1. Order Of The Gatekeepers
  2. News

Order Of The Gatekeepers News

Development Update

Patch Notes:
  • Performance improvements to Hotkey manager.
  • Significantly optimized Corpse Flower Plague Swarm logic.
  • Fixed Tower move cost text, it was missing since the UI got optimized.
  • Buff Bar can now show two rows of buffs simultaneously.
  • Fixed UI tooltips going to too many decimal places for certain values.
  • APCs can be turned into gigantic washing machines.
  • Black Hole's Insatiable Mass toggle now gains damage from Rolling Dearth & Toolbots properly.
  • Reconnects & Late Joins finally properly synchronize robot pathing.
  • Show Paths hotkey now shows buildable space as well.
  • Fixed counter for tower limit not lowering when a tower is sold.
  • Optimized all instances of the Distortion shader to use a single shader pass. This makes builds like 80 Cosmic Entities, Fireballs, or custom maps with lots of Support Structures not lag the game by overloading the GPU. This grab pass is also shared with Invisible enemies.
  • Fast-forwarding the game stops when a player joins to prevent desync issues.
  • People you play with now get added to your Steam "Recently Played With" list.

Development Update

Patch Notes:
  • Sanitized cheat code inputs and made all cheats work for everyone instead of just the hosting player.
  • Made reconnect dialog only appear for clients that disconnect or if the lobby exists when starting the game.
  • Added maxplayers to Players heading in the server browser, shows "x/y" now instead of just "x".
  • Clamped maxplayers value in Create Server Dialog to reflect actual limits & disallow impossible values.
  • Locked mouse cursor to game window. Makes edge-panning a lot less frustrating to use.
  • Added "Join Game" functionality to friends list.
  • Separated Tower Experience into real & bonus XP.
  • Door of Janus' Foreknowledge Aura now provides bonus XP.
  • Tower Sell Gold is now based on the real XP of the Tower.
  • Tower Sell Price tooltip now reflects whether the match has started.

Development Update

One week left until release! Here's the changes from the past few days:
  • Reduced profile permanent stat boosts.
  • Fixed Soul Harvester providing mana from deaths globally instead of only within its radius.
  • Fixed Splash Damage Radius visual being far too large in some circumstances.
  • New explosion effect & audio for Hybrid Artillery attacks with slight performance improvements.
  • Fixed Items sometimes not being castable directly after acquiring on clients.
  • Fixed clients not being able to purchase an Artifact Item outright if they had an Artifact & the gold. Previously clients had to make Artifact Items by having all the components in their Tower's inventory.
  • Fixed "Maps Completed" stat in Profile.
  • Fixed APCs spawning enemies too high when on sloped surfaces.
  • Fixed more desync issues related to late joins/reconnects.
  • Washing machines now have a death animation.
  • Washing machines disappear if the enemy dies in a way that causes gibbing.
  • Jet Haste Passive mana cost from 1.45->2 mana per attack.
  • Added "PRE-GAME JOINS ONLY" toggle to server creation dialog. When enabled players may only join the match during the pre-game build phase.
  • Added reconnect dialog for players that disconnect, persists even after crashing.
  • Fixed HUD UI sorting order to prevent rare cases where certain elements would overlap things they weren't supposed to.

Development Update

Gettin down the wire now, game should be pretty much perfect now minus a couple bugs here and there.

Patch Notes:
  • Shifter Quicksand cast range from 350->450
  • Fixed Dialogue box locations on campaign levels.
  • Added/Revised Dialogue for certain campaign levels.
  • Balanced campaign levels for smoother difficulty increases between maps.
  • Fixed bug with Scholar's Last Lecture items involving map changes.
  • Fixed Active & Toggleable items always showing a gold border on initial pickup regardless of what the server actually had set for them.
  • Fixed music shutting off on reconnect.
  • Fixed multiple errors with late joins and reconnects (there's still more though!).
  • Added campaign level 13 with a multiplayer version.
  • Increased Investor Achievement gold threshold from 100->200.
  • Added "Performance Enhancers" Achievement for getting 15 concurrent Buffs on a single Tower.
  • Fixed cooldown values on clients being incorrect if the value of cooldown reduction for the Tower changed after the ability was initially cast.
  • Corrupt Greatsword buff now makes each individual attack set its damage type to whatever is the strongest against its target. Previously it set the Tower's damage type as a whole to whatever was the strongest against the current wave but this made it weak or even counter-productive when multiple waves were present simultaneously.

Development Update

Only two more weeks until release! Some new stuff fixed/added.
  • Added Singleplayer levels 12 & 13.
  • Created Multiplayer versions of those levels.
  • Significant performance improvements to the Object Pooler system.
  • Significant UI performance improvements.
  • New on-hit particles for all enemies.
  • Fast-forward hotkey speed reduced from 5x->3x.
  • Arrow Tower now gains its Attack Range Bonus from 300->50+10/lvl.
  • Life Guardian's Self-Sacrifice Block % from 25+1/lvl to 15+0.5/lvl.
  • Life Guardian's Self-Sacrifice Mana Cost is now determined by the original damage the escaping enemy would have caused in the case when multiple Life Guardians are present.
  • Banker Specialty Gold Gain Bonus from 15->13%.
  • Banker Specialty Interest Rate from 6->5%
  • Gold Interest per round capped at 250. This means beyond 6,250 gold it is no longer worth it to hold onto your money. For Banker this occurs at 5,000 gold.
  • Campaign levels now mostly start at wave 1 instead of mid-game to make new Towers more viable.
  • QoL changes for the Level Editor.
  • Selecting a video option will now update all sub-options.
  • Game will now apply its default video options properly on first run.
  • Slight performance improvements to enemy Animations.
  • Rewrote framerate counter to provide an average of the last 120 frames every 0.5s rather than showing the instantaneous framerate.