Tower Survivors

Final Screw

Released
Feb 28, 2023
Platforms
Last updated
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Updates & announcements

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  1. Developer post

    v0.4.1 - The monolith that towers over me

    Changes: Activated monoliths increase number of enemies spawned Knight's swing is less flashy Increased mob mass (less kickback on hit) Don't pickup heals on full health Increase portal max health Towers have a brief summoning cooldown

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  3. Developer post

    v0.4 - Harder Better Faster Stronger

    Changes: Physics engine tweaks to reduce collision calculations and improve performance, especially with large numbers of mobs and fire If too many mobs are on screen, new spawns will combine into "giant" mobs with increased HP Remove cat speed upgrade card (it didn't do much) Do

  4. Developer post

    v0.3 - Getting from there to here

    It's been 4 months since my last patch and I apologize if the game seemed abandoned! I had to tear everything apart to completely redo the physics so that I could roll out a huge performance boost, since that was one of the primary complaints of the game. I've added lots of addit

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    v0.2.1 - Cool for Cats

    Lots of small tweaks and fixes today, but one big new feature: PETS! Right now, I've only added one, a small brown cat who joins you at the beginning, but I have plans to make this into a full feature of the game. There will be multiple pets that can be upgraded and you can build

  8. Developer post

    v0.2 - There's a light (over at the Frankenstein place)

    Lots of updates today! I didn't intend for this to get quite so big, but I was on a roll and I'm very pleased with how it all turned out! Pretty much a UI overhaul here and I think it looks much better. I've added tooltips to the skill upgrades shown on-screen, as well as to the

  9. Developer post

    v0.1.10 - Go your own way

    I had a bit of inspiration this evening and decided to put out another new build because I really want to know what you all think of it. First and foremost, I've made some additional performance enhancements in the pathfinding algorithms, which may have been why some were still s

  10. Developer post

    v0.1.9 - Performance hotfix

    This update should fix the late-game performance issues when flames begin to spread. I had some underlying problems in my physics layer that were causing the engine to detect collisions in a very sub-optimal way, so when all those fire elements are on the screen checking for spre

  11. Developer post

    v0.1.8 - I will build my castle with the stones thrown at me.

    Enemy pathfinding - they will no longer get stuck behind trees and other small obstacles, and will instead go around New Defensive structure - Wall. Has 10 hp but cannot attack. Enemies may attempt to go around it, but will break through when they are in crowds. Walls will also b

  12. Developer post

    v0.1.7 - Tower Power!

    ​Updates today: Added new upgrade cards that give elemental attacks to Guardians. They start with 1 standard arrow and an upgrade will add a special arrow to their quiver, so one upgrade will be every other attack, a second will be an effect on 2/3, and so on. Only one per elemen

  13. Developer post

    v0.1.6 - These go to 11

    Balancing games is hard, and my tendency is toward games that start slow and gradually increase in pace, which is what I'd been working towards with the last few patches. Following some playtesting and feedback from amazing youtubers like Chef Beyers , I've realized that while th