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Endless Tactics News

EMERGENCY PATCH - Fixed engine-related hardlock (0.9.61.01)

First of all, my apologies to those who downloaded the last patch - due to the game's engine infamously rocky workflow regarding texture atlases, sometimes ghost .png references get left out in our game files, something that we're currently addressing via a custom plugin solution (which is sadly not perfect yet).

This is entirely my oversight however, and I will make absolutely sure to test builds more thoroughly before uploading from now on (regardless of how much I like shipping out fixes and improvements as soon as they're done).

This specific issue has just been fixed and the new patch uploaded. However, in case of any other issues, please let me know via our community tab and/or our Feedback Forms

Not all bad news though - this new patch (verify local files to force update if needed) also contains plenty of user-suggested changes (via our forms) regarding the tactical value of destroyable obstacles, which now, according to their appearance, have a small chance of dropping either Gold or Supplies! Amongst quite a few balancement reworks and improvements.

NOTE: the issue mentioned in the title was present in build 0.9.61.0 only (lasted roughly 2h)!

- the_procrastinator

Turn-Based Thursday Fest and The Apex Update! (0.9.60.00)

Yes, after a lot of work the Apex Update is finally here! I know this phrase is kind of old by now, but this is the single biggest Update made to Endless Tactics ever, and by far! Or rather, it’s a massive amalgam of features, improvements, and QOL changes that had been building up while I waited for the Apex Waves-related assets to be finished (though a few minor ones are still left to implement).

Since our attendance at Gamescom LATAM (in the Panorama Brazil section), we’ve gathered a massive laundry list of over 50 pieces of feedback — and every single one of them has now been addressed, along with many other small improvements I noticed while revisiting older parts of the game. At this point, we’re nearly done with the (already extended) polishing phase, and many of the new features now being implemented come straight from our post-launch roadmap. Besides all that, expect some UI bells and whistles in the very near future... Plus a few extra Drops, Items, Missions, Artifacts, and Upgrades even!



CHANGES
  • Apex Waves - 3 new Enemies from a brand new Enemy class, unique to each Planet! Meet the Swarm Queen (a fearsome Artillery Unit that lays Creature Eggs and Moves freely through ALL Corrupted Tiles), Burrowfang (a deadly sand worm that Tunnels through the map, Devouring all Units unfortunate enough to be within its maw's reach), and the Chimera Tank (a biomechanical walking fortress, that charges up extra Damage whenever it moves, and then Rams directly into nearby Units!)... They spawn during a dedicated wave, which triggers whenever you Escalate your Operation — adding new meaning, and more risk, to your rewards (which have also been generously increased).
  • Crimson Moon - Not to leave our beloved (and/or hated) Weather system behind - the Crimson Moon is, much akin to Acid Rain, an event that looms over the battlefield and then takes multiple Turns to leave it. While it's active, ALL Tiles will be treated as Corrupted, and ALL Creatures will also be able to walk on Water tiles (as they turn into literal Blood?)... They’ll also drown if they’re still standing there once it’s over!
  • Assist Options - Endless Tactics was always meant to be a more laid-back (or rather, an "easy to learn, hard to master") take on Turn-Based Tactics, however if you still feel like it's too hard or complicated at the moment, you can now simply toggle off some gameplay elements, or even simplify certain aspects of it like Enemy AI! Now of course, this isn’t just an “easy mode” update — you will earn less currency for each of these options you enable... So then you can just turn them off once you feel comfortable enough - or even combine them with Corrupted Upgrades for truly granular difficulty control (while also compensating for the Currency loss).
  • Tutorial Videos - Don’t like to read? Not a problem — the tutorial is no longer text-only and now features video popups, indicating exactly what and how to do whatever is necessary - bringing some much needed visualization to the earliest part of the learning curve, which was always, self-admittedly, particularly steep at the first few runs (amongst of course many many other improvements to the beginner UX).
  • So much QOL it'd simply not fit into this list - Overhauled Unit selection, Tiles highlighting, better Camera, more dynamic and less obtrusive Lighting, smarter Controls, better UI, better Tooltips, better previews, Fatigue indication, and the list goes on...
  • Secret Weather Event interactions - For all of them pretty much, find them out for yourself!
  • Major optimizations - Enemy AI, shaders, menus, camera, texture atlases, etc...
  • Secret Mechanics - Besides the forementioned Event interactions, many other secret little interactions have been added to mechanics such as Corruption-spread, Water Tiles, and Spawn-blocking!
  • Tons of major fixes - All previous softlocks, visual glitches, and similar (that I know of) have been thoroughly fixed!


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Most of the feedback gathered and addressed from our Reddit.

IMPORTANT NOTE: As previously noted, the Apex Update is still missing a few of its assets, such as SFX (for the Apex Units), a few VFX, some exclusive Drops, and UI Art! They’ll arrive soon — everything is already 100% functional and mechanically complete. Still, feel free to provide feedback and suggestions about other aspects like balance, scaling, and whatever else you can think of.

Feedback Form

- the_procrastinator

Lovecraftian Days and Yet Another BETA Mid-Update! (0.9.19.0)

While getting most of the work done for the upcoming Apex Update (all new Enemies, mechanics, and logic implemented), I've been also taking the chance to review a lot of the older portions of Endless Tactics, both by looking through the old code and watching playtesters experience it in bigger depth.

Think of this as less of a "patch notes"-post and more as a latent compilation of all the tons of stacked up changes and improvements up until now, to celebrate our entry at the Lovecraftian Days Fest. If you haven't already please wishlist! It really helps us!

CHANGES
  • Input-remapping - You heard that right! For both Controller and Mouse/Keyboard!
  • Reworked Enemy Units Selection - As in preparation for the Apex Update, you can now FINALLY preview Enemy Units' Specials individually (amongst a lot of other behind-the-curtains improvements).
  • Multithreading - Support for it for the vast majority of enemy AI calculations, besides tons of other optimizations (that can be greatly felt throughout the later Waves on large-scale Operations).
  • Major Fixes - Finally 100% fixed the old and longstanding soft-lock bug during enemy turns!
  • Controller QOL - Much more intuitive controller navigation and interface (based on playtesters' feedback)!
  • General visual improvements
  • Enemy AI Improvements - Better pathfinding, smarter decision-making, and more!
  • Improvements to Knockback Logic
  • Language Auto-detection, Tooltips Improvements, Better Lights, Better HUD, and much more!


Most of the feedback gathered and addressed from our Reddit.

IMPORTANT NOTE: As previously noted, there's been a lot of progress for the Apex Updates, and in terms of internal-logic, it's pretty much all finished! Once the assets are in, it should be (finally) released for testing! :)

Feedback Form

- the_procrastinator

Another BETA Mid-Update! (0.9.983)

As we finish wrapping up pretty much all loose ends, a lot of time was left for addressing even more user-feedback, amongst many many other QOL, Interface, and Balance improvements! Also including major revamps to the progression & beginner UX, such as new Missions, rewards, and similar!

Last but not least being Controller Support, which is fully done now ;) Needless to say, a very very requested feature (that was being worked on for quite a while).

CHANGES
  • Controller Support - Yup :) Including Vibration, and all of the expected bits of polish.
  • UI Reworks - Full shop rework, Artifacts Picker rework, Upgrades Menu improvements, Options/Missions/Artifacts Menu improvements, Improved Hover Panels, and tons of general UI tweaks.
  • Japanese Localization!
  • New SFX - Tons of new SFX, for both gameplay and UI!
  • Brand new Missions!
  • Countless Optimizations and fixes! Especially for the enemy AI.
  • Text Improvements - Tons of corrections and dialogue improvements!
  • Reworked Unit Bans!

Most of the feedback gathered and addressed from our Reddit and quite a few of the new playthroughs on Twitch and youtube I found (which I always watch). Our feedback forms (link below) are still active, so feel free to submit yours as well if anything comes to mind!

IMPORTANT NOTE: Endless Tactics is most likely releasing at the end of Q2 2025 due to some *additional* (highly user-requested) feature(s) coming for 1.0 which will be disclosed soon :)

Feedback Form

- the_procrastinator

The BETA Mid-Update! (0.9.93)

Yup, we finally hit BETA! ... Actually we did back in 0.9.9, but due to a particularly busy laundry-list of changes regarding User-Feedback, patchnotes were left for last, sadly (as always).

Expect even more fixes, QOL, and UI changes from now on - along with Controller Support, more Audio, Missions, Artifacts, Art tweaks, and Balance Changes... That's pretty much all that's left for now :)

CHANGES
  • Recoil Stat - Brand new officialized (former Special-Ability-exclusive) stat! Self-Explanatory, and with a few brand new Artifacts to go along with it.
  • MAJOR feedback-based QOL - After receiving quite a bit of detailed and extensive feedback, tons of changes have been made to both Unit-Selection, general interaction, and UI! Expect a significantly more responsive experience from now on! With new toggleable Options to go along with it, as always.
  • Major AI Improvements - Several improvements to enemy AI, including optimizations, fixes, and more!
  • Lots of New Art - A ton of new VFX and reworked assets. With an emphasis on visual-feedback, by now almost all of the necessary/finalized assets have been implemented!
  • Brand new Missions and Bounties!
  • A Metric Ton of Bugfixes and Optimizations! - Yes, including all kinds of ultra-specific soft-lock bugs.
  • Better Upgrades Menu - Better Camera, Scrolling, Selection, etc.
  • New Artifacts - Countless new Artifacts making use of all kinds of mechanics, to given even further depth to your endgame!
  • Reworked Main Menu - Including the long-postponed credits, and a more compact "Feedback" button.


Always keeping an eye on new feedback, so feel free to send more! The latest form answers have been greatly helping to shape the game into its finalized version, with many much needed touches already in!

IMPORTANT NOTE: Sadly due to some unexpected delays with the necessary assets in production, we're postponing the launch for mid January 2025. However, this should help me to get a more than comfortable time window to address even more of your last few criticisms/suggestions about the game:

Feedback Form

- the_procrastinator