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Endless Tactics News

Endless Tactics is part of the Turn-Based RPG Fest!


In celebration of the Turn-Based RPG Fest we've dropped a new demo update tons of quality of life features, updated art, and new some additional content.

Be sure to check out the game and wishlist!


https://store.steampowered.com/app/2873070/Endless_Tactics/

The Overgrown Mid-Update! (0.9.35)

To follow up the focus on polish and tying up loose ends of The Cleansing Update, The Overgrown Update brings a wide array of overhauls and extensions to already existing mechanics and gameplay systems! A big highlight goes to the users and testers' recent feedback, which has helped me to better assess what exactly were the weak and/or missing pieces of Endless Tactics's gameplay loop. Yes, there's only .35 worth of version in here, although due to how the speed of development has been recently picking up as we approach the finish line, this mid-mid-Update is, content-wise, bigger than even a lot of the earlier major versions.



CHANGES

  • Turrets - Yes, that's right, a brand new class of Units was just added, including 4 variants for you to pick from: Cannon Turret, Rocket Launcher Turret, Artillery Turret, and Machine Gun Turret! With new Dialogue, Upgrades, and interactions to let you make the most out of them.
  • Overgrown Planet - The third and final Operation is here! Featuring unique mechanics, palette variants, unique Events, and more! Available for the owners of the full-game only, as with Operation 2 and Artifacts.
  • Overhauled Map Generation - Map Generation reworked from scratch - More efficient, less prone to "mistakes", better terrain randomization, support for extra layers, and more!
  • Small Obstacles are now destroyable! - One minor but also infuriating "obstacle" for many players, now completely gone! With the improved Map Generation to properly accommodate for it.
  • Reworked Waves System - Less dead-turns, new Upgrades, Nest Surge preview, better wave logic, etc... All to make the game more dynamic than ever.
  • UI/UX Improvements - Due to, once again, a lot of new user and testers' feedback, I've been able to nail down a lot of the major pain points of the previous UI, and they've been entirely reworked, along with a lot of the new player progression, Missions, Balance, and more!
  • Treadmill Passive - Tanks were lacking a purpose - now they aren't anymore! Besides being generously buffed, they now Cleanse every single Corrupted Tile on their way! All player Tanks now come with the unique Treadmill Passive pre-installed!
  • Armor piercing STAT - as the same applied for anti-tank-cannons, its just received access to a brand new powerful stat! Units with Armor Piercing ignore ALL Armor from their foes!
  • Countless fixes and optimizations.
  • Several new Art assets - Turrets, Shields, Mech Specials, Drops, and the list goes on!



As we approach the launch window, I'm keeping an extra eye opened for player feedback and general suggestions, so now's the time if you have any! Been quickly addressing lots of it recently, and so far it's been a major help give Endless Tactics's gameplay loop its last bits of missing juice.

For any suggestions, feedback, or bugs please use the form below, post in the discord, or use the Steam forums. Thanks!

Feedback Form

The Cleansing Update! (0.9.0)

As the launch time window approaches, here comes, even though not as big as the previous ones in terms of content, a very necessary Update nonetheless. In the Cleansing Update, I've decided to address all of the last remaining major hurdles, so that the .1 of development can be entirely focused on polishing, addressing feedback, and filling in the last visual (and sonoral) gaps of Endless Tactics! Yes, including the long due addition of Operation 3, which is coming soon - along with the full version of the game.



CHANGES

  • Options Menu - Tweak and toggle everything you can imagine, from the basics such as Resolution, Window Mode, to even several gameplay elements like the Grid X-Ray, Screen Shake, Confirmation Prompts, and much more!
  • Swarm Event - New unique Event. For every Corrupted Tile in the battlefield, there's a small chance of spawning an Enemy Egg! So now more than ever, be sure to Cleanse them all before it's too late.
  • Reworked Corruption Spread - As the name says, the spread logic has been vastly improved with the use of an improved flood-filling algorithm and actual pathfinding! Also now making it much fairer on the case you decide to trim out some Nest-spawned Corruption, as it'll now gradually regenerate rather than all at once like before.
  • Screen Transitions.
  • Steam Integration - Steam Clouds, Demo detection, and more!
  • Major Optimizations.
  • Better Corruption Cleansing - Targeting logic for Corrupted Tiles is now much more intuitive! To counteract the new changes applied to Corruption, it is now also much easier to get rid of!
  • Addressed User-Feedback - Several major and minor playtester complaints addressed, more to follow!
  • Reworked Wave Spawn - On the topic of User Feedback, here's a major change; now before Nests Surge, the player will be able to preemptively position around their predefined spawn points or even block them from surging! Also including major improvements to Wave pacing, and thus a huge reduction to Dead Turns.
  • Reworked New Player UX - Brand new Trial Run to directly guide new players into unlocking the game's core features as quickly as possible, also based on playtester feedback!
  • Better Upgrades Menu - Rebalanced several Upgrades and reworked how the toggle system works so that it can create much more interesting choices for the player.
  • Reworked Hover Panels.
  • Improved Menus.
  • Special Ability Damage Scaling - Now they don't get left out for the late game anymore!
  • Grid Logic Improvements.
  • Several balance Changes.
  • Terrain Move Costs - Brand new system for terrain move costs, which is going to be used quite extensively for Operation 3, and already is by the Water Tiles in the previous one.



For any suggestions, feedback, or bugs please use the form below, post in the discord, or use the Steam forums. Thanks!

Feedback Form

Endless Tactics is Part of the Tower Defense Fest!


In celebration of the Tower Defense Fest we've dropped a new demo update tons of quality of life features, updated art, and new some additional content. Be sure to check out the game and wishlist!


https://store.steampowered.com/app/2873070/Endless_Tactics/

The Environmental Mid-Update! (0.8.5)

Despite the name, for the 5th or so time in a row, this is the biggest Update yet! Not technically this time, but in terms of actual content... Amongst the vast amounts of new features and interactions, there are several major feedback-based UI and UX improvements!



CHANGES

  • Brand new Desert Planet! Unlock it after beating Operation 1's main Mission! New Hazards, exclusive Artifacts, Events, and more to uncover!
  • ALL maps are now 100% procedurally generated! Making use of pathfinding algorithms and several safety-measures to make them all fair and with enough space to fight your battles!
  • Water! A new strategic advantage to make use of with your Mechs - push non-Amphibian Units into it for easy kills as well. Featuring plenty of VFX and Shaders written from scratch to go hand in hand with the minimalistic aesthetic of the game.
  • Brand new Intro sequence for ALL Operations! Watch MechTek's finest Cargo Ship strike the whole battlefield clean of Corruption so you can set up your Mining Operation with complete safety.
  • New Acid Rain Event (Operation 1 exclusive)! Along with a whole new system for Event Buffs/Debuffs, brand new Events Panel UI, and a brand new Legendary Artifact that makes them all even more of a threat!
  • Countless UI improvements and reworks.
  • Lots of new Art, Particles, and brand new Unit designs!
  • Several major visual improvements!
  • Multiple new Artifacts!
  • New Upgrades.
  • Countless bug fixes.
  • Upgrade Menu improvements.
  • ... And even more!


Dev Notes: In trade of dropping Orbital Anomalies off the launch Roadmap, here are several features that weren't even planned to be included before! And, according to both my overview and the vast majority of user-feedback (google forms), much more important ones to have. A very major step to give the Endless Tactics the final bits of extra spice, necessary for its much apriced replayability aspect. Proc-gen maps, especially, were always a huge hurdle I was afraid of overcoming (and thus breaking several gameplay aspects)... thankfully, with the proper safety-measures and very customizable ratios for each Terrain, it turned out to be a vast vast improvement to the overall enjoyability of the "grind", so to say.

For any suggestions, feedback, or bugs please use the form below, post in the discord, or use the Steam forums. Thanks!

Feedback Form