This is a quick update to fix a few bugs and add our logo animator to the credits! Patch Notes OI Logo Animator, Mario Santos, added to in-game credits Lend a Paw: Mod description now explains that the skill replaces Ward. Chapter 6 Crystals in the Apex Substation have been moved
This is a quick update to fix a few bugs and add our logo animator to the credits!
Patch Notes
OI Logo Animator, Mario Santos, added to in-game credits
Lend a Paw: Mod description now explains that the skill replaces Ward.
Chapter 6
Crystals in the Apex Substation have been moved so that players can no longer trigger the optional encounter before they find a way through the crystals
Apex rock formation placements adjusted for to be conducive to more natural collisions with the player
Fixed an issue where one of Jiji's hidden caves played forest instead of cave ambiance
This is a quick update but a fun one, bringing all new, original enemy designs to the Soul Tower section of the game! Patch Notes Scavengers have a new appearance Fungus are now known as Growths and have a new appearance Neat’s hidden boss has a new appearance
This is a quick update but a fun one, bringing all new, original enemy designs to the Soul Tower section of the game!
Patch Notes
Scavengers have a new appearance
Fungus are now known as Growths and have a new appearance
Hello, Tower runners! We’ve been slow cooking this next update for awhile, and it’s a doozy! We’re introducing a prologue skip function for repeat runners, rebalancing Tali, Jiji and Kiran, and fixing a host of bugs! Read on for more details. Would you like to get in touch? Head
Hello, Tower runners! We’ve been slow cooking this next update for awhile, and it’s a doozy! We’re introducing a prologue skip function for repeat runners, rebalancing Tali, Jiji and Kiran, and fixing a host of bugs! Read on for more details.
Would you like to get in touch? Head on over to the Steam community forums or find us on our Discord! Leave us feedback, suggestions, or report any problems you are having with the game. We will do our best to respond, but we promise we read everything sent our way whether we respond or not. If you don't want to miss news about Tower Song or our next games, just joining our mailing list:
Not recommended for first time players! We wanted repeat players to be able to skip the opening sequence and get right to the character select action.
Jiji Lends a Paw
Jiji has new skills, mods, barrier and item reworks.
Jiji has access to a new Tier 4 mod skill; Rake is now learned naturally by leveling Jiji.
Previously, Familiar’s Barrier/Minor Barrier provided shields based on Jiji’s MP. When combined with MP boosting items, it became clear this was creating far larger barriers than intended. These abilities now apply barriers based on a formula that scales with Jiji’s level, allowing for him to still help the team survive hits but not invalidating all incoming damage.
Two of Jiji’s collars have also been reworked. Take a look!
Tightening Up the Graphics on Level 2
New enemy designs in Chapters 2 and 3.
Tower Song shipped with several premade enemies, assets and designs. Thanks to player support, we have had the budget to begin incorporating our artists' own unique work. As we continue to make sales, we will continue to add in new enemy designs!
Patch Notes
Equipment
Anubis Collar: Now grants +10% Defense and unlocks a new skill, Vicious Claw.
Shattered Soul: Healing regen is now capped at 33% of max HP. Also corrected its description to accurately describe its attack and magic bonus.
Umbral Collar: Now grants +15% Evasion. MP reduced to 30 from 100 and MP regen removed.
Characters
Akeno
Cutting Wind is now called Gale Slice. It has the same effect as before.
Jiji
Jiji now comes equipped with Claws and Fur. What a goodboy!
New Skill: Lend a Paw - This Tier 4 mod grants an ally a Magic boost or Tali an even greater boost. Replaces Rake.
Familiar’s Barrier now calculated based on Jiji’s level instead of mana. (Specifically 35 + 11 * [Jiji’s level])
Rake now deals 75% ATK (up from 50%) and is a Tier 2 core skill instead of a Tier 4 mod.
Kiran
New Mod - Bitter Strike: Damages and curses the target.
Eldritch Strike: MP cost reduced to 65 fro 75.
Hurricane Strike has been removed from the game.
Tali
Tali’s grown a tail! No longer something she just talks about having.
Prologue
Stone Harbinger HP reduced; they now typically die in one hit once their shield is broken.
The Fire Tower lift now shows destinations in the same order as the tower layout, e.g. Roof is now the topmost option.
Chapter 2
Infection enemies have a new look
Reduced difficulty of the first two Scavenger fights
Chapter 3
Rocanqa boss has a new look
There is now one less naga spellcaster in the Warehouse fight.
Chapter 6
Players can now preview all Fire Tower lift destinations during the Prologue
UI/UX
When choosing New Game, players can now choose to skip the opening sequence and begin the game in Qadam, right after selecting their Mana Knight
The ‘Dash/Walk’ button hint now shows either ‘Dash’ or ‘Walk’ depending on player’s “Always Dash” setting.
The ‘Dash’ or ‘Walk’ button is now shown as ‘Disabled’ when in party camp scenes.
Players can no longer change Akeno, Hudson or Fred’s equipment during their introductory battle
Credits
Credits updated to include new contributors, Lucy Cevelo and Taru Tillman
Bug Fixes
Fixed an issue where the tooltip for Gunslinger’s Initiative didn’t write out the word ‘Initiative’, instead only showing an icon.
Fixed an issue where sometimes Neat’s power was called “Stage” and in other places, “Combo”. It is now always called “Stage”.
Fixed an issue where players could forever lose accessories they had equipped during the prologue if they were equipped by Mana Knights they don’t select as their player character
Fixed issue where Qadam Park visitor could prevent the player from accessing the exit
Fixed an issue in Chapter 2 where boulders would animate inconsistently or poorly when destroyed by the mine cart
Fixed an issue in the Soul Tower where sometimes the party would go missing when entering a new floor
Fixed an issue where two enemies used the same skill name, Molten Slam, but with different effects. The boss' version has been renamed.
Hello, Tower runners! This is a very small hotfix that addresses the following: Fixed an issue in the Emerald River where Jiji could not pass through a cave to obtain his treasure. Sorry, boy!
Hello, Tower runners! This is a very small hotfix that addresses the following:
Fixed an issue in the Emerald River where Jiji could not pass through a cave to obtain his treasure. Sorry, boy!
Hello, Tower runners! We've been hard at work on fixing up some bugs for ya, and we've made a nice quality of life change to make your character choice a little less frustrating once you're out in the world. Full details below! Would you like to get in touch? Head on over to the
Hello, Tower runners! We've been hard at work on fixing up some bugs for ya, and we've made a nice quality of life change to make your character choice a little less frustrating once you're out in the world. Full details below!
Would you like to get in touch? Head on over to the Steam community forums or find us on our Discord! Leave us feedback, suggestions, or report any problems you are having with the game. We will do our best to respond, but we promise we read everything sent our way whether we respond or not!
If you don't want to miss news about Tower Song or our next games, just joining our mailing list: https://oigames.substack.com
Or stay in touch on your favorite social media platform: Linktree
Patch Notes
Characters
Fred: Boon of the Phoenix and Lichsoul will no longer trigger at the same time, wasting the benefit of both effects, when Fred takes lethal damage while under the effect of both.
Exploration
Players no longer see interaction icons for objects related to heroes not in their party. The objects themselves can still be examined, giving players a clue about who might be able to use them.
Qadam Park has seen some slight landscaping improvements.
Quest
Improved the dialogue in several of Tali's scenes, and removed some obsolete lore references
Bug Fixes
Fixed an issue in combat where wearing accessories that granted Regen abilities would continue to play the regen animation even if the wearer was Unconscious.
Fixed a Porphry player issue where Porphry could use Rend and Mighty Blow even without a weapon equipped.
Fixed a Porphry player issue where Trance Warrior's description text overlapped the text box
Fixed a Porphry player issue where casting Weirbreak or Cauterize on a taunting, otherwise ineligible target could crash the game.
Fixed a Tali player issue where exploration button prompts would show over the Tali+Jiji camp scene
Fixed a Tali player issue where Jiji could appear incorrectly in battle after adjusting the party between battle attempts
Fixed an issue in the Prologue where waterfalls in the Qadam Park weren't animated correctly
Fixed an issue in Chapter 1 where Jiji was missing from a cutscene despite having dialogue, and moonwalked into the scene backwards!
Fixed an issue in Chapter 1 where a karpi sprite would re-appear even after battle victory
Fixed an issue in Chapter 1 where ents appeared to be floating in midair during a certain encounter
Fixed an issue in Chapter 2 where waterfalls in the Mine Camp weren't animated correctly
Fixed an issue in Chapter 2 where the boss' Execute ability bypassed Jiji's Sulk Home ability
Fixed an issue in Chapter 3 where an interaction icon appeared next to a door, instead of over it
Fixed an issue in Chapter 3 where a naga patrol could unexpectedly start a battle, even when the player had appeared to sneak past them
Fixed an issue in Chapter 3 where players could not re-enter the city from alternate routes after unlocking said routes
Fixed an issue in Chapter 4 where boss enemies had hidden health bars (off-screen)
Fixed an issue in Chapter 6 where players could skip past crystals that are supposed to block their path
Fixed a side quest issue where Elementalist charms could not be reforged like other craft-able items
Demo Patch Notes
Exploration
Players no longer see interaction icons for objects related to heroes not in their party. The objects themselves can still be examined, giving players a clue about who might be able to use them.
Bug Fixes
Fixed a Tali player issue where exploration button prompts would show over the Tali+Jiji camp scene
Fixed a Tali player issue where Jiji could appear incorrectly in battle after adjusting the party between battle attempts
Fixed an issue in Chapter 1 where Jiji was missing from a cutscene despite having dialogue, and moonwalked into the scene backwards!
Fixed an issue in Chapter 1 where a karpi sprite would re-appear even after battle victory
Fixed an issue in Chapter 1 where ents appeared to be floating in midair during a certain encounter
Hey there everyone! I’m Lucy, our marketing manager here at OI Games. As of recently and looking forward, I’ll be the one keeping you updated about our projects at OI Games, including Clockwork Ambrosia! So let me catch you up to speed on Clockwork Ambrosia, share some big news f
Hey there everyone! I’m Lucy, our marketing manager here at OI Games. As of recently and looking forward, I’ll be the one keeping you updated about our projects at OI Games, including Clockwork Ambrosia! So let me catch you up to speed on Clockwork Ambrosia, share some big news for the future, and tell you a story about one of our early bosses, EIK0!
First and foremost, we’re moving Clockwork Ambrosia’s release date. Although narrowing the game’s scope is important for creating a balanced player experience, the development team doesn’t want to compromise the overall experience. So they’re going to take a little bit more time, and our new target is November 2025.
But I am here to follow up that potentially sad news with potentially fun news! Development has recently completed our alpha phase, and we are now planning to start a public play test in the coming months! There will be plenty of enemies to tackle, bosses to battle, and weapon mods to mix and match to do the job! Plus I’ve got to say, get ready. I’ve been lucky enough to get my hands on internal testing versions, and it’s truly something special. I’ve put my reps in against EIK0 and I can’t wait to see how you all take her on!
If you aren’t already a subscriber to my new fantastic newsletter, head on over to https://oigames.substack.com and sign up so that you don’t miss out on future play test announcements!
Now on to the rest of our show letter!
Boss Fight Origins: EIK0, The Baluster Engine
Originally EIK0 started off similar to the shield-wielding “Flat-iron” enemies that can be found around the Aqua Baluster, but our developers wanted something that was more than just a big enemy.
The Aqua Baluster is a massive piece of technology on the island, dredging up water from the sunken ruins below. To power all of this, the Baluster needed an engine, and that was where the team stumbled upon the idea of “what if the engine was the boss?” Separately from that, the idea of oozes infesting the tower was also on the mind, leading enemy developer, Ian Clark, to bring the two ideas together and create the first rendition we would recognize as EIK0.
Ian moved forward with the idea of the ooze-infused engine, working with our artist, Maciej Kuczyński, to develop a look for our ooze-filled, corrupted machine. Adding ooze arms to a cinderblock was straightforward, but they needed to also work with the attack animations. Here’s the example he sent Maciej.
EIK0 really started to take shape and develop into the form you see today. Now the question was “how does an engine fight?”
From there Ian wanted to create a fun dynamic, something beyond a static sprite shooting lasers at you. The ooze inside is not intentionally fighting Iris, so how would it fight? With that mindset, all of EIK0’s attacks were themed around the idea of “thrashing around” in one form or another.
“Iris was just looking to figure out why the engine wasn’t working," Ian admitted. "Then she gets trapped in a room with an engine possessed by a raging bull.”
With that framework, the focus was on attacks that made sense but offer a frantic challenge that keeps you moving. By the nature of what they are, they aren’t targeted at Iris, so the attacks were designed to be “chaotic coincidences.” They were tempered down for more consistency, but that was the starting point.
Now you may be wondering, what does EIK0 stand for? Well, it was actually originally named “ICK0”.
“It was a portmanteau of Ian’s name, and his home state of Oklahoma," Michael, Clockwork Ambrosia's producer, relates. This worked when I was the one implementing the boss. But when I stepped away from development, it became Ian’s baby, and I think it made him uncomfortable to have it named after him so directly.”
After that, the name shifted to EIK0, a pet name from the engineer who created the engine based on the existing model number in-universe.
That’s all this time, but you can look forward to more Clockwork Ambrosia peeks as we approach the playtest beta and launch. Keep an eye out for further updates from the newsletter so you’re notified as soon as playtesting begins: https://oigames.substack.com
Hello, Tower runners! We have a small patch with some bug fixes and minor adjustments today, just in time for the holiday season! Thank you to all of our players for your feedback, bug reports, and comments! Would you like to get in touch? Head on over to the Steam community foru
Hello, Tower runners! We have a small patch with some bug fixes and minor adjustments today, just in time for the holiday season! Thank you to all of our players for your feedback, bug reports, and comments!
Would you like to get in touch? Head on over to the Steam community forums or find us on our Discord! Leave us feedback, suggestions, or report any problems you are having with the game. We will do our best to respond, but we promise we read everything sent our way whether we respond or not.
If you don't want to miss news about Tower Song or our next games, just joining our mailing list: https://oigames.substack.com
Or stay in touch on your favorite social media platform:
Elementalist Charms can no longer be Reforged A bug where the Elementalist Charms obtained as a reward could be reforged for Tower Dust repeatedly, generating infinite Tower Dust, has been fixed. Accountants around Qadam can now breathe a sigh of relief as the local economy is no longer in shambles.
Wards, Books, and Echoes can now be Reforged A bug preventing these types of accessories to be Reforged for Tower Dust has been fixed.
Campaign
Chapter 4 Progression A bug preventing characters from leveling up in rare occurrences after defeating the miniboss in Chapter 4 has been fixed.
Chapter 5 Opening The opening scene and animations in Chapter 5 have been rewritten.
Chapter 6 Quest Log The Quest Log entries in Chapter 6 have been rewritten to better reflect the current plot without spoilers.
Minor Adjustments and Tweaks
Fixed player clipping issues in the Creche mini boss room.
Fixed grammar issues in Kiran's miniboss sequence.
Hello, Tower runners! This is a very small hotfix that addresses the following: Lharif's Doom: Fixed a bug where using mouse controls can lock you in the wind tunnels in various rooms.
Hello, Tower runners! This is a very small hotfix that addresses the following:
Lharif's Doom: Fixed a bug where using mouse controls can lock you in the wind tunnels in various rooms.
Hello, Tower runners! This update applies a few new fixes to the demo version of the game. Enjoy! If you don't want to miss news about Tower Song or our next games, just joining our mailing list: Or stay in touch on your favorite social media platform: Facebook :: Omega Intertain
Hello, Tower runners! This update applies a few new fixes to the demo version of the game. Enjoy!
If you don't want to miss news about Tower Song or our next games, just joining our mailing list: https://oigames.substack.com
Or stay in touch on your favorite social media platform:
Selection functionality is now more intuitive. Swapping party members, selecting party members in menus, and scrolling through quest logs now behave more consistently in terms of left/right buttons. If you customized your keybindings, you may want to double-check your settings to avoid confusion with the new functionality.
Campaign Improvements
Several quality of life adjustments to the campaign. A few visual enhancements are just the beginning of improvements we've made to the campaign and that includes the demo. Overall, we continue to seek ways to make the campaign smoother for players to experience!
New Save UI
New look and syntax for save files. The save menu has a new look, which prevents the muddled text from appearing once players got to higher numbers of save slots. In general, it's easier to read, and the save file naming convention makes it more clear which campaign you're in and where.
Characters
Tali
Tier 1-3 Wand MP penalties reduced. This also ensures Tali can cast Volatile Spray with a full MP bar at Level 3, even when using the wand.
Demo
Guhar: Improved overworld map scene
Emerald Woods: Improved miniboss scene and removed a log from the player's natural path
UI/UX
Adjusted some of the behaviors for selecting characters in the menu, swapping party members, and scrolling up and down in the quest log to better standardize the experience across keyboard and controller players. Note: It is recommended for players to reset their bindings to default or re-bind their desired keys again to ensure consistent and most up-to-date behavior given the internal changes.
Save file UI has a slightly new look, showing more save slots at once, and with slightly more descriptive names. This also addresses a bug where save slots would render incorrectly if the current save slot was in the double-digits. Older saves may still render incorrectly, but as you continue play, over time it should look correct. To trigger the updated naming convention, simply interact with a campfire. Note that as a result of this change, background images are no longer shown in save slots.
Animations on status effect applications/removal will no longer play if the Battle State Animations option is set to "Off" in the Graphics options
The Reforging tutorial now has an icon
The text display formatting for skill costs have been standardized
Credits
Icon artist credits for A-Ravlik and Rexard are now attributed to Olekzandr Zahorulko
Icon artist credits for lightUP is now attributed to Juliano Ferreria de Lima
Bug Fixes
Fixed a bug where the Windows taskbar icon for the game was not displaying properly
Hello, Tower runners! It's time for our first major update, addressing balance, user experience and performance issues, plus a host of bug fixes big and small! Read on for more details. Would you like to get in touch? Head on over to the Steam community forums or find us on our D
Hello, Tower runners! It's time for our first major update, addressing balance, user experience and performance issues, plus a host of bug fixes big and small! Read on for more details.
Would you like to get in touch? Head on over to the Steam community forums or find us on our Discord! Leave us feedback, suggestions, or report any problems you are having with the game. We will do our best to respond, but we promise we read everything sent our way whether we respond or not.
If you don't want to miss news about Tower Song or our next games, just joining our mailing list: https://oigames.substack.com
Or stay in touch on your favorite social media platform:
Selection functionality is now more intuitive. Swapping party members, selecting party members in menus, and scrolling through quest logs now behave more consistently in terms of left/right buttons. If you customized your keybindings, you may want to double-check your settings to avoid confusion with the new functionality.
Kiran Balance Updates
Several major updates to Kiran's abilities. Kiran's ability names now share consistent naming conventions to indicate if they are Physical- or Magic-based abilities. Additionally, his Dying Light ability (now called Manaheart Blade) is much cheaper to cast, and his Foothold mod has been reworked to give Kiran an MP floor of 15, rather than giving him a one-time MP boost at the start of battle. These changes make Kiran slightly more intuitive to use, and give more value to more of his mods.
Campaign Improvements
Several quality of life adjustments to the campaign. New one-way shortcuts, flames that die when their allies are killed, and a few visual enhancements are just the beginning of improvements we've made to the campaign. Overall, we continue to seek ways to make the campaign smoother for players to experience!
New Save UI
New look and syntax for save files. The save menu has a new look, which prevents the muddled text from appearing once players got to higher numbers of save slots. In general, it's easier to read, and the save file naming convention makes it more clear which campaign you're in and where.
Equipment
Elementalist items now cost an additional 100 Dust to craft but can now be reforged back to base materials
Characters
Akeno
Akeno's skills have been re-sorted in the skill menu such that there is a clear distinction between the skills that build SP and cost SP.
Mudquake, Mudwall, and Stonewall have been given new icons for better clarity.
Hard Water reworked: Cleanse all negative states from an ally. If Akeno has Water Spirit, the ally will also receive Blessed Armor. Grant Akeno Water Spirit if he does not already have it.
Ezoan
A new icon has been added for Ezoan's Technomancer battle command window option.
Kiran
Several skills have had their names changed to better clarify whether it is a Magic attack or a Physical attack.
Dying Light renamed to Manaheart Blade; now a Tier 4 mod that replaces Manasoul Blade; MP cost reduced to 15.
Foothold reworked as a Tier 3 mod: When Kiran casts a spell, his remaining MP will never go below 15
Indomitable: Now a Tier 4 Skill and a free action
Mana Strike renamed to Manasoul Blade
Soulblade renamed to Knight's Strike
Spell Breaker renamed to Mana Break
Steel Hurricane: Renamed to Hurricane Strike, and is now a Tier 2 mod that does not replace Mana Storm
Tali
Tier 1-3 Wand MP penalties reduced. This also ensures Tali can cast Volatile Spray with a full MP bar at Level 3, even when using the wand.
Prologue
Intro Encounter: Difficulty slightly increased.
Main Hall Encounter: Difficulty moderately increased.
Errant Flame: Now automatically destroyed when its allies are defeated; no longer uses Heat Sink on overheated allies.
Chapter 1
Guhar: Improved overworld map scene
Emerald Woods: Improved miniboss scene and removed a log from the player's natural path
Chapter 2
Excavation Site: Mine cart no longer defies physics to make an initial right turn; improved level design
Shipping: Improved level design
Chapter 3
Vistham entrances are now more intuitively presented for mouse players
Chapter 4
The Armin Range entrances are now more intuitively presented for mouse players
The Armin Range is bypassable on the overworld once Chapter 4 is complete
Sandwyrm: Will now use Devour even if the stomach is killed.
Chapter Boss: Phalanx Formation will now target 2 random allies instead of all allies
Chapter 6
Players can now unlock a one-way shortcut after solving the Bridge crystal puzzle
Akeno now steps into the empty basin during the Creche pool scene, making it clear the drained pools are traversable.
Improved the pacing and dialogue clarity of several Fire Tower cut-scenes.
Implemented a sprite to represent the Tower Song impeding Kiran's progress in the Echo
When returning to the Fire Tower, Kiran now starts closer to the Echo entrance
Removed one Source-Linked Flame from the optional encounter in the Fire Tower Source Distribution room.
Forge Golems: Damage and health increased; Discharge Arsenal and Inferno renamed to better communicate what they do
Final Boss: Damage and magic increased; Eternal Forge can no longer be evaded; Vision of Contrition's cooldown has been reduced
Side Quests
Lharif's Doom: The game now autosaves before you approach the boss
Lharif's Doom: Elemental chambers are now drawn with more distinct flooring
UI/UX
Adjusted some of the behaviors for selecting characters in the menu, swapping party members, and scrolling up and down in the quest log to better standardize the experience across keyboard and controller players. Note: It is recommended for players to reset their bindings to default or re-bind their desired keys again to ensure consistent and most up-to-date behavior given the internal changes.
Save file UI has a slightly new look, showing more save slots at once, and with slightly more descriptive names. This also addresses a bug where save slots would render incorrectly if the current save slot was in the double-digits. Older saves may still render incorrectly, but as you continue play, over time it should look correct. To trigger the updated naming convention, simply interact with a campfire. Note that as a result of this change, background images are no longer shown in save slots.
New animation effects for taunting an enemy and taunting multiple enemies have been chosen for better performance.
Animations on status effect applications/removal will no longer play if the Battle State Animations option is set to "Off" in the Graphics options
The Party Swap tutorial now makes it clear you can leave the Fire Tower and describes how swapping works if you do
The Reforging tutorial now has an icon
The text display formatting for skill costs have been standardized
Credits
Icon artist credits for A-Ravlik and Rexard are now attributed to Olekzandr Zahorulko
Icon artist credits for lightUP is now attributed to Juliano Ferreria de Lima
Bug Fixes
Fixed a bug where the Windows taskbar icon for the game was not displaying properly
Fixed an issue where Porphry's item description was shown for Tali's item
Fixed a bug where the incorrect icon showed for Ezoan's Techlance and Exosuit states.
Fixed a bug where Kiran's Spell Breaker's potential max damage was improperly calculated.
Rings of Greater and Supreme Protection now grant the advertised defense
Party members will no longer play conversations early in Fort Elledis
Fixed an issue where the game could crash if Solace used Flanking Fire on a enemy who taunts the party
Prologue: Certain enemies during the final boss are no longer untargetable with the mouse
Prologue: Fixed an issue where duplicate dialogue plays when fighting gargoyles on the Turbine
Prologue: Fixed an issue where players couldn't re-enter the Qadam Market from the town map
Chapter 1: Fixed an issue where Ezoan would speak to a clone when manipulating his first exosuit
Kido Highway: Ezoan no longer references a non-existent hat on Hudson's head
Fixed a bug where a slowdown would happen during a conversation between Hudson and Kiran in Chapter 3
Fixed a bug where Twin Strikes was not resisted by Blessed Armor
Solace's portrait now appears if chatting with her in Chapter 5 somewhere other than the Fire Tower entrance
Barrels in indoor maps now have more intuitive collision with the player
Armin Range: Rearranged pot that blocked player movement in an unnatural way
Militia Kitchen: Moved crate that created an invisible barrier
Qadam: Kiran no longer has knowledge about the Naudillon village if the player has yet to speak to the Naudillons
Lharif's Doom: The foyer broom no longer clips the player's head
Lharif's Doom: Removed a ghostly crystal that had improper collision
Lharif's Doom: Removed a pillow that was getting punctured by the spike floor. Quite unseemly.
Lharif's Doom: Kiran no longer drops a spoiler. Rude!
Lharif's Doom: Fixed some punctuation errors in the journal entries.
Lharif's Doom: The player now appears when Solace is addressing them after solving the second room.
Lharif's Doom: Players can no longer walk through an active door in the Earth chamber.
Lharif's Doom: Doors no longer collide with player after disappearing
Fire Tower: Solace is no longer missing from party followers when first entering the Tower
Fire Tower: Taking the lift to Tower Control can no longer place players inside of a crystal
Fire Tower: Kiran can no longer go missing if he's in the Echo when control swaps back to him after defeating the Ond Doula
Fire Tower: Fixed an issue where the game could enter an improper state if fighting skipped Prologue battles with Kiran
Fire Tower: Solace no longer drops a spoiler. Gees, girl!
Fire Tower: Removed miss-timed music cue from final party cut-scene
Fire Tower: Fixed an issue where you could get Hudson and Fred to join during the final battle by changing loadout
We're big fans of pixel art games here at Omega, and we know you are too! So we're super excited that both Tower Song and Clockwork Ambrosia will join the PixElated Festival from 29 July - 5 August, alongside some of the best pixel art games on Steam! Whether you are looking for
We're big fans of pixel art games here at Omega, and we know you are too! So we're super excited that both Tower Song and Clockwork Ambrosia will join the PixElated Festival from 29 July - 5 August, alongside some of the best pixel art games on Steam! Whether you are looking for retro classics, like our own Tower Song, or more contemporary gems like Clockwork Ambrosa you will find it here!
Plus, there will be ✨ discounts ✨ live streams ✨ art contest ✨ demos✨ developer chats ✨ - all centered around our favorite pixel art games!
Check out the official line-up and more information about the event here: http://pixelatedfest.com/
This is a small hotfix today that fixes a bug with Tali's Double Lift ability. Bug Fixes Tali's Double Lift should no longer have cases where cards are taken from the hand but never redrawn.
This is a small hotfix today that fixes a bug with Tali's Double Lift ability.
Bug Fixes
Tali's Double Lift should no longer have cases where cards are taken from the hand but never redrawn.
Quick fix for Early Access players today to improve backwards compatibility with pre-v1.0 save files. Bug Fixes Early Access campaigns that were started prior to the Fury content update should no longer reset the main character's level during party change sequences Early Access s
Quick fix for Early Access players today to improve backwards compatibility with pre-v1.0 save files.
Bug Fixes
Early Access campaigns that were started prior to the Fury content update should no longer reset the main character's level during party change sequences
Early Access save files loading into the Fire Tower's Main Hall or Emerald River's Thick Woods should no longer have the possibility of trapping players in terrain
These updates were pushed out on 28 June; sorry for the delay in the posting! Bug Fixes Characters Solace's Flashbang will no longer incorrectly damage Invincible enemies. Fred's Malignant Harvest skill will properly appear in combat. Exploration: Lharif's Doom Lit braziers in Lh
These updates were pushed out on 28 June; sorry for the delay in the posting!
Bug Fixes
Characters
Solace's Flashbang will no longer incorrectly damage Invincible enemies.
Fred's Malignant Harvest skill will properly appear in combat.
Exploration: Lharif's Doom
Lit braziers in Lharif's Doom will properly ignite flammable objects it touches.
The Element Removers in the Chamber of Air will now properly disappear from the map when certain conditions are met that require them to disappear.
It's a hotfix for our favorite Fury tonight, bringing you a handful of bug fixes for Porphry's campaign, plus a minor balance update that also benefits Porphry players. Combat Adamant enemies are no longer immune to wound but instead simply 50% resistant Bug Fixes Porphry's Into
It's a hotfix for our favorite Fury tonight, bringing you a handful of bug fixes for Porphry's campaign, plus a minor balance update that also benefits Porphry players.
Combat
Adamant enemies are no longer immune to wound but instead simply 50% resistant
Bug Fixes
Porphry's Into the Breach mod will now properly appear in her command list when she also has Honor Warrior equipped
Echo accessories are no longer improperly tagged as Book items; you can now equip them with other book items (but not other Echo items)
Fixed a bug that prevented interaction with the node to obtain a part of Porphry's legendary accessory in Chapter 6.
Another round of quick fixes this morning, plus a small balance update! Kiran Mana Strike MP cost reduced to 15 Bugs Kiran can now use his spells if he has sufficient MP; previously many would not work if his remaining MP was equal to the spell's cost Ezoan's mods now properly ap
Another round of quick fixes this morning, plus a small balance update!
Kiran
Mana Strike MP cost reduced to 15
Bugs
Kiran can now use his spells if he has sufficient MP; previously many would not work if his remaining MP was equal to the spell's cost
Ezoan's mods now properly appear in his skills list, and replaced skills no longer appear when they shouldn't (this includes Lightning Lance, OB-37 Guided Missile, and others)
Small fix tonight! Existing save files who ran into this issue should be able to continue the game without issue after applying the patch. Big Fixes After defeating the Chapter 2 boss, the game no longer gets stuck on a black screen.
Small fix tonight! Existing save files who ran into this issue should be able to continue the game without issue after applying the patch.
Big Fixes
After defeating the Chapter 2 boss, the game no longer gets stuck on a black screen.
Welcome, Tower runners! The day has come, at last, to release our definitive content update for Tower Song. We are beside ourselves (and a bit upside down, if we're being honest) to share this update with everyone, so let's get into it! What's New in v1.0 New Player Character: Ez
https://store.steampowered.com/app/2336330/Tower_Song/ Welcome, Tower runners! The day has come, at last, to release our definitive content update for Tower Song. We are beside ourselves (and a bit upside down, if we're being honest) to share this update with everyone, so let's get into it!
What's New in v1.0
New Player Character: Ezoan the Technomancer
Players can now complete the campaign as the Technomancer Ezoan. Ezoan is a hybrid magus who swaps between attack modes; he can tank, support, or just obliterate foes. Ezoan comes with a high skill ceiling that rewards power plays and thoughtful equipment selection.
Choose Techlance to master the battlefield, spending MP to scorch foes, support allies, and lock down key targets with Time Stop. Spells generate gravity, which...
Choose Exosuit to pulverize enemies with Gravity-powered abilities that can turn the tide of battle. The exosuit's powers generates Mana, which... well, see above!
New Dungeon: Lharif's Doom
Unlock mysteries in a brand new dungeon quest. Lharif was a master turrologist and possibly a mad scientist. For decades, he hid away in his strange laboratory on the coast of eastern Kidonia. Legend says he perished there, the victim of his own experiments. Players can solve his riddles to uncover the truth of his tale and unlock brand new crafting recipes!
Character Reworks
Character skills have been re-balanced. Early Access afforded us plenty of playtesting feedback about character design and balance, so just about every character has received some kind of update in v1.0. Kiran, for example, now builds into spells by generating mana through attacks and taunts, while Porphry has been re-tuned around her ability to both inflict terrible Wounds as well as soak damage for her team.
Combat Enhancements
Dodge and Regen mechanics are updated; also new enemies! We added some new enemies to contend with, particularly in the middle chapter that could sometimes drag. Overall, combat has been touched up, and encounters have been tweaked to better support keyboard and mouse players.
Campaign Enhancements
We've tightened up the graphics on level 3, and we've dropped some loot. There are new crafting recipes, new treasures, and new encounters to find! We've also fleshed out the game with wildlife, more NPCs, and improved environment designs. Tower Song has never looked so good!
Steam Deck and macOS Performance Enhancements
New graphics settings to achieve solid FPS for Steam Deck and macOS players. Steam Deck has long been our favorite way to play Tower Song, but we've always wanted it to perform better on macOS as well. We've made a ton of improvements under the hood, and players can tweak more graphics settings in the Options menu to get the balance they want.
About the Tower Song Soundtrack
Alongside this v1.0 update, we have also updated the Tower Song soundtrack with the Extended tracks! This includes a new final boss theme, as well the full album of Will Aleshire tracks used in the game.
You can purchase the soundtrack standalone or bundled with Tower Song for a discount!
Tower Song is a compelling turn-based RPG that melds the classic JRPG and CRPG genres of the 1990’s into a unique mixture of deliberate turn-based combat and colorful, pixel-art worlds.
Players choose from multiple heroes to complete Tower Song's engaging 10-hour campaign. Each hero is equipped with unique battle mechanics, can explore otherwise unreachable areas of the world, and has a unique perspective on the main quest storyline. To succeed, players will also have to recruit deadly sniper Solace, magical swordsman Kiran and master of the elements Akeno. These Mana Knights will join forces to delve into the harrowing depths of the eldritch Towers and fight across the overgrown forests of Guhar and the desert expanse of Kidonia to liberate their allies from a terrible naga invasion.
Feedback, Support, and Future Updates
Would you like to get in touch? Head on over to the Steam community forums or find us on our Discord! Leave us feedback, suggestions, or report any problems you are having with the game. We will do our best to respond, but we promise we read everything sent our way.
What's Next
We are already hard at work on our next titles. Already, we can announce our partnership with our studio co-op, Realmsoft, to publish their next title, a Megavania tour de force called Clockwork Ambrosia. Internally, we've also begun working on our next title, and we can't wait to share that with you as well.
If you don't want to miss news about Tower Song, Clockwork Ambrosia, or Omega Intertainment updates, just joining our mailing list: https://oigames.substack.com
Or stay in touch on your favorite social media platform:
We make games for you to play them, and so many of you have already shared your experiences with us. From the bottom of our hearts, we wish you a warm thank you - and if you did join us in Early Access, please drop us a message for a special gift!
For everyone else, we hope you enjoy Tower Song as much as we've enjoyed creating it.
Complete Patch Notes Read on for a full list of changes made in this patch, both big and small! New Features New Player Character: Ezoan the Technomancer Play through the game as the Technomancer, Ezoan. Ezoan has been updated since the Prologue preview; his kit is now more "buil
Complete Patch Notes
Read on for a full list of changes made in this patch, both big and small!
New Features
New Player Character: Ezoan the Technomancer
Play through the game as the Technomancer, Ezoan.
Ezoan has been updated since the Prologue preview; his kit is now more "build and spend", focused on generating gravity through spells to deliver high value exosuit moves.
New Dungeon: Lharif's Doom
Obtain a new side quest in Qadam during Chapter 5
Complete the new dungeon to obtain new legendary items
Defeat a challenging new boss - or unlock its true secret
Character Reworks
Akeno generates SP with his Blade of Elements and now spends SP to cast higher value spells.
Kiran has been totally reworked; he now starts battle with zero MP and must build into his skills. He has new Damage-based abilities to compliment his Magic, and his Magic spells are generally more accessible. Most of his abilities have been tuned (details below), and he has several all-new abilities.
Neat's finishers now gain extra effects with higher combos.
Porphry is undergoing a significant rework still - look forward to our first major patch in the near future!
Solace's Mana Battery and Overwatch have been reworked to allow Solace to gain and provide more direct benefit while using them.
Tali can now give Jiji access to a new attack move.
The Legionnaires Fred and Hudson now begin Chapter 6 with a new skill
Combat Enhancements
New Enemy: Runner Queen - A terror in the desert who leads her swarm to eviscerate prey.
New Enemy: Busaiya - A new look for the potted ephemera in the Fire Tower.
Dodge (previously Evasion) and Regen are now stacking states like Wound.
Enemy Types: All enemies are assigned a type, which grants them Defense bonuses and other resistances. These are viewable in battle. Enemies don't otherwise resist or absorb damage behind the scenes, unless buffed/debuffed during combat.
Campaign Enhancements
There are more battles to conquer, items to craft, and loot to find!
The world has come to life with more animation, characters, wildlife and unique character art for villagers
The Guhar overworld map has been greatly improved, visually
Most Fire Tower stages have been revisited with updated appearances and layouts
The camera perspective has been adjusted for dungeons and other key moments to enhance the mood
Flavor text has been added to objects throughout the game
Performance Enhancements
We have added support for more international keyboards, such as French
Map and combat performance has been improved across the game for all platforms.
Steam Deck users can select the Performance Graphics preset to enjoy 60 FPS throughout the game (with some exceptions during scene loads or combat turns).
Uers can also select a Minimal Graphics preset to achieve better performance on lower spec systems.
Warning: The below details may contain minor plot spoilers.
Achievements
'So Much Damage' Achievement now requires 500 damage instead of 150
Achievements unrelated to the main quest and storyline are no longer hidden in the Steam client.
Characters
Akeno
New cut-scene portrait!
Blades and Katanas grant the same damage bonus, but Katana now grants MP
Blade of Elements skills generate SP.
Cutting Wind, Mudquake, Soothe, Hard Water: Generate SP on use.
Fire Spirit: Now grants Akeno Regen +2.
Gale Force, Stonewall, Mudwall: MP no longer required to cast. SP required to cast.
Phoenix Fire, Tsunami: MP no longer required to cast. SP required to cast.
Phoenix Song: MP no longer required to cast. SP required to cast.
Soothe: Bonus spirit now grants Regen +2.
Hudson
Live Loadout: Remove cooldown; while switching weapons, players now see the current ammo count.
Fred
Scythe no longer grants HP regen but instead a static HP bonus
Jiji
New Ability - Lunar Strike: A single-target ability that deals bonus damage.
Ward is now free, but has a 1-turn cooldown. It is no longer automatically cast on Tali.
Kiran
New Ability - Determination: Passive talent that grants Kiran a Defense bonus based on his missing health.
New Ability - Eldritch Strike: Deal critical Slashing Damage to target.
New Ability - Indomitable: Once per battle, fully restore Kiran's MP and HP.
New Ability - Knight Run: Cleanse party and grant immunity to negative states for 3 turns.
New Ability - Soulblade: A powerful strike fueled by mana.
Weapon damages re-balanced; generally, this means Broadswords have a higher Magic bonus than before, while Soulswords have bother high Damage and Magic bonuses than before.
Bastion: Now grants MP when used.
Dying Light: Now only deals damage based on Kiran's missing HP; damage overall decreased. MP cost cost decreased to compensate.
Edification: Now triggers at a lower MP threshold.
Eldritch Blast: Removed.
Foothold: Now a passive talent that grants Kiran +30 MP on his first turn.
Heroic Sacrifice: Now a free action that grants 50% MP for 50% HP.
Honored Sacrifice: Removed.
Mana Storm: Now strikes all targets; damage scales with Magic; MP cost scales with number of enemies.
Mana Strike: Now a purely Magic skill.
Matyr: Now a free action.
Quantum Soul: MP restoration bonus reduced to 10.
Siphon Strike: Damage reduced; MP gain increased.
Soulchained Shock: MP cost reduced
Spell Breaker: MP cost reduced
Steel Hurricane: Now costs MP.
Neat
No longer sees invalid moves in his skill list during combat.
Crack now also stuns if Neat has Dodge
Five Point Palm: Now a combo 4-5 finisher that inflicts Exploding Heart; after 3 turns, the target suffers 30% HP damage.
Footwork: Now grants Dodge +3.
Humble Warrior: Now grants Dodge +5.
Knockout: No longer does bonus damage but inflicts Stun. At Combo 4+, it is a critical hit.
Naudillon Shuffle: Now grants Dodge +3.
Proud Warrior: Now grants Regen +3.
Sigil: Now usable with any combo, but only grants Dodge (+5) at combo 4-5.
Step In: Now grants Dodge +2.
Unbreakable Combo: Now only grants 5% Damage bonus per Stage, and only starting at Stage 2
Uppercut: No longer inflicts Stun but grants Neat a stack of Dodge per Combo. At Combo 4+, it is a free action.
Water Bend: Now hits every enemy once but no longer wounds. At combo 4-5, it deals double damage.
Porphry
Axe and Harbinger damage increased
New Talent - Blood Sisters: Porphry can inflict up to Wound +8 to targets, rather than only Wound +5
New Skill - Cauterize: Deal bonus damage to wounded targets.
New Skill - Honor Warrior: Revive all party members.
New Skill - Insatiable: Whenever Porphry wounds an enemy, she is healed
New Skill - Trance Warrior: Trigger a berserker rage and deal critical damage for the duration, but take additional damage.
New Skill - Valdan Fury: Reduce trance by 40 as a free action
Battle Sense: Now a tier 5 mod that grants ally blessed magic/weapon, whichever is already higher; also grants a blessed ally Dodge +2
Berserker Rage: Now lasts for 1 less turn
Carapace Slam: Now a tier 4 ability.
Cleave: Now a core ability usable at 30-80 Trance that deals 100% damage
Deep Wounds: Now increases Piercing damage done to target; Porphry also inflicts an additional wound with any skill while using this mod
Instigate: Reworked; now provokes a single target as a free action, reducing Trance in the process
Rend: Now inflicts an additional Wound by default
Serrated Edge: Now affects Rend and Whirlwind instead of Cleave
Sogruni War Cry: Skill removed.
Weirbreak: Wound requirement reduced
Whirlwind: Now a core ability; damage increased, and always inflicts Wound. Usable at 0-40 Trance.
Solace
Hit points increased
Assault Rifle: Base accuracy increased
Sniper Rifle: Damage increased
Burst Fire damage reduced
First Aid grants a turn to a revived ally if an ally was revived
Explosive Grenade: Damage increased
Knight's Aid: Now grants Regen +4.
Mana Battery: Now restores MP to ally, then grants Solace a Damage bonus based on the MP restored, which applies to her next Aimed Shot against any target.
Overwatch: Damage bonus now scales from Solace's Damage, not the target's; Solace can no longer mark multiple enemies by using Overwatch twice in a row; Solace now visibly fires on her ally's target
Smoke Grenade: Now grants Dodge +3.
Tali
Staves now grant HP instead of MP; wands now come with an MP penalty
Commune no longer grants MP to the party, only to Tali and Jiji
Deja Vu: Now functions the way Double Lift used to.
Double Lift: Replaced by new skill, Lunar Call: Grants Jiji a special state for 3 turns that allows him to cast Lunar Strike.
Hidden Curse: Damage bonus reduced; bonus damage is now listed in Tali's spell tooltips for affected spells;
Tarot Pull: Tali can no longer pull the same card twice at once
Void Kill damage reduced and MP cost increased.
Combat
General
Combat difficulty has been tuned across the board; enemies have been added to trivial fights and removed from harder fights. Some new encounters have been added to better introduce enemy mechanics; and others are now easier to avoid entirely.
Oracle's Tear now restores more MP but only to the user
Blessed Weapon and Magic now grants a 50% bonus instead of 100%; Cursed Armor and Resistance now only increase damage taken by 25%
Dodge effects (previously called Evasion) are now stacking effects (similar to Wound). Dodge effects can stack up to 5 times, with each stack adding a 15% increase to the Evasion stat. Skills that previously granted various levels of the Evasion status effect have been adjusted to best match their previous counterparts. Please refer to the individual characters' notes for exact changes.
Elementals now resist Death, Heat and Soul damage from all sources, and no longer resist magical Slashing, Piercing or Blunt damage
Regen effects that affect Health Points are now stacking effects (similar to Wound). HP Regens can stack up to 5 times, with each stack adding a 5% increase to HP recovered per turn. Skills that previously granted Minor Regen, Regen, Major Regen, etc. have been adjusted to grant their stacking counterparts.
Stance: Parry has been replaced with Parrying; it is no longer a stance and cannot be dispelled by Blunt damage/Stun/Control.
Major, Critical and Mortal Wound damage over time effect has been greatly reduced.
Prologue
Botros Siege Beast: Discharge damage reduced; you can now change party members between fight attempts; base damage reduced.
Lost Child: Now casts a single target Holy Armor instead of the AoE Holy Aura; no longer uses Unholy Aura
Unformed: HP reduced; no longer have a passive Regen.
Soul Tower
Errant Soul, Echo Sync: No longer a free action; takes an enemy's turn.
Guardian: Base damage, hit points and spellpower reduced.
Soul Golem: Base damage and hit points reduced.
Soul Knight: Base damage reduced.
Soul Scavenger, Drain: Now a Critical hit
Wild Infection's Burst damage reduced, doesn't have extra shake effects. and doesn't take so long to play
Youxia: Base damage reduced.
Vistham
Deso Siege Beast: Combustible Mist is communicated more clearly, dissipates faster, and does not dissipate if the boss dies.
Dundale: Base damage increased; damage dealt to Stunned party members increased; new ability, Shadow Sting.
Loose Ember: Can now cast Brand.
Naga Bloodflight: Can now use Smoke Bomb.
Kido Desert
Bandit: Base damage increased; now have passive Dodge.
Dune Runner: Health increased.
Monument: Sand Fortication no longer used above 33% HP, but instantly grants Echo State.
Roc: Predation now grants Echo state immediately; Wing Buffet now targets all party members
Sand Wyrm: Base damage increased; Tremorquake damage increased; health increased. Can no longer be forced out of its tunnel.
Scorpion, Echo Drain: Will only target units with MP available to be drained and has been reclassified as an Engage skill.
Fire Tower
Enemy health values generally increased
Congregation fight difficulty increased
Forgesmith: Healing Aura is no longer an AoE heal
Ond Doula: Attack pattern simplified; now immune to Stun and Control
Stone Watcher: HP reduced
Vasarach: Health increased; now marks its Devastate target.
Final Boss: HP reduced, including HP of allies; now casts a weaker barrier at the start of Phase One
Equipment
Crafting recipes are now unlocked through Party Milestones
Crafting material distribution re-adjusted to be more even. The total crafting materials dropped by end game remains the same.
New craftable accessories are now available at all tiers.
Crafting cost for armor, helmet and shields increased.
Base weapons are no longer craftable or reforgeable
Tower Dust crafting requirements for tier 2-5 weapons, armor and accessories have been generally increased
Battle Harnesses: Now grant a bonus to MP.
Body Armors: Initiative penalty eliminated; grants immunity to Wounds; defense reduced.
Capes: Now grants Damage bonuses; no longer grants additional MP or Defense.
Kidonian Helmet: Defense reduced
Mage's Contingency: No longer grants Curse immunity
Plate Armors: Tower Dust crafting requirements for tiers 2-4 have been reduced; Initiative penalty reduced; Defense bonus reduced.
Ring of Jordan: Text clarified to better indicate that it grants bonus Item uses per encounter, not per turn.
Shields: Tower shield defense increased
Tunics: Evasion bonus increased.
Wing King's Cloak: ATK/MAG bonus reduced
Exploration
Game now autosaves after looting an item, i.e. treasure chest.
Emerald Woods: Added a shortcut for Neat players.
Fire Tower: Except for one sequence, players can now backtrack out of the dungeon. The point of no return has been moved to the final encounter.
Fire Tower Creche: The second spawning pod is in a new location to encourage exploration. (The original location was also very easy to miss.)
Qhaphet: Players can now sprint in town.
Soul Tower, Excavation Site: Players can now loot better gear from the bottom of the shaft
Quest
Prologue
Improved cut-scene and level design for the Forge
Amara is now known as Naariyya
Players are now warned before entering points of no return for the sub-bosses.
Prologue
There is a new encounter in the Turbine section
Soul Tower
Porphry and Ezoan now have dialogue to confirm the miners have been saved, as Tali and Neat already did.
Soul Tower: Logistics treasure encounter difficulty has been reduced
Soul Tower: Tower objects cast reflections on the Tower floor more consistently
Vistham
Boss battle cut-scene extended
Fire Tower
Brand new level design for the final area
UI/UX
Players are now prompted to set basic options when they start a New Game - including Difficulty, Graphics Settings, and other useful details.
The Options menu now comes with a "Save & Exit" button - handy!
More "weakness" and "resistance" pop-ups have been added to communicate extra damage taken/dealt
Player character skills that target another ally will now always default to highlighting the caster first. Rules have been added to prevent accidental casting of abilities when they would take no effect on the target
The Equipment menu can now be accessed directly from the camp sequence.
Forfeit Battle in combat is now called "End Battle", and explains the consequences to players more clearly before they confirm.
You can now modify equipment across the entire party in Chapter 6 even when split up
The Options Menu can now brought up by pressing the Menu button while in combat.
Even more equipment, state and skill tooltips have been updated to clarify effects, particularly those granted bonuses from other items like accessories or skill mods.
Player's facing is now saved when swapping active parties
Bug Fixes
Achievements
Adjusted the triggers for the Well-Acquainted achievement to trigger properly and consistently
Characters
Legendary achievement will now properly trigger for all crafted legendaries
Echo Circlet: No longer unlocks an achievement
Characters
Examine can now be used on any target even while under a taunted effect.
Akeno, Elemental Flux: Effects no longer drop between battles.
Akeno, Gale Force under the effects of Air Spirit will no longer damage Invincible enemies.
Fred: Blood Pool HP recovery ratio on is properly set to 25%
Fred: Blood Burst's critical damage properly scales off of Fred's Magic Attack.
Hudson, Dedication: Fixed bug where critical damage values were being displayed in tooltips even if Dedication was equipped.
Hudson, Reload-Out: Animation plays properly
Kiran, Edification's effect triggers as long as Kiran has the MP requirement before using the skill; previously, it would only work if he had the required MP afterwards.
Kiran, Martyr: No longer occasionally removes Provoked from enemies who were already Provoked
Solace, Flanking Fire: Now properly usable under passive Stealth effects
Solace, Snipe: Tooltip now properly indicates that Snipe grants 2 Grit, not 1.
Tali: Commune's animation will skip over allies with no base MP.
Tali: Hidden Curse's damage bonus for Catastrophe is no longer mistakenly included in the critical hit bonus damage calculation
Combat
Generally, enemies have been re-sorted on the battle screen to be more easily selected with a mouse and to ensure state, name and HP values are always visible.
Fixed a bug where fractional damage could be shown when breaking a barrier effect
Bandits, Smoke Bombs: Fixed Smoke Bomb's animation to play on the active battler and not the center of the screen.
Council Boss: Mechanics now work correctly and are better communicated.
Guardian: Now performs his attack patterns correctly;Enrage dialogue will no longer play when defeating it and the Soul Golem simultaneously.
Karpi: Attacking Karpis with a Blunt or Stun after they emerge from their shelter state will no longer play a stance dispelling animation
Naga Cleric: Invincible now also prevents negative status effects
Neat, Step In: No longer occasionally removes Provoked from enemies who were already Provoked
Ond Doula, Cultivate: Now properly removes Wounds from heal targets
Ond Glottis will no longer cast Harmonize if its partner is defeated
Sandwyrm: Belly will properly disappear after completing digestion and defeating the consumed ally.
Scorpion, Drain: Now properly removes Wounds from user
Wild Infestation self-destructing will no longer trigger its on-death Burst abililty
Final Boss: Fixed bug where one attack was not scaling properly from the correct stat
Final Boss: Fixed bug where splash damage from one attack was not occurring correctly, even though the animation was playing
Final Boss: Fixed bug where one attack missing the primary target would prevent the splash damage from occurring.
Equipment
Witch's Hat: Can no longer be disenchanted (and therefore permanently lost)
Exploration
Objects and NPCs will no longer spontaneously teleport while transitting stages.
Terrain passibility issues further cleaned up; terrain should look more predictable passable or unpassable, and players shouldn't be able to climb over stuff they aren't supposed to.
Jiji can now access all of his hidden items in Chapter 6
Porphry's broken Soul Tower pillars no longer remain on-screen afterwards
Fire Tower, Bridge: Encounters now trigger separately; previously if you triggered one, the other would auto-start as well.
Guhar Camp, Neat: During the Emerald River camp scene, Solace now actually prepares the fire before going to talk to Neat, instead of from afar after their conversation
Fire Tower, Turbine: Gargoyles can no longer trigger combat from a distant ledge
Kidonia: Fixed a bug where you could walk on the water by the Qhaphet bridge
Qadam, Militia HQ music now longer resets the loop as you explore
Soul Tower: Destructible Soul Tower pillars no longer leave their tops behind during and after animations
Soul Tower: Jumaia the Miner can now be properly be found in the Barracks after saving her in Chapter 2 but prior to completing the quest
Vistham: Bandits in the townhouse now properly see the player to start an encounter
Quest
Chapter 1: Players can no longer skip the chapter boss by leaving Emerald River after the bridge is restored but before the boss is defeated
Chapter 1: You no longer see two Solace's after the Cedarspur fight
Chapter 3: Player can no longer sequence break by interacting with Vistham Northgate before defeating the boss
Chapter 3: Vistham Liberation side quest now also requires finding all survivors
Chapter 3: You can no longer collect a duplicate reward from Legionnaire Johnston for liberating Vistham
Chapter 3: Mayor Suhail no longer rewards player for liberating Vistham when all the naga are defeated if there are still refugees to save
Chapter 4: Exiting Wind Canyon to the east before defeating the Sandwyrm will no longer allow for unintended progression across Armin Range on the overworld, skipping the Sandwyrm
Chapter 6: Canceling the Alpha/Beta control button for the first time will not trigger the ensuing dialogue and party swap functionality
UI
Changing a keybind no longer clears keybinds previously using that key; this prevents players from accidentally making "Select" or "Cancel" unusable
Typos, grammar mistakes, and word wrap errors fixed throughout
(This post is a text version of the above video.) I have a problem: I really like coming up with RPG character designs. Tower Song features four heroes for players to choose from as their point of view character. Each character comes with their own unique class design, dialogue,
I have a problem: I really like coming up with RPG character designs.
Tower Song features four heroes for players to choose from as their point of view character. Each character comes with their own unique class design, dialogue, and quest rewards.
Tali is a spellcaster, so while she uses mana points, she doesn’t really have a spell list - instead she pulls Tarot cards, each of which grants her a different spell. Of course, she also fights with Jiji, who is himself a party member. In the field, Jiji can sneak into tiny spaces, finding treasure or unlocking doors from the other side.
Neat is the ultimate tempo fighter; each skill he has adjusts his Combo Stage, meanwhile; depending on the stage, he can access different moves. So he has an entirely different moveset each turn, depending on what you are doing. In the field, he can walk Song-addled victims through meditation techniques, allowing the party to pass into areas without violence.
Porphry is fury, a mix between a berserker and a fighter. Her skills generate Trance, which, like Neat, can change what skills she has access to. But she can also lower her Trance; why do this? Well once her Trance gets high enough, she goes into a berserker rage, and players lose control of her. In the field, she can break down weakened walls or obstacles, opening up new areas to explore.
Ezoan is a fun hybrid spellcaster and fighter; he casts spells like others, but he also drives an exosuit; the exosuit is powered by gravity, which he generates by casting spells. In the field, he can hack exosuits, moving them or just exposing them to the player for loot.
All of this is driven by a compulsion for me to design RPG characters; as many as I have ideas for, usually, and for whatever reason, I am never short on those.
You might think this is a boon, and it is certainly a more helpful problem than having no ideas at all. Let me give you a little context though.
The original RPG Maker 2000 game had 8 members in the main cast. It was also quite a bit longer than Tower Song, with a main quest running around 20 hours and a bunch of side quest content bringing it to about 30 or 40 hours to 100%. If 8 sounds maybe reasonable, however, you should also know I included an additional 9 hirable mercenaries as well. They didn’t have any speaking lines and some of them couldn’t hit the level cap, but, you know, that’s just a lot of characters. Too many, some might say. (Meaning myself.)
Even the original Tower Song prototype had this problem, featuring 7 characters with a main quest clocking in only around 2 hours.
I knew Tower Song would need to rein it in and be more focused. The harder option - increasing the game’s length - was out of the question. Not only did I not want to ask players to commit to another 40-hour long RPG, I also wasn’t going to have the art budget to create a game of that scope.
The solution seemed genius: narrow down the prototype’s cast to 3 main characters and allow the player to choose their own main character from the remaining four. We could then commit our resources to a single main quest line (and the handful of biomes that went with it), while still being able to play around with all of the class designs we wanted to.
One thing I did not want, however, was a silent protagonist. Nor should their lines simply be inserted into longer cut-scenes as “fill in the blank” asides. No, I felt strongly that the player’s character (let’s call them the “hero”) should have their own goals, motivations, and personalities - and be vocal about it.
All of this, of course, created a single game of reasonable scope that was then multiplied into four games, with a perhaps less reasonable scope! Everything we did, had to be done four times.
Bug testing: many bugs only appeared for one or two heroes, necessitating campaign playthroughs with all four characters in order to certify a build.
Combat balance: getting encounters, particularly the “story bosses”, to feel just right in combat meant they had to feel right for each potential party. A trivial fight for one party composition could be near impossible with another.
Side quests: if we’re adding a side quest with a unique reward for one hero, at the very least, four rewards had to be designed - one for each. To make side content feel truly special, though, we also wanted areas and encounters unique to a hero - which then meant we had to design four times as many.
Storyline: While some cut-scenes do not really involve the hero and the dialogue is the same for all four, allowing each hero to bring their own personality to bear often meant cut-scenes were so driven by character that there was no option except to write the scene four different times.
Class design: This was the whole point, so you can believe we had four different designs.
So did it work out?
Well, yes, I think so!
The game certainly took longer to developer than I anticipated, but the result is something special. Although the outcome of the main story does not change, each hero in Tower Song is otherwise a unique experience. Whether you play it once, or four times, your choice is rewarded. You even learn about the world just a little differently depending on your hero and the perspective they bring; party builds and battles also play out differently, due to the totally different class designs.
So will we do it again? Not sure! It’s a lot of work. But I did learn a valuable lesson about scope, all the same. Maybe that’s progress for me. A sign of progress.
That’s good, right?
See you next time.
(All of this is a lie, of course, because we still found cause to add another two playable characters into the game’s final chapter. Once an addict, always an addict, I suppose.)