SotA on sale this week!
SotA is participating in its first sale for this entire week. Let your friends know!
SotA is participating in its first sale for this entire week. Let your friends know!

SotA is participating in its first sale for this entire week. Let your friends know!
SotA is participating in its first sale for this entire week. Let your friends know!
SotA is participating in its first sale for this entire week. Let your friends know!
SotA is participating in its first sale for this entire week. Let your friends know!
Patch 1.1 is now live! We wanted to address some of the primary feedback we've received from players, which was that the game was arguably too difficult. To that end, we made a few subtle but important balance changes to make the game moderately easier without removing the challe
Patch 1.1 is now live! We wanted to address some of the primary feedback we've received from players, which was that the game was arguably too difficult. To that end, we made a few subtle but important balance changes to make the game moderately easier without removing the challenge that we wanted to deliver.
We've also added a campaign of challenge missions that should help players transition from the tutorials to the harder Survival or multiplayer game modes.
Patch 1.1 notes:
Patch 1.1 is now live! We wanted to address some of the primary feedback we've received from players, which was that the game was arguably too difficult. To that end, we made a few subtle but important balance changes to make the game moderately easier without removing the challe
Patch 1.1 is now live! We wanted to address some of the primary feedback we've received from players, which was that the game was arguably too difficult. To that end, we made a few subtle but important balance changes to make the game moderately easier without removing the challenge that we wanted to deliver.
We've also added a campaign of challenge missions that should help players transition from the tutorials to the harder Survival or multiplayer game modes.
Patch 1.1 notes:
Patch v1.0.1 notes: Usability Update Additional text was translated to German, Portuguese, and Russian Gameplay Changes Increased the base damage of the Bash Tower from 80 to 150 Removed the time limit on building between waves for the Survival and Co-op Survival game modes Waypo
Patch v1.0.1 notes:
Patch v1.0.1 notes: Usability Update Additional text was translated to German, Portuguese, and Russian Gameplay Changes Increased the base damage of the Bash Tower from 80 to 150 Removed the time limit on building between waves for the Survival and Co-op Survival game modes Waypo
Patch v1.0.1 notes:
First, let us extend our sincerest thanks to everyone that joined us for Early Access and helped us by playing and providing feedback. We really, really appreciate it and hope you enjoy the final game. As always, let us know what you think in the Community Hub or on Twitter @TheI
First, let us extend our sincerest thanks to everyone that joined us for Early Access and helped us by playing and providing feedback. We really, really appreciate it and hope you enjoy the final game. As always, let us know what you think in the Community Hub or on Twitter @TheImpulseGames
Quite a bit has changed over the course of our Early Access, so here is an overview of some of the bigger design changes you'll find in Shepherds of the Abyss v1.0:
First and foremost, the game is much faster paced. We ultimately agreed with feedback we had received that the game felt too slow/sluggish, so we greatly increased the speed and action, and then rebalanced accordingly.
Secondly, in our Early Access builds, it wasn't easy enough for players to always identify cause-and-effect in regards to their decisions and the outcomes. The result was the game could often feel "muddy" because the reasons for winning or losing weren't always clear. Therefore, we wanted to significantly increase the gameplay's clarity, so we redesigned our units and the way we establish the incoming wave.
Each unit in the wave is now affected by a set of unique buffs that provide clear advantages (more health, faster speed, shields, etc.) - meaning these strengths are tied to buffs and not to specific units. The buffs are displayed in a grid so that players can easily identify them and respond accordingly (see the game's screenshots for an example). They can also perform limited moves to change the locations and strengths of these buffs by moving them in the grid. This system gives players some control over the incoming wave, to be used in response to the strengths and weaknesses of their current base.
We also reworked each tower to act as a hard counter to one of the buffs. In doing so, we've shifted the strategic depth to mazing, base-building, and tower utilization, which was one of our original goals at the beginning of development.
In the end, these changes to units and towers should make the reasons for the outcomes of your decisions much clearer.
In addition to updates to the Survival and 1v1 game modes, we've also added Co-op Survival, where you and a friend can join together to try to survive as many waves as possible.
There are countless other changes, and we've reworked the tutorial and added achievements, so if you haven't played in a while, be sure to hop in and check out this very extensive update!
First, let us extend our sincerest thanks to everyone that joined us for Early Access and helped us by playing and providing feedback. We really, really appreciate it and hope you enjoy the final game. As always, let us know what you think in the Community Hub or on Twitter @TheI
First, let us extend our sincerest thanks to everyone that joined us for Early Access and helped us by playing and providing feedback. We really, really appreciate it and hope you enjoy the final game. As always, let us know what you think in the Community Hub or on Twitter @TheImpulseGames
Quite a bit has changed over the course of our Early Access, so here is an overview of some of the bigger design changes you'll find in Shepherds of the Abyss v1.0:
First and foremost, the game is much faster paced. We ultimately agreed with feedback we had received that the game felt too slow/sluggish, so we greatly increased the speed and action, and then rebalanced accordingly.
Secondly, in our Early Access builds, it wasn't easy enough for players to always identify cause-and-effect in regards to their decisions and the outcomes. The result was the game could often feel "muddy" because the reasons for winning or losing weren't always clear. Therefore, we wanted to significantly increase the gameplay's clarity, so we redesigned our units and the way we establish the incoming wave.
Each unit in the wave is now affected by a set of unique buffs that provide clear advantages (more health, faster speed, shields, etc.) - meaning these strengths are tied to buffs and not to specific units. The buffs are displayed in a grid so that players can easily identify them and respond accordingly (see the game's screenshots for an example). They can also perform limited moves to change the locations and strengths of these buffs by moving them in the grid. This system gives players some control over the incoming wave, to be used in response to the strengths and weaknesses of their current base.
We also reworked each tower to act as a hard counter to one of the buffs. In doing so, we've shifted the strategic depth to mazing, base-building, and tower utilization, which was one of our original goals at the beginning of development.
In the end, these changes to units and towers should make the reasons for the outcomes of your decisions much clearer.
In addition to updates to the Survival and 1v1 game modes, we've also added Co-op Survival, where you and a friend can join together to try to survive as many waves as possible.
There are countless other changes, and we've reworked the tutorial and added achievements, so if you haven't played in a while, be sure to hop in and check out this very extensive update!
Hello, everyone! It’s been a few weeks since we released our last minor patch and we’ve been hard at work on our next major update, version 0.7, and we wanted to fill you in on what we’ve been doing. Cooperative Survival The primary major feature we’ve been working on is Cooperat
Hello, everyone! It’s been a few weeks since we released our last minor patch and we’ve been hard at work on our next major update, version 0.7, and we wanted to fill you in on what we’ve been doing.
The primary major feature we’ve been working on is Cooperative Survival. In this gamemode, you play Survival with 2, 3, or 4 teammates. Multiple enemy Shepherds (bosses) spawn based on how many players you’re teamed-up with. Hold out as long as you can and see which teams can survive the most waves.
The design and engineering required to make cooperative survival enjoyable or even possible will also pave the way for us to launch 2v2, 3v3, and 4v4 multiplayer modes. Those should be available in a future patch.
We decided that we needed to improve the enjoyment of defense, and what better way to do that than to make your unlocked Shepherd play a vital role in defending your base?. Each Shepherd will come with the ability to take over a tower’s position and auto-attack nearby units, as well as cast a couple of unique spells to control, debuff, or damage units passing through your maze.
This change also means that Shepherds are available in every mode and play a vital role regardless of what type of match you’re in.
Because we’re unifying all game modes to include Shepherds on defense as well as offense (where applicable), we’ve also made some changes to the economic resources that are awarded and how they are spent. We’re still playtesting these changes so they are subject to change, and thus why we won’t outline the changes in detail just yet, but we did want to announce that we’re focused on improving this area of the game.
And lastly, after building Shepherds of the Abyss for a couple of years now, we decided that having players unlock two or three Shepherds was actually a detriment to the overall fun of the game. While it made for some interesting combinations, the changing hotkeys and micro-management required didn’t live up to our vision of what this style of Tower Defense should play like. Therefore, players will now only get to unlock 1 Shepherd per match. The synergies between Shepherds will still be present in modes with 2 or more players on a team (where multiple Shepherds can then interact with each other) but won’t be a part of 1v1 or single player modes. We intend to make up for the lowered flexibility by adding more on-use items to the Item Shop so you can still unlock, in a sense, some of the abilities that paired well with your favorite Shepherd.
As the number of this patch (0.7) suggests, we’ve got more features in the works or planned for the near future. Some of these include the multiplayer versus modes mentioned earlier in this post but also leaderboards, ranked mode, and more. We’ll do our best to keep you up-to-date on our current objectives and development progress.
Thanks for taking the time to catch-up on our progress. If you have any questions, comments, etc., feel free to drop them on our Steam Community Hub or contact us on Twitter @TheImpulseGames
Hello, everyone! It’s been a few weeks since we released our last minor patch and we’ve been hard at work on our next major update, version 0.7, and we wanted to fill you in on what we’ve been doing. Cooperative Survival The primary major feature we’ve been working on is Cooperat
Hello, everyone! It’s been a few weeks since we released our last minor patch and we’ve been hard at work on our next major update, version 0.7, and we wanted to fill you in on what we’ve been doing.
The primary major feature we’ve been working on is Cooperative Survival. In this gamemode, you play Survival with 2, 3, or 4 teammates. Multiple enemy Shepherds (bosses) spawn based on how many players you’re teamed-up with. Hold out as long as you can and see which teams can survive the most waves.
The design and engineering required to make cooperative survival enjoyable or even possible will also pave the way for us to launch 2v2, 3v3, and 4v4 multiplayer modes. Those should be available in a future patch.
We decided that we needed to improve the enjoyment of defense, and what better way to do that than to make your unlocked Shepherd play a vital role in defending your base?. Each Shepherd will come with the ability to take over a tower’s position and auto-attack nearby units, as well as cast a couple of unique spells to control, debuff, or damage units passing through your maze.
This change also means that Shepherds are available in every mode and play a vital role regardless of what type of match you’re in.
Because we’re unifying all game modes to include Shepherds on defense as well as offense (where applicable), we’ve also made some changes to the economic resources that are awarded and how they are spent. We’re still playtesting these changes so they are subject to change, and thus why we won’t outline the changes in detail just yet, but we did want to announce that we’re focused on improving this area of the game.
And lastly, after building Shepherds of the Abyss for a couple of years now, we decided that having players unlock two or three Shepherds was actually a detriment to the overall fun of the game. While it made for some interesting combinations, the changing hotkeys and micro-management required didn’t live up to our vision of what this style of Tower Defense should play like. Therefore, players will now only get to unlock 1 Shepherd per match. The synergies between Shepherds will still be present in modes with 2 or more players on a team (where multiple Shepherds can then interact with each other) but won’t be a part of 1v1 or single player modes. We intend to make up for the lowered flexibility by adding more on-use items to the Item Shop so you can still unlock, in a sense, some of the abilities that paired well with your favorite Shepherd.
As the number of this patch (0.7) suggests, we’ve got more features in the works or planned for the near future. Some of these include the multiplayer versus modes mentioned earlier in this post but also leaderboards, ranked mode, and more. We’ll do our best to keep you up-to-date on our current objectives and development progress.
Thanks for taking the time to catch-up on our progress. If you have any questions, comments, etc., feel free to drop them on our Steam Community Hub or contact us on Twitter @TheImpulseGames
This is a minor stability patch to fix a crash that was common in survival. Gameplay Changes Creatures with the Phase Out ability in Survival are now immune to all debuffs while Phased, such as roots, snares, and stuns. Bug Fixes Updated tower debuffs to correctly ignore targets
This is a minor stability patch to fix a crash that was common in survival.
This is a minor stability patch to fix a crash that was common in survival. Gameplay Changes Creatures with the Phase Out ability in Survival are now immune to all debuffs while Phased, such as roots, snares, and stuns. Bug Fixes Updated tower debuffs to correctly ignore targets
This is a minor stability patch to fix a crash that was common in survival.
Usability Update Added hotkeys to tower upgrades (keys 1-4) Changed cursor icon Added in-game options menu. Gameplay Changes Empowered Beam Tower's damage no longer resets when refreshing Empower before its duration has ended, allowing it to grow up to 10x its base damage while r
Usability Update Added hotkeys to tower upgrades (keys 1-4) Changed cursor icon Added in-game options menu. Gameplay Changes Empowered Beam Tower's damage no longer resets when refreshing Empower before its duration has ended, allowing it to grow up to 10x its base damage while r
This is a minor patch for issues we discovered since last night's launch. Gameplay Changes The Preparation Phase timer has been increased from 45 seconds to 90 in Classic vs AI mode and from 60 seconds to 90 seconds in Survival mode. Bug Fixes Fixed an issue causing players to be
This is a minor patch for issues we discovered since last night's launch.
This is a minor patch for issues we discovered since last night's launch. Gameplay Changes The Preparation Phase timer has been increased from 45 seconds to 90 in Classic vs AI mode and from 60 seconds to 90 seconds in Survival mode. Bug Fixes Fixed an issue causing players to be
This is a minor patch for issues we discovered since last night's launch.
We are happy to announce that Shepherds of the Abyss is now available for Early Access. With it comes three available game modes: Classic 1v1, Classic vs AI, and Survival. Also with this release comes a handful of known issues. A lot of these revolve around visual artifacts and s
We are happy to announce that Shepherds of the Abyss is now available for Early Access. With it comes three available game modes: Classic 1v1, Classic vs AI, and Survival. Also with this release comes a handful of known issues. A lot of these revolve around visual artifacts and some general usability issues. Feel free to notify us of any problems you encounter at [email protected] or post in the Steam community forum thread (https://steamcommunity.com/app/438300/discussions/0/351660338714823618/).
Also we would like to encourage the community to join us on our Discord @ https://discord.gg/h6bHn. We will be hanging out in here from release forward, and it will be one of our primary methods of communication.
We look forward to seeing you all in game!
We are happy to announce that Shepherds of the Abyss is now available for Early Access. With it comes three available game modes: Classic 1v1, Classic vs AI, and Survival. Also with this release comes a handful of known issues. A lot of these revolve around visual artifacts and s
We are happy to announce that Shepherds of the Abyss is now available for Early Access. With it comes three available game modes: Classic 1v1, Classic vs AI, and Survival. Also with this release comes a handful of known issues. A lot of these revolve around visual artifacts and some general usability issues. Feel free to notify us of any problems you encounter at [email protected] or post in the Steam community forum thread (https://steamcommunity.com/app/438300/discussions/0/351660338714823618/).
Also we would like to encourage the community to join us on our Discord @ https://discord.gg/h6bHn. We will be hanging out in here from release forward, and it will be one of our primary methods of communication.
We look forward to seeing you all in game!