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Endless Tactics News

The NEXT Mid-Update! (0.9.65)

As we advance through Next Festival, I've been getting a lot of player feedback and suggestions through our Feedback Forms - and am already almost done on addressing *all* of them (minus of course, certain unviable resource/budget-wise suggestions)!

Besides that, many of the last few major hurdles have just squashed, and as we approach launch even further, the final pieces will be finally put in place as well (eg.: Gamepad Support, the rest of the SFX, reworked VFX/particles, and more).

CHANGES
  • Sound Effects - the first few SFX are finally in! AKA most of the Units', plus a dedicated volume slider for it, and lots of other behind-the-curtains systems to support a much quicker implementation of the next ones.
  • Controls Menu - the finalized Controls menu is here! With an dynamic list of all in-game controls + detailed descriptions for each and all their respective uses. Key-rebinding control was already taken into account when designing this system, so it should, worst case scenario, come right after launch as a patch :)
  • Move-Attack-Previews - this long requested QOL is also finally here! With dynamic damage and knockback pre-calculations, and much more. With greatly improved readability for range displays to go along with it.
  • Reworked UI - Reworked the whole Main Menu, and many other elements of the game's UI, including major usability improvements for the Hover Panel and Upgrades Menu.
  • New Unlock Popups - Given how Endless Tactics' progression is reliant on Mission-based Unlocks, there are now Popups to accurately notify you every time you get access to a new gameplay element or feature! Greatly improving the beginner-UX with satisfying feedback for it.
  • Several Bug-fixes - Tons of major and minor bugs fixed, gameplay-breaking and non-gameplay breaking.
  • Enemy Spawn Preview - Another user-requested one: Hover Nests to see their next Enemy Spawn in queue!
  • Post-Wave refresh - Player Units now refresh their ACTIONS and MOVES right after you clear an Enemy Wave, as suggested by a playtester; giving the player a much fairer change to prepare for their next foes.
  • Dialogue Revisions - Several corrections and improvements to Dialogue, including better clarity, more accurate descriptions, and better word choice!


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!

Feedback Form

Endless Tactics is in Steam Next Fest!

Endless Tactics is part of Steam Next Fest and we have a new demo update, featuring tons of QOL, new art, feedback-based improvements, UI reworks, and new some additional content!

Be sure to check out the game and wishlist it!


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

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