Hello there,
Thank you to everyone who has already taken the time to look at our game, we do appreciate it.
When we applied for the Steam page we didn't expect anyone to come from the initial listing, but we have noticed a small amount of people showing interest so we wanted to give you an update on what is going on behind the scenes.
We had many ideas before we started the development of BoB, mainly from what we as players of TD games have always wanted from a TD game. We realised early on that it was best to find a good balance and narrow it down to help us achieve an enjoyable gameplay element and after months of development and iterations, we started to understand that a lot of our original ideas may work, this led to us revamping the game we already had to achieve a vision closer to what we originally intended, only to later realise that splitting the game into multiple elements would be a better option and focus on each as a separate game mode and refine them to make the most out of each one, this would result in 3 types of game modes, the normal path gen you see in the Steam Page screenshots, an infinite TD rogue-like experience, and a separate build-your-own-maze with the same functionality as the first game mode, with the normal path gen being the initial gameplay loop that we are going to release with, and the others being later additions if they ever actually make it.
We will soon be delivering all of our recent updates and an updated Steam landing page soon showing the new map gen, models and gameplay elements, then shortly after this the playtest will be going live and we will see what you the players think and will move on from there addressing any concerns within that version to prepare for the Early Access release, hopefully by then the gameplay loop of the first game mode is enjoyable and we can start working on the alternative game modes(although our main priority is the game itself, bug fixes and iterating with our community!)
A few of the things coming in the New Steam Page and Play test are an overhauled Map Gen System that is a lot more natural and presents a much more visibly pleasing style, Updated UI elements that allow control over the map gen, multiple types of turrets that represent heavy artillery to debuff protection towers, at least 250 waves of wave progression which are attached to the economy system. this defines the uniqueness to how you end up in the late game, as each mob colour represents a unique resource that allows the conversion and collection of more of it's type allowing the player to unlock more powerful and unique upgrades, with plans to enhance the wave progression even further, but we felt 250 was a good number to have for now.
TLDR:
- Steam Page Overhaul coming soon(When this happens the playtest will arrive shortly after)
- 3 planned game modes(Normal Path Gen(playtest) --- Infinite TD Experience --- Build your own maze)
- Overhauled map Gen
- Updated UI allowing more control over the map gen and rogue-like elements.
- Multiple Turrets such as, heavy artillery, flamethrowers and Gatling guns.
- 250 Unique Waves that contribute to the economy system
- Economy System implemented
- Many different internal systems which are huge building blocks to the whole game in general
We are a Team of two people so development can be quite slow so we apologise for that, and neither of us are great at communication so we will do our best to keep you informed when certain milestones or ideas are reached that we feel is significant and calls for an update.
If there are any other concerns you'd like to make about the game before it's release we would be happy to oblige and address any of them so please reach out by discussing your comments on this post, or by joining our discord(we'll soon be giving a couple of keys out to some select individuals for some private testing)
Again thank you to everyone interested and we do hope to have a playtest and the new fancy Steam page for you all soon.


Here's a little sneak peak ;)


