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Tower Dominion News

Tower Dominion is now available on mobile!

[h3]Commanders! 📢

We’re thrilled to share some exciting news today: We’re bringing Tower Dominion to mobile devices! 📲

Tower Dominion GO is now officially available on Apple’s App Store and on Google Play! 🍏🤖

Tower Dominion GO delivers a polished experience that is true to the spirit of the PC version, but revisited with dedicated menus, interface and controls, as well as smooth onboarding and mobile-specific features including a scoring system, a table of high-scores, and an all-new set of achievements. And it can be played anytime, anywhere while on the go!

We’ve created a dedicated channel on the game’s official Discord where you can post about any issues you’d encounter with the game, or if you have any suggestion and feedback to make.💭✅

We want to thank you for your continued support and enthusiasm for Tower Dominion. We can’t wait for you to start building your battlefield on the go, and see you post and brag about your high scores and achievements. 🎖️🫶

- The Tower Dominion dev team

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[/h3]

⚔️PATCH NOTE 1.64⚔️

[h3]Commanders! 🫡

🛰️ A new update deployment is now underway!

This one focuses on refining the battlefield: Smarter terrain generation, improved performance, and a more consistent tactical experience across operations.

🗺️ Some tile layouts have been updated, creating slightly longer paths that give you a bit more time to handle the Artronids, while also enhancing overall pathfinding performance.

⚙️ On top of that, several key defenses have been recalibrated, from Joint Operations and Miradors to heavy artillery, to create more balanced encounters and smoother coordination between units.

♾️ Endless mode has also been improved, with performance refinements and tuning aimed at making each run more seamless and rewarding.

🗨️These changes are the result of your continued feedback and field reports. We sincerely appreciate and thank you for your inputs and your dedication!

📜 Full patch details below:

Additions / Improvements:
- Attenuator and Amplifier targeting Advanced versions of a building now also affects the regular building type (aiming at an Advanced Mirador ban Miradors from reinforcements)
- Laethissia now stays on the field between waves and gets its own damage entry
- Each tank factory now displays the damage dealt by its own production
- Tanks produced by the HQ now display the correct HP

Balance Changes: ⚖️
- Joint Operations Center now spawns a max of 8 Assault Teams each wave
- Decreased Joint operations center cost from 700 to 650
- Increased Joint operations center - Aerial reconnaissance Recon production from 5 to 10
- Increased Storm Rifle M8 damage from 43 to 48 (Assault Teams & Scarlett's tigers)
- Modified Zone shape distribution, reducing the amount of isolated central islands
- The final wave foe of “Threat Majoris” now has Rear Guard
- Bryta’s nests no more count as an Entry Point
- Increased Durendal position - Flarium shells damage bonus from 225% to 275%
- Decreased Howitzer position - Long barrel cost from 2000 to 1500
- Kladen shell now deals same damage as its Durendal counterpart (50 instead of 45)
- Increased Plasma fence - Energizing counterfield HP bonus from 10% to 20%
- Decreased Air command - Topographical surveys cost from 550 to 350
- Decreased Mirador - Long barrels cost from 1100 to 950
- Increased Sanction cannon cost from 1250 to 1500
- Decreased Howitzer position - Shrapnel loader cost from 600 to 500
- Increased Retribution position - Interdiction protocol damage bonus from 50% to 75%
- Decreased Decimation position - High-grade explosives cost from 390 to 200

Bug fixes: 👾
- Fixed a localization issue on Supply reroute in non-English. It should read -10% Supply production instead of +10%.
- Fixed an issue displaying a Talon airship as a weapon for Iron Dragoons HQ
- Fixed an issue with Experimental xeno-amplifier - Cogno-analyzer giving only 20% Damage bonus instead of intended 50%
- Fixed an issue forbidding to close a path containing an Entry point with a Pit
- Fixed an issue in Endless, when Quit/Continue could reset the foes’ HP bonus
- Fixed a very rare case of Pit spawning out of sequence
- Fixed an edge case, when min range would be higher than max range, resulting in unexpected behavior
- Fixed an issue, allowing regular and endless foes to spawn from Bryta nests
- Fixed an issue of display, when too many Doctrines got acquired at the same time, resulting in a delay in refresh of the UI
- Fixed several scenarios in which Entry points of Pits were not detected as such[/h3]

NEW MONSTER PITS 👹🕳️

[h3]Commanders! 🫡

The wait is over. After weeks of work, we’re dropping a major update with two new bombshells that will shake up the battlefield! 💣💥

Monsters can now emerge from underground pits! 👹🕳️

Until now, dead ends would remain empty for the entirety of a game.

That's over now: when a dead end is created, it automatically fills with a monster pit! We’ve introduced more than a dozen unique pits with special powers for even more gameplay!

Two new buildings to bend luck in your favor! 🤞🍀

The amplifier and attenuator are making their debut in the game. With these special buildings, you can now make the appearance of a particular building more or less likely. Even more strategy and control in store for you, commander! 🔀

And with that comes a brand-new tool: live damage ranking. 📊✅

With this tool, one click is all it takes to see which towers are carrying your defense, and find the ones that are underperforming.

Full patch details below: ⬇️

Additions / Improvements:
- Foes Pits now appears when a path leads to a fully enclosed dead-end.
- Two new buildings, Attenuator and Amplifier, allow to influence the Reinforcement rewards
- New doctrines Attenuator deployment I&II, Amplifier deployment I&II, granting Attenuators and Amplifiers
- New platform shapes! Irregular platforms can be gained through doctrines, Pits and more.
- Damage display widget
- Grenadiers and tank leaving the battlefield by an Entry point are now fully respawned from HQ (no more damage loss)
- New doctrine Pit Surveillance
- New doctrine Atypical delivery
- Newly spawned Neutral buildings are glowing until next wave or activated
- It is now possible to click on elements while reviewing your final position in game over
- Random commander option now allows to specify a faction
- Add Disable Screenshake Option

Balance Changes: ⚖️
- Increased Epsilon Axiom HP bonus from 15% to 25%
- Decreased Imperial fervor bonus from 2% to 1%
- Omega emitter now gets +5% Damage each traveled square (resets each shot)
- Reworked Lieutenant Delven, now a specialist of Pits
- Super heavy pulse cannon - Overloading cells now gives +300% Damage instead of 600% but -does not cause a Reload speed malus
- Experimental heavy pulse - Focused energy now gives +300% Damage instead of 600% but does not cause a Reload speed malus
- Increased Experimental heavy pulse - Collective experiment rate of fire bonus from 10% to 25%

Bug fixes: 👾
- Fixed an issue removing Detection from buildings
- Fixed an issue giving a Zone impossible to place
- Fixed an issue with Lions of Ravelski resulting in a never ending wave with no foes
- Fixed an issue in Endless, triggering three reveals at once
- Fixed an issue sometimes removing Reload speed bonuses when upgrading to a new weapon
- Fixed a condition which caused progression loss in rare situations[/h3]

[h3]Here’s how to create a pit:[/h3]

⚔️PATCH NOTE 1.37⚔️

[h3]Commanders! 🫡

This update mostly brings performance improvements to the battlefield. ⚙️💥

We have dedicated our recent efforts to optimizing game performance:
✅ Fewer slowdowns
✅ Faster path calculation
✅ A much smoother Endless mode, even with massive enemy waves
✅ And most importantly: The speed-up option (speed x3) now works much more smoothly at all times, without affecting the effectiveness of your units in terms of targeting and damage.

As always, we have also taken the opportunity to fix a few bugs and fine-tune the balancing. ⚖️👾

Thank you for your patience and commitment. It's thanks to your support that we can continue to move the game in the right direction. 🫶 In fact, many of your comments have already been taken into account and incorporated into our ongoing improvements. 💭🛠️

Full patch details below:

Additions / Improvements:
- Specific Defeat screen for Endless mode

Balance Changes: ⚖️
- Increased Durendal position - Flarium shells damage bonus from 150% to 225%
- Increased Durendal position - Exposed elements damage bonus from 50% to 75%
- Increased Scout hideout expertise discovery from 5 to 10
- Increased Super heavy pulse defense expertise shield bonus from 10% to 15%
- Increased Electric arc cannon expertise shield bonus from 5% to 15%
- Decreased Electric arc cannon - Overheated charges cost from 700 to 550
- Decreased Sanction cannon - Flak shells cost from 800 to 750
- Decreased Omega emitter - Optimized coils cost from 450 to 325
- Minor balancing changes for Endless mode above wave 60

Bug fixes: 👾
- Fixed an issue with Imperial Barracks not giving damage bonus while adjacent to HQ
- Fixed an issue with Bastion Efficiency II not being acquirable
- Fixed an issue with having lower damage while having low FPS or during Speed-Up
- Fixed an issue with long Foe spawn times during late game play[/h3]

⚔️PATCH NOTE 1.31⚔️

[h3]On All (Battle)Fronts! 🫡

The battle on multiple fronts is still raging: Commanders have often relied on drawing the enemy into a single kill zone. Now, with this update, a new era is coming: Defending across several fronts becomes just as viable, opening the door to new strategies and more dynamic gameplay. 🗺️

Each faction has received a major boost to help them handle pressure from all sides, and we’ll continue refining this feature so that every approach feels rewarding, whether through new mechanics, balance changes, or other improvements. 🎯🛡️

You’ll also notice UI upgrades, including a brand new counter for Fronts and Entry Points. And of course, a round of bug fixes to keep things running smoothly. ⚙️

Full patch details below:

Additions / Improvements:
- UI now displays Battlefront and Entry points counts (Glossary removed from the pause menu and added directly to the new in-game UI widget, as tooltips)
- Alpha Lecos enemy now has a different model than the regular Lecos
- Steel factory’s colors changed to be more easily distinguishable from Advanced Steel factory

Balance Changes: ⚖️
- Officers Quarters - Underground train now reads “HQ +1 Range per Battlefront”
- Officers Quarters - Company bugler now reads “Infantry HP increase by 40 per Battlefront”
- Imperial Stronghold - Underground garage now reads “Each wave, spawns 1 Tank Auctoritas per Battlefront. Then 1 every 10 sec”
- Barricade - Reinforced frame now reads “+125% HP, +25% per Battlefront”
- Increased Commissar Anysia’s Grenadier production from every other wave to each wave
- Threxid now has Overwatch power, increasing reroll costs by 250
- Decreased Medacris HP from 300 to 280

Bug fixes: 👾
- Fixed a visual issue, displaying buildings merged with platforms
- Fixed an issue with Reload Speed on Super Heavy Pulse Cannon[/h3]