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Endless Tactics News

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

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/