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Tower Lab News

Community Playtest 1 Wrap-up!

[p]Thank you all so much for participating in our very first community playtest! We are genuinely blown away by the response. The amount of time you all put into writing up feedback, reporting bugs, and sharing your experiences with us has been incredible, and we couldn't be more grateful for this community's support and enthusiasm. Seriously, you're awesome.[/p][p][/p][h2]So... What's next?[/h2][p]Our goal is to release our official Steam demo early in 2026. In the meantime, we're excited to start implementing more community concepts and will be running additional community playtests to gather feedback on new content.[/p][p][/p][p]For Community Playtest 2, we'll be focusing on expanding the game in several key areas:[/p][p][/p][p]♾️ Endless Mode[/p][p]To really lean further into the roguelike nature of the game, we want to add an endless mode which spawns increasingly difficult waves of enemies, testing your defenses to their absolute limit. This mode will come with a leaderboard, allowing you to compete to discover the most powerful synergies.[/p][p][/p][p]🧲 New enemies[/p][p]We want to add more units with distinct strengths and weaknesses. One of our first tests will be metallic enemy types, such as significantly heavier units that can be pushed or pulled by magnetic towers, or copper enemies that force Tesla towers to target them before other units.[/p][p][/p][p]🗼 New towers[/p][p]We want to encourage creative contraptions as a core part of the game. To do that, we want to add new basic towers that focus on creating more meaningful interactions between towers. Instead of just adding more explosions, we want to keep expanding on the physics properties in the game. The first set of towers we're testing will relate to the magnetic enemies mentioned above.[/p][p][/p][p]🧰 New modules[/p][p]The playtest module pool was incredibly limited and will be expanded. Ultimately, we want the module pool to feel rich and diverse, leading to more truly unique strategies.[/p][p][/p][p]🪙 Shop redesign[/p][p]We'll be updating the shop with added features like shop cycling and card removal to provide more opportunities to target specific strategies (especially important as we add more content).[/p][p][/p][p]⚖️ Game balance[/p][p]You all did a phenomenal job exploring the available strategies in the game. One of our core goals with Tower Lab is to encourage combining towers by exploiting physics to really amplify their power. With the limited content in this playtest (and even more limited interactions), we haven't been able to fully test the deeper gameplay here yet. We want to make it so just putting a bunch of towers down facing the level won't be powerful enough to climb the leaderboard - the real power should come from creative combinations.[/p][p][/p][p]🛠️ Bug fixes and core design improvements[/p][p]We'll be working through many of the issues you have helped us identify, primarily:[/p]
  • [p]Enemies getting stuck on roofs/towers with no way down[/p]
  • [p]Enemies being able to sneak past towers due to limitations and a lack of control in the timing system[/p]
  • [p]General UI and aesthetic improvements (we're always iterating on these!)[/p]
[p][/p][p]📅 Future considerations[/p]
  • [p]New building types! We're evaluating adding Traps back into the game - buildings that can be placed on or replace platforms and other new types such as moving towers.[/p]
  • [p]Levels with unique mechanics like pressure plates that activate traps, moving platforms, or outright boss encounters[/p]
  • [p]Procedurally generated levels & map editor[/p]
[p][/p][p]Thank you for being part of this journey from the beginning! ❤️❤️❤️[/p]

Game Update! v0.0.2

[p]Hi, everyone![/p][p]Hope you are having a great week so far ☺️[/p][p]We’ve chosen this coming weekend to launch the first playtest on Steam. Any feedback and suggestions are welcome and highly valued![/p][p]This playtest will be available from October 24th to 26th, 2025 - a total of 3 days. It will be announced on our Discord when it is live![/p][p][/p][h2]So, what is included in this build?[/h2][p]Physics[/p]
  • [p]There is no traditional health/stat system here. Instead, you knock enemies off their paths. Thanks to gravity![/p]
  • [p]Many interaction types: Knockback, Scale, Orbit, Slow, Push, Bounce[/p]
  • [p]Grow or shrink enemies, projectiles, and objects. Change their weight and force. Take power and economy into YOUR control. 📈[/p]
  • [p]Knockback system with stability.[/p]
[p]Roguelite progression[/p]
  • [p]Replayable runs with a shop to enhance your equipment after every stage. 💰[/p]
  • [p]Modules: Purchasable items to enhance how towers work and alter other gameplay elements.[/p]
[p]Tower Defense[/p]
  • [p]​​10 Towers that behave completely differently. Most importantly, towers interact with each other. Build contraptions, think in blueprint creations. 🗼[/p]
  • [p]5 Levels that feature unique layouts and waves of enemies.[/p]
  • [p]Enemies spawn as swarms at different scale levels. (In this build, we only have 1 enemy type and 1 friendly unit type, but we are quickly expanding. Stay tuned)[/p]
[p]Deckbuilding[/p]
  • [p]Craft your deck with new cards from the shop.[/p]
  • [p]Synergize towers with modules to create distinct builds and unique runs. 💡[/p]
  • [p]Hand energy management system.[/p]
[p]Others:[/p]
  • [p]Discord and Steam Rich Presence[/p]
[p][/p][p]This build is a very early look at the game's work in progress, about 0.5 - 2 hours of gameplay content. If you like what you see, please add our game to your wishlist - it means the world to us.[/p][p]After this test ends, we’ll gather your feedback to refine, optimize the game and work on new levels, units, upgrades, and even Steam Workshop content.[/p][p](More Roadmap chat coming soon, stay posted.)[/p][p][/p][p]💌 Join our Discord to connect with other players and share your thoughts.[/p][p]discord.gg/kR89JQnxAw[/p][p]Bug reports and suggestions are always welcome! You can submit them via Discord or in our Community Hub:[/p][p]https://steamcommunity.com/app/3084810/discussions/[/p][p][/p][p][/p][p]Thank you so much for your support![/p][p]Devon & Xueer[/p]

Welcome, welcome, welcome ⚙️🔧

[p]Hi there! Welcome to our first devlog! It’s great to have you here 😊[/p][p][/p][p]It’s crazy to think that this was just a little jam entry a year ago. We picked it up again a few months later after discovering how much we enjoy the idea of expanding on it. The game has come so far already, and we’re only getting started! There are many more physics interactions, towers, and unit types we want to add. And this community suggests the wildest ideas to test.[/p][p][/p][p]We plan to post regular dev updates here on Steam. So follow us if you want to stay up to date and come say hi in the discussions! 👋[/p][p][/p][p]So, what’s the latest news?[/p][p]Two weeks ago, we ran our first proof of concept playtest with a small circle of players on itch. We kept it intentionally tiny so we could chat with everyone who played. The goal was to verify that the game’s concept is fun to play, and we got our answer: yes! 🥳[/p][p]Our next devlog will go into detail about all the features we have worked on for our next playtest. [/p][p][/p][p]Oh wait, we’d like to say hi ourselves first! We are two people and a dog here at Play Tug! Xueer codes, Devon arts, dog plays! We are working on this project in our spare time, but with whole-hearted passion. So thank you for your patience with our progress and for joining this journey![/p][p][/p][p]Welcome! 🩵[/p][p]Devon and Xueer[/p]