Engine Security Patch
A patch for the Unity engine was released yesterday to fix possible exploits. 🫡
A patch for the Unity engine was released yesterday to fix possible exploits. 🫡

A patch for the Unity engine was released yesterday to fix possible exploits. 🫡
A patch for the Unity engine was released yesterday to fix possible exploits. 🫡
Added operation name to start button
This update started with an endless mode in mind but once again I couldn't tackle that without risking to mess with the whole game. If I'm going to try that again I'm pretty sure I'll do it with a spin-off/sequel-lite So, the next best thing was to optimize the difficulty curve,
This update started with an endless mode in mind but once again I couldn't tackle that without risking to mess with the whole game. If I'm going to try that again I'm pretty sure I'll do it with a spin-off/sequel-lite
So, the next best thing was to optimize the difficulty curve, increase a bit the average run time and... restore the old missiles system. The new system made things extra hard for some players, forcing them to use guns, took me some time off from the game (and a bunch of negative reviews) to realize that mistake
Talking about reviews, if you're enjoying the game and have some time to spare, please consider giving it a review 🙏
That's it, changelog below 🫡
Super quick update regarding the upcoming update. You can find it under the BETA branch (look for 'preview' and/or use access code 'topdogtopdog'), I'll write a proper changelog in the official update, here's the TL;DR: Old missile system is back Simplified operation system to 2
Super quick update regarding the upcoming update. You can find it under the BETA branch (look for 'preview' and/or use access code 'topdogtopdog'), I'll write a proper changelog in the official update, here's the TL;DR:
If you're interested, please give it a go and let me know your thoughts! 🫡
That's it, TOP DOG is officially out of Early Access! Changelog New main menu + improved settings/input menus Finished a bunch of 3d models Added sound feedback for picking up scraps Added 'operation time' to victory screen and leaderboards See you on the leaderboards! 🫡
That's it, TOP DOG is officially out of Early Access!
This is most likely the final update before the imminent release out of Early Access Thank you for sticking by all these months 🙏 I wish I could have handled better the development between version 0.97 and 0.98 (almost a year gap): at that time I had a bit of a middle-age crisis
This is most likely the final update before the imminent release out of Early Access
Thank you for sticking by all these months 🙏 I wish I could have handled better the development between version 0.97 and 0.98 (almost a year gap): at that time I had a bit of a middle-age crisis regarding the game and spent a lot of time changing and trying new things that were taking the game too far from its core. Hopefully I learned my lesson for future projects
Changelog below 👇
Quick but important update that should address most of the hot issues caused by the new missile system Game Start Improved stats for base jet: you can dare to delay mobility upgrades now Improved accuracy and damage for base gun and AC-30 Missile System You now start with a full
Quick but important update that should address most of the hot issues caused by the new missile system
Title explained: F*** around (change the score system) and Find Out (that missiles are broken) This updated started (with v0.98G) as a simple tweaking pass and later become a rework of the missile system and a final pass on the new scoring New Missile System Missiles are now refi
Title explained: F*** around (change the score system) and Find Out (that missiles are broken)
This updated started (with v0.98G) as a simple tweaking pass and later become a rework of the missile system and a final pass on the new scoring
Base regen bumped from 4% to 5% per scrap 'Mechanic' regen bumped from 8% to 10% per scrap 'Mechanic+' regen bumped from 12% to 15% per scrap Pickups from Ground Outpost, Space Station and Space Elevator will spawn before complete destruction
This is the last major update , lots has changed on the wave/enemy balancing so bear with me a little: v0.99/1.0 will be for the last balancing/polishing touches A lot of effort has been spent on making each run as unique as possible with varied and interesting waves and no biome
This is the last major update, lots has changed on the wave/enemy balancing so bear with me a little: v0.99/1.0 will be for the last balancing/polishing touches
A lot of effort has been spent on making each run as unique as possible with varied and interesting waves and no biome repetitions. Also the duration of the average run have been shortened: v0.97 runs were becoming a bit of a chore towards the final waves
There is some new content in this update but it is probably less than what you were looking for and I apologize if I gave wrong expectations: I thought I could do more with it but TD's dev cycle have been quite long and I felt it was more important to improve on the game strengths instead of adding things just for the sake of it and risk to ruin the game
Enough talking, changelog follows 👇

👆 This here (WIP) is a glimpse of where I'd like to take the game: a "somewhat curated" (short) campaign progression around structures/objectives (and not just a random progression of different biomes) but keep the roguelike elements for enemy wave composition and upgrades. Prob

👆 This here (WIP) is a glimpse of where I'd like to take the game: a "somewhat curated" (short) campaign progression around structures/objectives (and not just a random progression of different biomes) but keep the roguelike elements for enemy wave composition and upgrades.
Problem is that this kind of stuff can take a lot of time and that is the reason for the lack of updates recently, which I apologize for.
The plan at the moment would be to prototype a couple such missions and start testing them out along an updated version of the current operations.
Let me know what you think and thank you for your patience 🫡
⚠️ Last time that some achievements will be reset, I promise What changed 'First Strike' simplified and locked once completed: will be further tweaked to become the tutorial operation 'Hostile Territory' is the new 'random' operation which gets unlocked by completing 'First Strik
⚠️ Last time that some achievements will be reset, I promise
⚠️ Some stats and achievements will be reset Apologies for the long update: once again things got flipped around but I'm pretty sure this is the last major change to the game structure. With this one the game rolls back a little to how it used to be before the endless/operations
⚠️ Some stats and achievements will be reset
Apologies for the long update: once again things got flipped around but I'm pretty sure this is the last major change to the game structure.
With this one the game rolls back a little to how it used to be before the endless/operations updates: with more randomization and a simpler progression. Let me know what you think!
⚠️ Some stats and achievements will be reset Sorry about the stats reset! Was not an easy decision but I managed to limit it to stats related to the new operations system, all the upgrade unlocks and kill stats are intact. Operations There are currently 4 operations: some of whic
⚠️ Some stats and achievements will be reset
Sorry about the stats reset! Was not an easy decision but I managed to limit it to stats related to the new operations system, all the upgrade unlocks and kill stats are intact.

⚠️ v0.92 ETA: Saturday 11th (18th at the latest) What's happening As you can see from the thumbnail, a new enemy is getting ready and as you probably gathered from last update we are going back to a finite number of waves and shorter runs. Your response on last update was very us
⚠️ v0.92 ETA: Saturday 11th (18th at the latest)
As you can see from the thumbnail, a new enemy is getting ready and as you probably gathered from last update we are going back to a finite number of waves and shorter runs. Your response on last update was very useful and made the decision to switch much easier, Thanks!
We are going back to short and challenging runs, where TD really shine but this time you will be able to run different 'Operations': each with a different distribution of enemies, difficulty and some special features (such as bonus upgrade at start, more upgrade choices, etc.).
There will be no changes to the daily leaderboard, except for showing on which operation the score was obtained.

*work in progress: the details shown will probably change, as well as the operations (there will probably be 6 of them)

No more tech limits for upgrades: not fun and uncessary nerfing Mechanic+ upgrade is back: same as above Getting Premium upgrade in the middile of a stage will sped up the current reload (if in progress) or do an insta-refill For new players: all upgrades are unlocked during the
Focus of this update has been on tweaking the enemies/difficulty for later waves to avoid the session going on forever. Which brings us to a very important first poll I'd like to make about endless: what do you like about endless? The previous version with 10 waves was definitely
Focus of this update has been on tweaking the enemies/difficulty for later waves to avoid the session going on forever.
Which brings us to a very important first poll I'd like to make about endless: what do you like about endless?
The previous version with 10 waves was definitely too short and difficulty was not ramping up enough towards the final waves, current version does a better job up to the 20th wave, for those of you that go beyond that: at which point do you think the game gets hard enough to be satisfied with the run? (better to check out v0.91 first to answer this)
The reason I'm asking is because I'm thinking of going back to a finite amount of waves/stages, the more answers I get the more informed the final decision will be 🙏
Here it is: the endless mechanic is finally in with a bunch of new stuff and lots of tweaking all around. I've tried a lot of different things for this one, major one was to have a random selection of stages (even from the start) but it didn't feel quite right. The current implem
Here it is: the endless mechanic is finally in with a bunch of new stuff and lots of tweaking all around.
I've tried a lot of different things for this one, major one was to have a random selection of stages (even from the start) but it didn't feel quite right. The current implementation has mostly fixed stages but wave composition and upgrade choices is always randomized.
Balancing probably got broken here and there, so bear with me until we do some more testing and I hope you will enjoy the new stuff! 👇

What's happening Plans changed a bit from the last update, many of you have called for an endless mode and so I've been working on that: it wont be a separate mode but part of the main mode. If you are familiar with Nuclear Throne looping you get the idea. I think I need one or t
Plans changed a bit from the last update, many of you have called for an endless mode and so I've been working on that: it wont be a separate mode but part of the main mode. If you are familiar with Nuclear Throne looping you get the idea.
I think I need one or two more weeks to make it good enough for a first pass in v0.86: it will provide more fun daily runs while I finally work on new content.
Speaking of which, some sketching for new capital ships 👇

And some progress on the 'Ultimate' plane upgrade (= Vector + Supersonic) 👇

With this update all mechanics are more or less final : it took a while because I've spent some time testing a few solutions (of varying complexity) for target locking and upgrade selection but ended up streamlining those and not making major changes. Focus will now switch to con
With this update all mechanics are more or less final: it took a while because I've spent some time testing a few solutions (of varying complexity) for target locking and upgrade selection but ended up streamlining those and not making major changes.
Focus will now switch to content creation: enemy types (3-6 more), waves variation, player upgrades (at least 4 more) and polishing.
Game progression/session length is also quite final: 10 waves seem to be the right number but I'm considering adding a difficulty selection at the start of the run that will make the game more challenging for veteran players. What do you think?
Shoutout to Splattercatgaming for covering TD 🙏