixed an issue where the player could sometimes get stuck.

Try out these new features and let us know what you think! Your feedback is invaluable in shaping the future of the game.

Cyber Tile demo is available now!

I'm happy to announce that the demo version of the game is available to try!

There's a lot more coming in the full version, including additional maps, skills, enemies, perks, potions and much more!

To stay updated, add the game to your Wishlist or join our Discord community.

Your feedback is invaluable, and I am committed to developing the game with your input. Become a part of our community and help shape the future of this game!