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Order Of The Gatekeepers News

More Balancing!

Following the change yesterday where Invisible enemies could be seen from half-distance it became clear it's not the best way to address that specialty.

I have reverted that change but now have added more options to detecting invisible enemies.

Patch Notes:
  • Invisible enemies can not be targeted by Towers that do not have Truesight.
  • Monocle is now an Active Item, on cast it provides 10 seconds of Truesight.
  • Telescope is now an Active Item, on cast it provides 10 seconds of Truesight.
  • Sharpshooter's Spot is now an Active Item, on cast it provides 10 seconds of Truesight to all nearby Towers.

Hopefully these tweaks can make Invis waves feel a bit less cheesy.

Difficulty Scaling Changes

After getting some feedback on how the game can feel for new players I have made some modifications to how the game changes with your difficulty selection.

Difficulty Changes:
  • Easy: AoE experience is now provided. When a Tower destroys an enemy, all Towers within a 3 square radius receive 35% of the XP that Tower received.
  • Easy: Delay between waves as the game progresses from 12.5s->10s to 37.5->30s.
  • Easy: Ethereal enemies damage taken from normal tower attacks from 0->40%.

  • Normal: AoE experience is now provided. When a Tower destroys an enemy, all Towers within a 3 square radius receive 20% of the XP that Tower received.
  • Normal: Delay from 12.5s->10s to 25s->20s.
  • Normal: Ethereal enemies damage taken from normal tower attacks from 0->25%.

  • Hard: Delay from 12.5s->10s to 17s->13.5s.
  • Hard: Ethereal enemies damage taken from normal tower attacks from 0->15%.

  • Serious Difficulty has been left unchanged.
  • Invisible units can now be seen from half a Tower's current Attack Range or Ability Cast Radius.


I hope this makes it easier to hop into the game and learn the ropes. If you guys have any feedback or tweaks you would suggest please let me know. I'm always willing to update the game based on your feedback.

Small Fixes

After an eternity of never knowing why once in a blue moon people would end up with negative mana on their Towers I finally figured out how to reproduce it.

Turns out when a Tower had a Timed Buff applied to it and then that Tower was moved it would remove the Buff's stats from the Tower on move and then again when the buff's natural duration finished.

So for the two people that had negative mana regen what was happening was a double-removal of the Generator's buff which gave them -300% mana regen permanently.

I fixed the bug but then realized there's no harm to letting Towers carry their timed buffs with them after moving so I have allowed that as well. You could consider it a tiny buff to the Cactus I guess.

Patch Notes:
  • Fixed Timed Buffs removing their stats from Towers twice if the Tower was moved while they were active.
  • Timed Buffs from other Towers no longer get removed when you move the Tower being buffed.

New Artifact Item!

While versus mode continues being tested, I thought I'd hand out some goodies in the meantime.

Patch Notes:
  • Fixed being able to gain mana during the use of the Inhibitor.
  • Added "The Decelerator" as an Artifact item!
    • On cast slows all enemies that were damaged by this Tower in the past few seconds.
    • Passively slows enemies directly targeted by this Tower's Abilities.
  • Oven Sizzle stacks applied per second from 4->1.
  • Oven Sizzle stacks limit from 15->20.
  • Fixed Cardboard Box Tranquilizers only applying their slow after the first tick.
  • Fixed the targeting algorithm in levels with lots of elevation changes.
  • Added string for Inhibitor Buff.
  • Added "Buff Stats" & "Debuff Stats" to all items to disambiguate what stats are for the items themselves & the effects they provide.

Versus Mode Beta!

The Versus Mode appears stable from internal testing but I always seem to mess something up so right now I'm running it as a beta.

To opt into the beta right click on the game in your Steam library and go to "Properties->Betas" and choose "Versus."

This lets you host Lobbies in Versus Mode, a gamemode where you need to balance your spending between offensive and defensive purchases. Is the best offense a really good defense or will it be too tempting to send a 75% magic resist Ethereal wave at your friend?

If anyone finds any bugs don't be shy posting them to the Steam discussions.