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Order Of The Gatekeepers News

Development Timelapse

I have all the old builds of the game since 2016 so I put together a little video showing how far the game has come.

Some of the stuff I don't even remember doing!

[previewyoutube][/previewyoutube]

Thanks to everyone so far who has given the game a chance!

-Jordan

New Targeting Algorithm!

Patch notes:
  • New smarter targeting algorithm for all normal tower attacks!
    Old System: Target enemies based on which are closest to their exit. This could lead to a case where enemies would just walk right by your defenses if another lane with a closer exit was keeping them occupied rather than splitting damage between the two.
    New System: Target enemies based on which are about to no longer be in range of any towers for the rest of their path. This algorithm considers an enemy about to escape the attack range of your Tower furthest down the lane as its highest priority.
  • Door of Janus towers can no longer provide each other with their Foreknowledge buff.
  • Fixed the mouse cursor being trapped in a tiny box on some users' first launch of the game.
  • Removed buildable space graphics from level 1 when you hold down the "Show Paths" hotkey as you cannot build on that stage.
  • Players can no longer select & ghost a Tower that they cannot build.
  • Increased performance of Shifter's Earthhammer & Sandball, the Birdhouse, Toolbot resurrection, Mole pathfinding, and Hybrid Artillery Minefield.
  • Prism Tower XP gained from having an orb pass through it increased from 5->10.
  • Prism Tower Orb damage gained from passing through a Tower increased from 15+0.5%->16+1%
  • Prism Tower Attack Speed buff from having an orb pass through it increased from 20->25, duration increased from 7.5->9s.
  • Threaded Hybrid Artillery's eligible mine spot calculation for very minor performance gain.
  • Slight performance improvements to Buff applications & reapplications in general.
  • Fixed Item Purchase & Tower Move Cost UI elements showing over HUD.
  • Added Camera Speed, Enable Edge Panning, & Invert Camera Grip options.
  • Allowed for camera zooming while in the shop.
  • Lowered audio volume & falloff distance for Cyclonus effects.

Small Patch for Small Bugs

Other than the spawning system winstate error due to threads things went pretty nicely.

Thanks to everyone out there giving this game a chance.

Here's a list of patch notes for the first day of release:
  • Temporal Repeater no longer removes autocast memory for targeted buffs.
  • Cardboard Boxes with Temporal Repeaters can no longer put two fulton balloons on the same enemy.
  • Enemies no longer become speedy gonzales if you hit the fast-forward hotkey during Dust's Microburst.
  • Fixed being unable to join a server after trying to join a server you were already on.
  • Fixed grammatical error on level 1.
  • Cactus Uproot cooldown decreased from 180->60s.
  • Fixed item presents causing nullref errors if they overlap on pickup.
  • Fixed inability to win games due to the creep spawning system having trouble counting after being threaded.

IT BEGINS

After four years of development and a lot of help from friends playtesting we're finally here.
Big thanks to Tim Rurkowski for the music as well as all my playtesting buddies.

Never even thought I'd finish this project but here it is.

Release day patch notes:
  • Fixed Minimap click & drag functionality
  • Fixed ultra-rare case where an enemy could become invincible after being frozen by a Snowman.
  • Fixed common particle issue on enemies where they could spawn with old particles still attached.
  • More Object Pooler optimizations.
  • Mana Motor gains XP for using its ability.
  • Regenerator Specialty no longer persists forever after being chosen once.
  • Cactus Uproot no longer puts the ability on cooldown & uses mana if an invalid tile is selected.

Final Development Update

Patch Notes:
  • Added smooth camera zoom.
  • Added undo/redo functionality to entity place, cut, paste, and delete actions in the Level Editor.
  • Fixed rare case where Attack Speed value could be so low the Tower would cease to function.
  • Fixed players receiving late join bonus items even after the map changes if they joined late on the previous match & never built a tower.
  • Added second radius marker to differentiate between attack & ability ranges.
  • Robots spawned by abilities no longer count towards the kill counter necessary to win a match.
  • Connection attempts will now fail after 15s of not receiving any information.