Progress Update - A bunch of new things!
[p]Hi, everyone![/p][p]We hope you had a wonderful holiday season! We've been hard at work throughout the break, and Community Playtest 2 has been invaluable in shaping the demo. Here's a summary of what we've accomplished over the past couple weeks.[/p][p][/p][h2]Deckbuilding System Overhaul[/h2][p]The core deckbuilding loop has received major upgrades:[/p]
[/p][p][/p][h2]New Enemy Types[/h2][p]We've introduced three new enemy types that demand different strategic approaches:[/p][p]Copper - Extremely heavy units that attract and are more vulnerable to electrical effects. Tesla Tower deals 3x knockback against Copper enemies, making it a hard counter.[/p][p]Rubber - Takes significantly reduced knockback from electrical effects and prevents chain lightning from branching through it. Forces you to rethink pure electrical builds.[/p][p]Iron - Heavy units affected by magnetic forces. Magnetism interactions are still work-in-progress, but these heavier enemies require more knockback to move.[/p][p]These enemy types now appear throughout Stages 3-5, adding variety to wave compositions. Wave tooltips now specify which enemy types are coming so you can plan accordingly.[/p][p]We're also experimenting with aesthetic shells on enemy units - colored bands that communicate functionality at a glance, like polarity on magnetic units. Basic enemies without special behaviors don't have these to keep the visual language clear.[/p][p]With the introduction of these new enemy types, the game is now significantly more challenging and rewards combining different towers to handle varied threats. Spamming a single tower type is significantly less viable now![/p][p]
[/p][h2]Tower Changes[/h2][p]Volume-Based Detection - Towers that affect a volume (Fan, Speed, etc.) now use a new attack pattern that actively detects enemies rather than relying purely on time-based activation. These towers should feel significantly more responsive and reliable.[/p][p]Deflector Tower Rework - The Deflector Tower now features a single adjustable panel instead of four. You can control the angle of the panel to create bouncy contraptions and redirect projectiles with precision.[/p][p]
[/p][h2]Module Updates[/h2]
[/p][p][/p][h2]Endless Mode[/h2][p]Endless Mode is now available! After completing the final stage, you'll transition into an endless gauntlet where waves scale aggressively over time. How long can you survive?[/p]
[/p][p][/p][h2]Shield & Energy Rework[/h2][p]We've simplified the shield system:[/p]
[/p][p][/p][p][/p][h2]Thank You! ❤️[/h2][p]This playtest has generated incredible feedback, and we're grateful to everyone who has jumped in and shared their thoughts.[/p][p][/p][p]💌 Join our Discord to connect with other players and share your thoughts.[/p][p]Bug reports and suggestions are always welcome! You can submit them via Discord or in our Community Hub.[/p][p][/p][p]Thank you for being part of Tower Lab's journey![/p][p]Devon & Xueer[/p]
- [p]Card Removal and Rerolls are now available in the Shop[/p]
- [p]New Deckbuilding UI showing your Draw Pile, Discard Pile, and full Deck at a glance[/p]
- [p]Randomized starting decks for more varied runs[/p]
- [p]New modules - We've expanded the tower-based Module pool and have added a brand new set of economy focused modules[/p]
- [p]Module Rarity tiers now differentiate module power levels and likeliness to appear in the shop[/p]
- [p]Stackable Modules - Purchasing duplicates of a module now properly increases its effect[/p]
- [p]Smarter Shop filtering - The shop now only contains modules for towers you currently own, reducing clutter and making choices more meaningful[/p]
- [p]New icons - All module icons have been updated to be more intuitive and recognizable[/p]
- [p]Shop access every 5 waves - Continue building your deck throughout the endless run[/p]
- [p]All enemy types in rotation - Expect the full variety of threats[/p]
- [p]Aggressive scaling - Enemy mass increases over time, demanding stronger setups[/p]
- [p]Removed the max shield concept entirely - shields now display as a simple label like Matter[/p]
- [p]Unused energy now converts to shield at the end of each wave, rewarding efficient play[/p]
- [p]Wave speed memory setting - Choose whether your preferred speed resets per-wave, per-stage, per-run, or persists forever[/p]
- [p]Tower cooldown pattern UI on hover[/p]
- [p]Stage progress UI on game mode selection with preview tooltips[/p]
- [p]Wave tooltips now specify enemy types[/p]
- [p]Ultrawide resolution support[/p]