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Order Of The Gatekeepers News

New Specialty

Did a couple multiplayer tests and a lot of internal testing to make sure I didn't break any important systems. Everything seems good so I'm merging the new changes to the main build!

Patch Notes:
  • Added Stockpile Specialty, Towers built with this Specialty gain an additional Item Slot!
  • Stockpile Specialty gained from completing Singleplayer level 6, all other specialties require one less level to unlock. For anyone who has already completed level 6 they will unlock this Specialty automatically upon starting the game.
  • Presents can now spawn beyond wave 50 for endless mode.
  • Fixed Steam Rich Presence reporting the wrong difficulty for the host player in their friends list.
  • Stun Immune & Slow Immune waves added to Serious Difficulty.
  • Removed 'None' Specialty option.
  • Fixed "STRING MISSING!" showing on the bottom of the Ash of the Scholar tooltip.

New Towers are the next big thing, just a bit time consuming. I'll have some teasers hopefully soon!

New Beta Build

I've been working on a few things that will require some testing so for a little bit I'll be putting all the new changes into a Steam beta.

You can opt into the beta by right clicking the game in your Steam library, clicking 'Properties,' and going to the 'Betas' tab.

What's in the Beta so far?:
  • Added Stockpile Specialty, Towers built with this Specialty gain an additional Item Slot!
  • Stockpile Specialty gained from completing Singleplayer level 6, all other specialties require one less level to unlock. For anyone who has already completed level 6 they will unlock this Specialty automatically upon starting the game.
  • Presents can now spawn beyond wave 50 for endless mode.
  • Fixed Steam Rich Presence reporting the wrong difficulty for the host player in their friends list.
  • Stun Immune & Slow Immune waves added to Serious Difficulty.
  • Removed 'None' Specialty option.

Some of these changes required a lot of stable code to be touched so I'm being cautious and making sure they're all tested and working before I put it on the main branch. I wanted everyone to be able to try out the new Specialty though which is why I've made the beta public for you all.

I don't think there are any bugs with it but I've been wrong before! Have fun everyone.

Weekly Patch

Patch Notes:
  • Fixed Ash of the Scholar & Scholar's Last Lecture items not providing experience to nearby towers after being moved from the tower they were purchased on.
  • Telescope, Monocle & Sharpshooter's Spot autocast radius increased from 500->600.
  • Fireball Concentration mana cost from 3.5+0.1/Lvl->3.5+0.15/Lvl.
  • Time Machine Relativity max slow from 40+0.2%/Lvl->25+0.2%/Lvl.
  • Towers that reach max level no longer show the XP required to reach it in the level tooltip, instead it will show "Max Level!"
  • Fixed issue with selling a tower that was currently applying a long duration debuff on an enemy.
  • Fixed a crash players could cause by having a timed buff constantly refresh and never expire on their tower for an hour or so before ultimately having the main buff stack expire. (It took me a while to even figure out what was going on here but rejoice Endless Mode players with 5 of the same buff constantly casting on a single tower.)

Small Patch

Patch Notes:
  • Vacuum Turbocharge duration no longer increased by Buff Duration Increases.
  • Cleaned up Capacitor Discharge Aura Tooltip.
  • Updated Singleplayer level dialogue to include new items & changes to existing items.
  • Invigorator Buff now has a maximum stack count of 5.
  • Invigorator Buff can now be Supercharged.
  • Prism Network Buff can now be Supercharged.
  • Tower build tooltip now notes the stats different than the default values all Towers inherit.
  • Fixed Active Items being able to autocast even after being removed.
  • Polished level 6, added more buildable space.
  • Added a double check to specialty unlocking to make sure players get their new specialties.
  • Added a check whenever a user loads the game to unlock all the specialties they should have based on levels completed just in case.

April Content Update

Over the past month the game has received a lot of little QoL changes and balancing so to even that out a bit here's some fresh content. Gonna start thinking about what to work on next but I'm really happy with how the game feels now.

Plenty of optimizations for everyone, mostly to help low-end hardware as well as long Endless Mode matches.

Patch Notes:
  • Added Riverbend, Defroster, & Tracker Levels for Singleplayer & Multiplayer Co-Op!
  • Added 5 New Achievements!
  • Delay before spawning next wave coming from a challenge wave increased from 50->60s.
  • Black Hole Insatiable Mass mana cost from 7.5-0.1/Lvl->7.5.
  • Added a line to the Tower Kills/XP tooltip showing which player built that Tower.
  • Fixed an issue where players could not pick up a present that was placed directly on top of another present after picking up the first.
  • Presents will now continue to spawn after wave 50 in endless mode.
  • Endless Mode now has additional Challenge Waves throughout.
  • Players can now sell items that they own regardless of which player's tower they end up on.
  • Item sell sound will no longer play if you try to sell an item you don't own.
  • Optimized deferred decal based effects such as explosion craters, would become an issue during ultra-lategame such as endless mode.
  • Optimized Tower variable networking code reducing the number of operations needed to set a variable as ready to send to clients.
  • Optimized Debuff Manager code to use less operations to apply & remove debuffs.
  • Optimized Corpse Flower damage over time application code.
  • Optimized the new targeting system to recalculate the effective exits once at the end of the current frame when needed. Previously if multiple towers received a change in attack range simultaneously, such as from the Wind Current Aura levelling up, it would recalculate all the targeting zones on the map once for each tower. Now it will note when any number have changed, wait until the frame finishes, and calculate the targeting zones once.
  • Fixed an issue where Towers could not finish rising from the ground if a user alt-tabbed to/from the game while they were spawning.
  • Updated all water effects to fit the game's style better.
  • Map Preview Images are now set to their full resolution regardless of Quality Settings.