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TDS - Tower Defense Strategy
Blockage Developer
Blockage Studios Publisher
2024-08-21 Release
Game News Posts: 22
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive (182 reviews)
Public Linux Depots:
  • [0 B]
1.0 Hotfix Part 2

UI scaling has been fixed, no longer can it cause your UI to disappear Gabby now follows a bit better when recruited (and also counts as a fish) Fixed various journal entry links Added a backdrop to the chat for bright backgrounds Fixed a few places that some translations would break and display empty characters Fixed a notable interaction between Cardinal bottom rock and money bag Added Korean Translations for achievements Updated Bird related hunting things Added a smarter Vessel selection ('F') with multiple player vessels - If you have nothing selected or a non-vessel selected, the FIRST selected vessel will always be the closest vessel! Continued presses will cycle


[ 2025-05-26 05:47:02 CET ] [ Original post ]

YELLOW PATCH 1.0 - THE GAME IS NOW OUT!



The legendary YELLOW PATCH is here alongside 1.0! The jumps out of Early Access finally with so many fancy features you really just need to check it out yourself! Yes, I did jump 3 version numbers. I swear I planned it out to be almost exact, but I think the game was actually readier than I knew, so sweet! By the time of this post, TDS will be 40% OFF, the biggest discount ever to celebrate the launch!!! ADDITIONALLY! The TDS - OST is now available as a purchasable soundtrack if you want to support us! You'll get the full soundtrack, plus some bonus tracks (in the form of original mixes) B)! https://store.steampowered.com/app/3535840/TDS__OST/ It'll also be a neat addition to the collection if that's your fancy, love a little group of colors... lol
Finally, I will start this off by saying my absolute thank you to everyone that had played during the Early Access of this game! It's been an amazing time and while I don't have anything concrete planned past this point in development. Things like mods, localization, and more are going to get support into the long future. And obviously if things turn out well for the game, I'd be happy to entertain more TDS :D Bottom line, thank you for playing. I am very proud to have completed this! Lets get into the update:

1.0 YELLOW


HIGHLIGHTS


NEW LANGUAGE OPTIONS - new localization for 10+ languages in the game have been added! THIS IS STILL A WIP as we need VOLUNTEERS to help finish it properly! But all in all this will let more folks enjoy TDS to it's fullest and has been a long work in progress to get it right. Enjoy the game in new languages, namely: English, Franais, , , , Deutsch, Espaol, Polski, Portugus, , Ting Vit, Italiana and more! A FULL overhaul across the game has been done to accommodate languages, alongside waiting for all the text to be finalized as all led to this moment! Yay!
4* NEW MAPS! - Rounding off the end half of the game into POST-GAME! You can reach the top and seek the great thing that you've been searching for the whole adventure! With the BIGGEST maps yet!

NEW - POST GAME - ALTERNATIVE (TURBULENT) MAPS. A majority of maps have been given a TOTAL REMIX with lighting, visuals, and layout to give a totally new form of gameplay on familiar grounds. Most are harder in comparison to their normal forms, some of totally different Tide severities! 20+ Maps gain this!
NEW - JOURNAL - A complete guide to most of everything in the game! With more than 400+ entries related to mobs, towers, maps, and more! A great guide for upgrades as well! Coming with greater detail than you'd find normally, you can view the Journal for basically anywhere in the game. Also included is some well rounded flavor text... and a little... story for you story enjoyers... Yeasss. You will unlock entries pretty naturally over time as you encounter them! So explore away!
7 New Cardinals! Including the legendary SAND FILLED BOX Cardinal, which enables Sandbox mode after you get into the POST GAME!!! NEW - POST GAME - The MIXED Cardinal. Utilize a superior and varied defense using a 5th Cardinal of ANY type. With minor restrictions, this Cardinal allows for a mix of different types otherwise not useable during the normal part of the adventure and increase your capabilities significantly! NEW - LEADERBOARDS and MAP SCORING. During the later half of the game, you will unlock LEADERBOARDS. Any map prior and future will expose a SCORE depending on a wide variety of factors! The idea is not to limit a playstyle to any particular form as multiple aspects can contribute to a High score! And not only that. Mastery of a single map will also not be the only factor to your place in a leaderboard. It will be the TOTAL progress and performance across all maps! Including Alternate maps, that will grant you a very large total score! Frustrated maxing out a single map? No worries! Try a different map and chip up your score overtime! Or don't! It will allow you to enjoy the whole game without worry. There is a DAILY and MONTHLY leaderboard in the case you want to see the most 'active' players scores rather than a whole as well!

ALSO NEW


NEW TIDE FORMAT (Severity) - Tsunami. The most intense and varied Tide layout yet! Encounter the hardest of foes in this 4 Tide gauntlet. That's right. Only 4 Tides... Can you conquer the Tsunami? New Enemy Variant - Molten Enemies. These enemies explode with a very particular Tint. Towers and Units that are effected will slowly lose their power... PERMANENTLY. So be careful with your front line! New Boss Enemy - Bulwark. The most intense and fearsome foe in all of TDS... NEW ability to PING locations in game! Using the hotkey G, or pressing the button in the top left, you can ping any location for other players to see! or even just for yourself! NEW DIFFICULTY MODES! You can now select the 'Treated' or 'Toned' Difficulty setting at the start of the game, and change them anytime in the settings! Toned is the TDS you already know and love, being now labeled as the 'Hard but Recommended' Mode, and Treated being the easier mode that alters some core elements of the game to make them significantly... Well... Easier! If it's a tough game, do feel free to try it out! NEW MUSIC! The final set of tunes now fill TDS with the sounds of Cyan. NEW MAP MODDING SUPPORT It is now very VERY easy to add custom maps into the game, all with their own graphics and code! And there's a dedicated guide to how to do that! If that is your fancy you can check it out here: Modded Map Guide SUPERIOR MODDING SUPPORT! Most if any restrictions using the scripting backend will no longer break! I've removed most (if not all) restrictions on the code runner to no longer get in the way of code manipulation. Any weird stuff will only be a result of faulty code rather than anything game-side :D

CHANGES


Improved map load times significantly Changed the text when you complete a round to say 'PARTIAL CLEAR' rather than 'VICTORY' upon achieving a bronze medal or higher to clear things up pressing F multiple times will finally cycle all the vessels under ur control (blurry photo + more) Ballistas and Aegis now drop 3 red aura rather than the default! This should help pretty notably across the board with passive econ Smacky's Heavy arrows price reduced & Explosive arrows price reduced Smacky's Bomb Tower Detonate attack speed increased Smacky's Hut Overtime now is a 75% increase (meaning it'll be 3.5x upon getting union) Smacky's spikes drain per kill has been halved, so it can deal damage to twice as many foes as before (x2 potential damage) Smacky's Death Mark's Cost reduced Smacky's Miners now share the same tier as their hut. This is for specific cardinal interactions. gaining a slight amount of health Smacky's 'Hidden Surprise' spike damage increased to 5 (8 total) Smacky's Bramble effect damage increased to 15 Smacky's Fire Arrows has been adjusted/buffed to now deal 5 Ticks of damage, every second. Meaning it does what it's supposed to be effective at. Notably better (armor shredding) Smacky's Explosive + Heavy arrow combo now deal damage to a wider area and can hit 25% more targets (still smaller than the regular version's explosive radius) Smacky's Perma Wall destroyed state now has a inherent cost (but is free), this is just for consistency for selling Sno Sno's Heater Scorch effect now has a higher cap on damage for more tanky enemies Sno Sno's Cannon, Sno Sucker now can take sno from even farther away. Sno Sno's Cannon, Sno Powder now will deal additional DAMAGE based on how far the enemy is that was hit, this bonus is a multiplier on top of base damage Sno Sno's Blower now shoots slightly further. Sno Sno's Cannon Icicles now split into TWO icicles, which can hit the same targets, effectively dealing twice the damage with a minor shotgun spread Sno Sno's Snobox now scales damage if hitting multiple ores. It will always hit the first ore at 100% power but deal less damage for each consecutive ore. (50%/25%/17%) This should only apply to certain maps Snobles now have a default tier of 4, and Snoble mother now has the default tier of 5. This is for specific cardinal interactions Sno Sno's BFS Snoble Mother's attack now is considered Attack Speed and can benefit from anything that messes with this! You can now convert the SNOBLE MOTHER into Black Sno. This is for consistency sake more than not. She will convert after consuming enough Black Sno (Not heaters) Adjusted Sno Sno's Scorcher's description to show that it ramps in damage Sno Sno's Thin Wall destroyed state now has a inherent cost (but is free), this is just for consistency for selling MASSIVE BUSTER RELATED IMPROVEMENTS AND CHANGES > GLOBAL Speed no longer has a Hard limit! This number can be 1, 100, or 1000 if you can make it! The physical actual speed is still capped and lowered a bit actually to keep performance normal. But the number can be anything. (Dogs can have absurd damage numbers now!) > Dogs have increased base health and increase health per Tier naturally! Dogs are much more tanky later on and should be able to survive stronger foes > Dogs have completely reworked hit box calculations, they should no longer miss enemies as they pass, and hit relative to how fast they are going rather than a fixed interval Because of new calculations: > Buster's Garage Big Dog has a changed effect, instead of hitting wide they now lose significantly less speed when colliding with things. Keeping most of their speed Buster's Lap 3's health multiplier has returned, granting double capacity (compounds on Lap 1 and 2) Buster's Checkpoint 'Tune up' now grants significantly MORE damage at 100% more Buster's Checkpoint 'Marathon' now grants even MORE damage at 200% and grants an additional aura per hit. Buster's Checkpoint 'Final lap' ratio that it gives other checkpoints has been increased by 15% of it's own value Buster's Pedestal Blast Extra Zed now increases BASE damage by 2, alongside the chaining explosion effect Buster's Pedestal Stored Charge reduced price and Maximum damage increased AND can now build into Blast Maker. This should diversify the Pedestal builds a bit as there's not a 3 long single upgrade chain anymore lol Buster's Speed Pad Collision Course now deals PERCENT HEALTH damage based on your Dog's speed Buster's Checkpoint Tune Up, and Marathon now increases damage 3x and 5x Respectively, and now grant 5 of each aura upon hit, rather than 2 Buster's Dog damage now scale in DAMAGE PER SPEED per Tier and a speed pad's initial max speed cap has been upped by 1. Dogs can deal 3 times as much damage as before at higher tiers with a much better scaling, this is now a displayed stat Buster now does 5 damage normally (same with dogs now, but they now scale way faster) this generally means that Buster themselves have fundamentally different scaling from their dogs. Being much stronger in the early Tides with a very low collision speed loss Buster's Diesel dog's fire deals more damage Fie's Yellow Knight's Trailblazing effect now deals ADDITIONAL damage the farther the unit is Fie's Rest Stop Side of Sushi now increases the FIRST shot damage up to 4x with a slightly shorter interval between 'shots', now with a visual effect Fie's sell rate has been adjusted to 60%. AND Buster's sell rate has been increased to 75%. Since it is a hidden value on default, you can now view this in the Journal as a more 'nuanced' statistic (or see the effects in game). Since Buster has a higher tendency for 'misplacements' it felt correct to allow Buster to benefit more from selling Fie's Knight Sword hand's attack speed doubled, with damage reduced to match. This should let them attack more frequently again Fie's Rest Stop - All you can eat Tier 5 - NOW WORKS! It was broken, and now can effect towers, mobs, and traps without limits Fie's Silo Front Line Pipes now properly has it's range around the ORE that it is mining rather than itself. This should clear up any weird behaviours. Fie's Silo Front Line Pipes now actually scale off of it's RANGE stat properly Boutman's 1 Inch Bout's 'Decay Rate' on the ramp damage has been reduced significantly, meaning you can move between attacks much more frequently! Boutman's Iron Fish upgrade is now fixed (Was said to be buffed in a prior patch but never actually changed! Recruited fish now gain +150% Attack rather than 25% a 6x Increase!!) Boutman's Fish Tier 5 Bass + Bwordfish Projectile now works and Bass can now shoot if given this upgrade path ALL COINS (Red, Blue, Yellow, Green) will now grant scaling aura based on the Tide, rather than a flat amount Various Cardinals now operate off of TOTAL WAVES rather than being a fixed amount (still regular in Downpour 30 Tides) meaning they're more potent in other Severities, meaning their overall ability might have also been adjusted as well Effected Cardinals: Sport Drink Red Coin Blue Coin Yellow Coin Green Coin Pig Named Bank Opal Core Rusty Pipe Cardinal Same Day Shipping now grants some aura (once again) when it skips. It will also only skip if the time is under 60 seconds (giving an effect under certain circumstances) Under specific circumstances, Cardinal Looped Mirror will 'Complete the wave' properly and cancel any additional units from spawning Frail Titan's Explosive Range and Damage has been increased notably, and health reduction (for health gaining towers) has been lessened Cardinal Aura Gavel now scales again, slightly. Dealing about 2.5x damage at a tier 5 unit New specific interaction if you equip the Cardinal Torrid Badge with Buster on the crew Cardinal Sport Drink's 'Permanent' stats have been normalized (aka some stats were increased and other decreased by 1%) to a 2% increase each Tide for all stats effected. To keep things simple! Cardinal Drink Stand's accuracy increased significantly Cardinal Great Spear's Effect increased significantly Cardinal Broken Computer's outer range now scales with the Basin's Range stat, meaning it can be buffed Cardinal Wave Breaker's effect is now temporary, however any damage dealt during its effect does pull over 1:1 (as per the new health rules) And it's range stat now can be buffed Cardinal Opal Core's damage stat now can also be buffed by any effects Cardinal Money Bag has again been adjusted! Has a new unique interaction w/ another cardinal Cardinal The First Grade Textbook's Training Daggers now have the secondary (hidden effect) of granting 1 more aura on drown Cardinal Cubed Drink projectile accuracy has now been boosted significantly Cardinal Fragment's health has been reduced a bit Cardinal Fish Bait's Gabby's health has been increased Maybeth's Crops now yield 15 aura each, rather than 10. They grow back slightly slower (but still overall a significant increase) Adjusted Maybeth slightly to combat a unfair interaction at Tide 30 Adjusted Woozy's first barrel slightly over Adjusted the ore placement on Great Rapid to be less... Odd Adjusted Enemy Boutman on Manafold to be a bit easier, he also no longer phases through the cage on Tide 15 However, Enemy Boutman no longer targets resources Adjusted Manafold's resources to now include medium green ores Added additional levels of UI scaling to accomodate a wider range of screen resolutions. These are limited to certain resolution sizes, but it should allow for less jank at smaller screen sizes Slightly improved and reworked game shaders, will have a noticable effect when there's a lot of units on screen, performance should be slightly better! Improved the Boat's visuals to now include 'locked' vessels when you don't have them Improved artifact equipping visuals Added a handful of unlock overrides at certain points in the game in the case clients don't have certain aspects unlocked Various new tool tips have been added The controller indicator now gets hidden in other menus that aren't the game one Upon entering photo mode, the player indications now disappear

BUG FIXES


Fixed a notable bug that caused Buster to take double damage from sources Fixed an issue where the game would 'kick you out' if entering a pause state too soon after a game starts Broken computer's effect no longer overlaps with other potential broken computer effects, leading to unusual time behaviours Fixed a small bug that caused save files to very very slowly increase in size whenever switched Fixed some minor bugs with UI animation not playing correctly Fixed a few areas that stopped animating when the game was paused Fixed a spot in Blasthead that went 'out of bounds' Fixed a spot in Bountyward that allowed placement Fixed an issue that prevented clients from viewing the 'enemy direction' line at the start of a tide Fixed a small issue not allowing the 'menu' to be clicked when entering the map setup Fixed an issue where clients wouldn't be gaining unlocks of certain maps upon viewing them for the first time Fixed an issue where the 'enemy path' trail would not appear for clients Fixed some visual issues related to Black sno and Rich sno not appearing when they should be Fixed a bug where Tempered enemies would aggro themselves if hit by the core 'bomb' on a round start Fixed an issue that effected Fie's True Wall not removing the effect when its done Fixed an issue that prevented Controller players capability to back out of a 'ready' state Fixed various Client-Sided UI bugs that led to overlapping ui, hidden ui, etc. Fixed various Client-sided visual things such as the path indicator at the start of a Tide, button layouts, and more Once again, plenty more fixes that were never recorded :P As always, will be monitoring the game pretty closely in the coming days for any issues and such! So make sure to join our Discord to be part of that!


[ 2025-05-23 19:53:40 CET ] [ Original post ]

SOON :tm: The YELLOW PATCH

Hello! I'd just like to jump on here to say the next and final major patch of Early Access is soon approaching! The YELLOW patch brings every last promised feature and our first full fledged standalone project to the finish line! First I'd like to say, thank you everyone that gave us a chance here in Early Access. As our first major title here on Steam, it does mean the world to me. And it's been a great start to something! through our games like neonKnights and even earlier ones like Boost Vector, I am so happy I have been able to make a living off of making games for everyone. And I hope even past this Early Access that TDS will live on to great heights! While I be the first to say that I don't have any direct and major plans Past Early Access. I am going to be in full support of anything TDS such as Mods, localization, and obviously fix-ups long into the future. And that's also to say that it cannot change! Because it can! So what's coming? The YELLOW patch brings with it a great amount of the late game, and many MANY things to do past the end of the great adventure. There are various new maps in play! Some of which are the BIGGEST maps we've ever seen.
These maps also come with a brand new layout and enemies to boot. With literally the most epic and intense Tides you've encountered thus far. It will truly be a challenge. Alongside that a new set of ALTERNATIVE MAPS are coming into the game! Totally remixing and altering the visuals and vibes of maps you already know! Double time! Double game!
Alongside all of that. Feelin' like you want a score to chase and things to best yourself at? With a newly formatted and fleshed out LEADERBOARD system you can do just that! The game will take into account a great deal of parameters to determine a score, on each map! Which all contribute to a grand total score.
Obviously the regular additional content is coming, maps, cardinals, and more. Plus, every part of the game has been adjusted, touched, tuned, and made better this patch. And I'm excited for everyone to try it out!


[ 2025-05-11 10:26:15 CET ] [ Original post ]

Mid-Way Patch 0.7 Controller Support!

This patch comes with a long-promised feature of adding a full controller support to the game on default! It was much larger than I thought it would be! But results in a rather seamless experience! (Imagine doing work to make it so folks never realized you worked on it! Amazing!) NEW CONTROLLER SUPPORT! - A full game adjustment! Plug in a controller at anytime during the game and it should work! Added new 'hotkey-ing' to most menus, pressing ESC will usually back out of them now! Added a new 'Reset Tutorial Tips' Button into settings for the few cases this might be wanted! It'll also replay the tutorial in the case you are in the main menu Added on-screen indication whenever the game 'saves' the game! Which generally happens upon exting/beating maps and the start of the overworld! Added new 'Next Upgrades' indicators whenever you hover over an upgrade! This will tell you the next upgrades coming up, and make the branching abit more clearer! Added new 'blips' on the Upgrades tab that give you a brief view of the upgrades the unit might have already! FIXES/CHANGES Fixed a bug with waypoints appearing as doubles in certain regions Fixed a bug with upgrades being able to double up when pressing hotkeys at the same itme Cardinal Money Bag no longer pierces, but now deals damage in an area. It no longer applies multiple ticks of donation aura when hitting things (abit of an oversight!) Fie's 'Secret' Knight's scaling has been reduced by 75% Fie's Wall now is considered a 'offensive' tower, gaining the effects of Paper Tower/Rusty Pipe/Etc. (Still bugged sorta, they do not grant any damage boost still, still working on it) Fie's Silo gun generation now PAUSES rather than resets upon changing ores/rerouting/etc. (Relevant for maps like Maybeth) Buster's Pure Ex now scales with enemy current health, this is less effective towards healthier targets, but lasts significantly longer at lower healths Edited the Elite variant names of various enemies to be more 'on theme' with the weapons thing going on Hyper -> Superheated Chaos -> Fractured Various Overworld and general control fixes/improvements! Other bugfixes, tbh I forgot bc of hyperfocusing on controller :P


[ 2025-03-05 21:29:54 CET ] [ Original post ]

0.6 QoL Mid-Way PATCH!

This update brings, as the title says, a massive amount of QoL features and extra balancing to help keep the game funky fresh! Just a preface, this patch, compared to the last few, are much more up and down with Vessel balancing for those who care! Notable touch ups for our lovely Fie once more.
0.6 QoL Mid-Way Patch

HIGHLIGHTS


New Discovery tab! this tab will record your travels, cardinals, and unlocks relative to when you unlock them! And also act as a guiding hand to your adventures. This should a pretty helpful tool for mainly newer players! But also very helpful for returning players aswell! (You might need to rediscover a few items if you're returning!) The 'Docks/Fast Travel' System has been overhauled! You can now travel from ANY buoy (Yes they're called buoys) to any Stilled map! from ANYWHERE! Not only that, but there are more waypoints to travel to including Buoys for traveling between whole regions. More information and visuals such as difficulty and medals have been added to help give a sense of both accomplishment and spatial awareness across the world. The Buoys are organized by distance to also help with this! New Save Slots and more Robust save/load! I've created a new menu to manage, change, and start multiple new save slots! Found in 'Extras', You can do everything you might expect save slots would have! There's also a 'Auto Save' feature in the small case your saves STILL get funny, there's a backup that saves your last real save state! And a *backup* to that backup that you can apply IN GAME! AND even though I triple checked everything worked, there's an ADDITIONAL backup with your old data called "Oldversionbackup.es3" to restore to case this doesn't work! - Note: you WILL need to at least press 'embark' once to convert your save to the new system, otherwise the save screen will appear blank! New Cardinal Fragment - Have the Artrio Barrier survive to at least Tide 20 Greatly improved overworld UI! Many aspects have been made streamlined and added buttons to better communicate these features! Access your equipment right away from anywhere! Revamped Overworld tutorial sequence! There shouldn't be any more confusion with the start for people with all new tutorial prompts and tabs to help guide folks along! (Hopefully) A much better time to get friends on board :3

ALSO NEW


Hovering over command/build buttons now will show their corresponding Shortcut key if they have one! There are now specific buttons on screen for the pause menu and 'focusing' the vessel in a match! These were the only two items that didn't have direct controls (outside of camera controls)

CHANGES


Buoys information now scales with distance! Making certain UI elements much easier to see when the camera is zoomed out more Fie's Silo Circular Routing now has a limit gaining 50 aura (PER TYPE, PER SILO) which is obtained at roughly 1000 Aura (5%) This shouldn't really effect it's capabilities, but will keep her eco in more line with other vessels late game Fie's Silo Front Line pipes range has been increased by 1.5 and is now always visible Fie's Silo made abit more expensive, BUT the Flow upgrade now ticks an extra 25% more on resources Fie's Rapid Response Buff now lasts twice as long 10 -> 20s Fie's Silo Old Pipes no longer has a downside, and acts as a pure x2 your mining Fie's Shop starting attack speed has been reduced Fie's Shop Side of Calamari damage has been increased to 8 (Inbetween spikes and bramble) Fie's Shop Side of Ramen heal rate has been reduced to 3 per tick Fie's Shop Side of Sushi effect increased by 50% Fie's Knight Commander's Base health multiplier increased by 50% and Damage multiplier increased by 25% Cost increased by 50 Fie's True Knight's range improvement has been reduced Fie's Lone Knight's Damage increased by 15% Fie's Convoy costs has been reduced by 750 total Fie's general keep pricing adjusted, generally 'multi knight' items have been made more costly Fie's Battalion Damage buff increased by 25% (double) Fie's Orange Knight attack speed reduced by 10% Fie's Yellow Knight attack speed increased by 10% & Commander effect increased by 25% Fie's Purple Knight base damage reduced by 2 (equivalent to Shotguns) HOWEVER: Fie's Purple Knight's special effect now INCREASES base damage alongside the death bombs **Important!** General, non enhanced Knights now start at 75% Commander buff effectiveness HOWEVER: Fie's Knight Trailblazer stays at 100% and commanders will enhance this to 150% with commanders themselves being 200% effectiveness! Fie's Sword Hand reworked now does a massive Slash upon entering the range, but with a much much slower attack speed. (Usually would end up doing 1 attack per encounter) Fie's TRUE wall's effect has been changed! It now will TELEPORT and DAMAGE any enemy that first hits the Wall, returning them to their basin. This effect PROPAGATES Fie's FAKE wall propagations now will Inherent the stats of the wall that it is propagating FROM. So both the resistance and health will be gained! and can be compounded on more! - I found the armor effect kinda boring (dare I say alittle lazy on my part) and obviously too strong for the late game. So here's a potentially also funny busted ability! - Overall, Fie I'd say is already in a really good spot power-wise. I just feel like there's a handful of upgrades that felt like 'gimmies' a bit too much and the over-reliance of quantity over quality needs to be touched on. She's strong, and that's great! - It looks like alot of changes (and it is!) but it shifts alot of the power spike towards tier 4, making that much more of significant jump, making it more worth getting bigger, better buildings rather than amount Rebound the wall building command to the Quick action button (usually right click) Buster's Dog Diesel Dog Upgrade - The fire no longer 'ticks' on non-mobs (such as ores) but will still deal damage Buster's Dogs Charge Pad Upgrade - Reduced the default 'max' momentum possible by 1, however, increased the momentum gained per-pad significantly (overall higher uptimes on speed) Buster's Dogs - When passing through friendly buildings, this is now considered an 'interaction' which will slow down dogs (regardless of Mechanic's friend upgrade) Pedestal Blink Experimental! Chain beams now target the FARTHEST pedestal rather than the closest! Pedestal Blast now can hit more targets 50% more The second Dog from a garage's cost now matches other 'secondary unit' tower upgrades at Tier 2 - There are nerfs here (to pretty niche interactions), but it's definitely less about the nerf and more about the 'Buster is crashing our games w/ the amount of silliness happing' fixes. Hopefully it'll be more tame but viable things to play with! But also a few improvements to Tier 4 power spikes! Smacky's Bouncing Bombs damage increased by 2.5 (75%) - Compared to it's counterpart, Splitting bombs, Bouncing Bomb's value is still pretty good at always x2 power, but Splitting is abit more reliable at dishing 2x - 4x on the same target which becomes relevant at this point in the game

BUGFIXES


Fixed a few overworld node issues! Fixed blocks and placements found on Elgu Bounde Fixed an significant issue with Boutman that prevented that 'net' trap tower from spawning into the game, making it when fishes die that tile was broken Fixed an issue with Buster's Refuel pad allowing multiple placements on the same block Fixed an issue with Fie's Wall lifeline allowing for multiple placements on the same block Fixed an issue of the camera moving slow in the overworld due to fps for various reasons Fixed a clicking issue that prevented the boat form being clicked under certain circumstances Fixed a niche keybind that prevented the shortcut for 'Dash' to be used when Money bag is in use Fixed interaction with Fie's wall and Beacon visually being inconsistent with it's values (the effect still works as intended) Fixed (refixed) an issue with Buster's Final lap compounding on other final laps General Stability improvements Fixed a few spots in the overworld that felt clunky General Ui improvements and visual upkeep Probably a lot more that I forgot to write down lol


[ 2025-02-23 02:07:49 CET ] [ Original post ]

0.5b BLUE Patch HOTFIX!

This hotfix is meant for tuning our new beloved Vessel and fixing some pretty stinky bugs! She is to powerful, godly in-fact in some cases... While she still is, it's only in spirit... All hail Fie 0.5b Fie's Wall Base health increased slightly and per-level health increased (which compounds on any upgrade more significantly) Fie Adjusted Purple Grenades damage to be 1 less Fie Adjusted Orange Rifles damage to be 1 less & reduced base health The weapon generation for Fie's Silos is notably slower Fie's Circular Routing has been fixed, the effect now applies 1 second after the tide converts acting ADDITIVE rather than EXPONENTIAL on existing Circular Routers. The effect has been reduced to 5%+ rather than 10%+ (we'll see if this is enough, i still enjoy the very high potentially busted behaviours of this one, so... We'll see if it can survive in current TDS economy :P) It also has slightly increased costs Fie's Knight Security Group's health increase has been reduced significantly Fie's Purple and Blue Knight's Base health has been reduced a tad Fie's Keep & Silo now has lower base health Alongside fixing Smacky's Beacon and Fie's resistance (which still compound on one another), Smacky's beacon resistance has been reduced abit with the health increase effect being boosted Hotkey for Fie's wall building from a existing fie wall has been bound to 5 Fixed a visual issue with the True Knight's attack Made selection of fie's towers while knights are nearby abit ways easier Fixed a issue with Fie's Lifeline Wall upgrade blocking enemy movement entirely Fixed an issue with Smacky's Beacon and Fie's Resistance upgrades Fixed a typo on one of Fie's resistance upgrade descriptions Fixed a hitbox issue with Skyhook causing some bombs/things to not target correctly Fixed Fie's Wall hitbox to be easier to click on Fixed a very small potential loading issue that can occur at high loads Fixed an issue with Hydroplane allowing building underwater The cardinal's Processing plant and Drink Stand are now compatible Drink Stand rework! It now costs AURA to spawn! But the effect is VERY significant. Hopefully this will differentiate it quite a bit as it's a later game building!!! Also theres actually a person running it now Fixed Processing plant to actually have the listed effect


[ 2025-02-10 22:38:36 CET ] [ Original post ]

THE BLUE PATCH 0.5, SECOND MAJOR UPDATE!


This marks the SECOND major update to this game! A majorly content update with some notable improvements to graphics and performance! This patch is designed to be the great bridge between updates. Putting in some much needed content in places to really round out the experience thus far! I hope you enjoy playing through the new stuff, revisiting the current stuff, and messing around with the new Vessel!

Ver 0.5 BLUE


HIGHLIGHTS



NEW VESSEL - Fie appears! Bringing her squad of Knights, you can create a very powerful mobile defense and control your units directly!
4 NEW MAPS - Challenge yourself with various new maps that test your TDS fundamentals! Continuing after the Grand Aquilla 5 NEW CARDINALS - Ranging from haha teehee to very nice abilities. And one challenge one for those that seek it. NEW REGION - Explore the HIGHSPHERE... a region that feels... Unstable
GRAPHICAL/STABILITY/NETWORK IMPROVEMENTS! - Global Illumination and better networking! The game should feel a lot more smooth. And have more frames!

ALSO NEW


Added a new prefab point in the mod system "Mainmenu" will spawn prefabs into the main menu A new localization pop-up is available on the main menu and in the settings respectively, this is for when proper translations soon come! Improved lighting! A new global illumination feature has been added to a few maps and areas to give them abit more depth! This feature is present in graphics High + Very High, and can be turned on/off in Custom. Keep in mind, MSAA is currently disabled when using this feature, but there is now FXAA and SMAA as additional options for anti-aliasing! General graphical and performance improvements! Massive performance boosts to low-end machines (hopefully). Turns out I did a silly and some maps had some oddly unoptimized effects! This is now fixed Gridhead's layout has been revamped to be much more beginner friendly! Don't worry about the other version, it is still safe! Various maps mechanics and layouts have been adjusted to be easier! (Details below)

CHANGES


'Fixed' the long-standing 'issue' of movement spamming (The sweat drop effect) this has been a bug in the game for quite some time and the source has been now fixed! It especially was notable on slower units since you could just movement spam to speed them up to your 'click per second' rate which can be unfair. So I've fixed the issue but in it's place I've added it as a more controlled FEATURE, making it alot easier to execute aswell! Clicking repeatedly on the same spot will now have the same effect as the classic spam click effect Clicking repeatedly on a spot will now 2.5x your movement towards that spot every few clicks! Roughly taking 3 clicks, the sweat drop is indication of this happening Added a 'one-shot' protection for the Basin! you will receive a single additional hit if something were to destroy your basin (Cough... Excalibur) >Generally I don't like these TRULY unexplained hidden mechanics but I do think it will make clutch scenarios in the game feel better in this regard being hardly noticeable in normal play, theres a very slight visual effect when the protection triggers Cardinal Processing Plant Jr Conversion rate increased 1.5 Ore -> 4.5 Ore Cardinal Sport Drink Attack speed per wave adjusted to be 4% -> 3% Cardinal Fluffy Slippers now works with Buster's Dash ability (it was always supposed to actually oopsie!) Cardinal Fluffy Slippers speed boost is increased by 50% Cardinal Pig Named Bank's sell value increase is now better 5->10 (Should be 100% cash back in 10 Tides, x1.5 at 20 Tides... So on) Cardinal Frail Titan's per tier scaling has been adjusted, dealing 500->1000 damage at Tier 5, and health penality reduced by 25% Cardinal Wave Breaker Range increased by 1 Cardinal Torrid Badge, merchant now has 100 health and deals... some damage Cardinal Blurry Photo's Speed debuff has been slightly reduced (aka made less bad) by 25% Cardinal Gavel's Range adjusted slightly from 15 to 12 Cardinal Money Bag's projectile now can pierce up to 4 enemies Buster's Dog (including him) damage per speed scaling is now considered a 'Base' value, meaning it can be effected by more damage modifiers Buster's Checkpoint Quick Pass cost reduced & increased effect, granting roughly 0.15 'hits' per speed past 3 speed (up from 0.1) Buster's Checkpoint Strong Start now grants triple the gain at the start, rather than double Buster's Lap 1 and Lap 2 Resource capacity gain has been increased, with their compound effect being much more notable Buster's Lap 3 capacity increase removed, increased the ramping effect 100% -> 200% and can now only be collected after the bar has filled atleast half way (this is a good thing as it will always have a positive effect albiet delayed) Dog house price has been reduced and various Dog house upgrade prices have been reduced Buster pad's speedpad circuit upgrade's reduction radius has been significantly reduced (aka its more effective) Buster's Airtime can now fly to any position within the front of itself, including up and down as long as it has line of sight Buster's Blink Effector now deals increased damage +25% Buster's Burst Effector now has increased base damage Buster's Final Lap has a special case with other Final Laps that they will only 'boost' them if they're already above the collection threshold (this is simply to prevent infinite Aura loops!) The Dash Command for Buster's hotkey now activates instantly (but now has a 0.5s cooldown between activations) - Buster changes geared towards spreading out his strength over a wider selection of upgrades. and making his costs more in-line with other Vessels when playing together Boutman's 1 Inch Bout (Ramp up damage) upgrade ramps up 25% faster Boutman's Recruiting related upgrades are now cheaper (Iron Fish, The Way of the Bout) Boutman's Regeneration abilities buffed by 33% allowing boutman to heal much faster (Enter the Boutman, The Way of the Bout) Boutman's Iron Fish upgrade increases fish damage by 50% more Boutman's Shao-min hits slightly less total enemies 8->5 (the same as the AoE) Boutmom now gains additional damage (25%) per additional Raft in play, and now has a Tooltip for what she does - Boutman changes also focus on making the Iron-Fish Shao-min upgrade path not as dominant. Mostly by buffing the other items in terms of recruited fish and self-preservation Sno Sno's Sno Cannon Blower upgrade projectiles now scale with Range! and their hitbox now extends ever so slightly outside of their regular range Sno Sno's Sno Box's Fall upgrade projectiles hit radius is now a point. So they should now hit their target location much more consistently (Radius 0.3 -> 0) Sno Sno's Snoble Health drain rate increased by 25% - Sno Sno changes are generally just to tone certain abilities. But I am looking at scalability + the Ice wall paths closer for the future! Smacky's Death Mark's damage per kill x2.5 and made slightly cheaper Smacky's Assassin shots made slightly cheaper - Assassins are in a good place, just too expensive for the effect they give now! The scalability of Death Mark is better to feel more rewarding during normal play Excalibur now has a new trick up it's sleeve. The first hit object's explosion is 3x the size and 3x the damage Claymores are now much more spooky. If placed in the 'Death run' state (the state which they can't be hurt) they will now only trigger prematurely when there is a building. Mobs and resources no longer trigger them until their death run expires Onagers base health slightly increased to just be a nicer number Adjusted Map the Hunt to allow for certain buildings (such as Checkpoint) to retarget if they end up targeting the nest Reduced the difficulty of Manafold - Boutman is significantly weaker, added a fourth ore to the map Teri Tori - Early Halberds are much weaker and have a longer respawn time Blasthead - Red and Blue ores initial aura increased to 15 rather than 10 Woozy - Barrel's health reduction effect even higher, damage slightly increased in compensation Hydroplane IX - Reduced the lag, removed the speed debuff on underwater effects Changed the orange ore to large and evened out the water-rising to be slower (it still will end up at the same level by the end, but the tides moving up to it are easier) Artrio Watermark - Replaced the Blue ore to Purple ore to smooth over the overall economy gain Gridhead - NEW LAYOUT! Adjusted the unlock conditions of Flood style maps to match the silver medal requirement, rather than requiring just as many tides completed as other maps Most 'Debuff' and 'Buff' visual effects now persist when the visual model of a thing changes, such as Upgrading or such Significant rework to networking and handling! Weird situations like wrong maps/wrong cardinals in multiplayer should be fixed up and the game should be much more consistent in this way The enemy basins in general 'pulse' their enemy path much more often prior to a wave starting Chat now should be much better to click on and automatically scrolls to the bottom of the page upon reset

BUGFIXES


Fixed an issue where some locales/mines/towers would permanently no longer be targeted by certain units Fixed a bug with Buster's Speed pad refuel upgrade that Blocked enemy navigation, and also will remove the upgrade if the pad is destroyed/sold/removed Fixed a Bug with Smacky's Mining Hut whereas you could obtain a extra miner if you spammed an upgrade as soon as a building spawned Fixed an issue related to stat changing that could double/half certain stats past their originals Fixed a spot in Bountyward that could not be walked/placed on Fixed an issue where the UI preview of a unit stays when going into pause or other menus Fixed some niche interactions w/ Sno Sno's wall and collection causing soft locks Fixed a bug with Boutman's Barrel Gutter ability granting infinite spots Clients should now be able to cycle selections for mobs on the same block similar to the host Made saving safer when opening and closing the game quickly, it wont wipe a save (oops!) Various backend important upgrades to code have been done, that should improve things in the long run! Much prep work for future patches... Finally, at the time of posting this, TDS is on SALE! While a bit late as the sale has been going on for the week prior to this update! Better late than never! :D


[ 2025-02-10 05:22:07 CET ] [ Original post ]

Soon, the BLUE Patch!

Hi everyone! I'd just wanted to jump on here to say that the next big patch, the Blue patch, is soon approaching! While I don't have any date to set, it might even end up as a surprise! This update is a very important content intro that rounds off various points in the game! What's coming? New Maps! - Generally gearing towards the tail-end of the game, new very vibey and unique maps will dot the world!
New Vessel! Fie! Control very mobile, very versatile Knights that can utilize various weapons that YOU create!
Graphical Upgrades! and More... This update serves as a in-between with the previous major patch, the RED patch, and the upcoming patch, the YELLOW patch. Bringing very much needed content to fill in much of the game's space. Whereas the next patch will be geared more towards polishing what we have during the Early Access, the BLUE patch primarily focuses on bringing in content first! That being said, there will be smaller in-between patches (mid patches) that introduce very much needed QoL and Ease of play features that you all have been asking for! While they won't come immediately with this patch specifically, they will appear more akin to the Mod Support update. I hope you all will enjoy the new stuff :3 Very exciting! The Early Access Roadmap has been updated! A small tweak that moves the Journal to later point in development!


[ 2025-02-05 12:22:28 CET ] [ Original post ]

0.4b

Added additional support to allow game code to be executed! That is all... Mods for all.


[ 2024-11-25 09:39:44 CET ] [ Original post ]

Patch 0.4 Mod Support

Ver 0.4 NEW MOD SUPPORT! You can now import mods into the game, found on the Main Menu under Extras -> Mods, enjoy TDS with wacky things happening You will be warned THERE ARE NO MODS...YET! But keep an eye on our Discord Server as theres a new channel dedicated to such things including how to install/use mods Discord added an experimental multiplayer disconnection error message that SHOULD tell you why you've been disconnected The game is now running in MONO rather than IL2CPP, which in general, makes it easier to snoop through the game files at the slight cost of performance. This was required to get the game to include modding! Because of that I will be monitoring pretty closely how things run. The main change for regular non-modding folks is that the game will take a tad bit longer to boot up initially! CHANGES Adjusted parameters for the main menu's Idle scene so that it doesn't do it in other menus Red enemies no longer can target things outside of units and towers (such as buster's speed pads) Added a failsafe situation on Auraboro where you might get stuck on a upper floor, there is now a path downwards one-way Gavel no longer scales with tier, drastically increased range Improved the blasthead navigation AI to now avoid rocks Buster's Speed pad Collision Course upgrade improved drastically, dealing SIGNIFICANTLY more damage the faster the dog and slightly wider Buster's Totem Blaze debuff now ramps up slightly faster and automatically expires upon reaching a maximum damage (1000) The burst variant of Blaze debuff now starts at 25 damage rather than 0, making it useful. still requiring assistant towers to keep the debuff going Buster's Boost Pad now heals dogs as they pass Buster's Speed Bump now deals damage based off of PERCENT health + speed, dealing significantly more damage to enemies with speed modifiers and the like Buster's Pad Wrong Way and Speed Pad's slow and stun duration increased by a second each Buster's Pad Tower boost increased slightly Buster's Lap Dog damage ramp increased significantly Buster's Rev Dog now is permanently Un-targetable rather than conditional Buster's Dog slightly increased base health and damage Buster's Checkpoint attack speed increased slightly Reworked Buster's Checkpoint Lap 3, no longer grants a large amount of capacity, grants a reasonable capacity (that stacks off of Lap 1 and Lap2) and now ramps in gain the more resource it currently holds Burst pedistals deal more damage Buster's costs in general adjusted (trending lower) Smacky's Quick bombs now give slightly more attack speed, there was a rounding issue making it so they don't display a change in attack speed. Cannon total attack speed should still stay the same BUGFIXES Fixed a navigation issue with a few maps causing certain mobs to get stuck. (Bitterfield + Fish, Ulu + Snobles) Fixed the cardinal, Chimera Crystals adjusted navigation on Hydroplane Fixed medals of various new maps made the non 'Brittle' surfaces on Thanh Bitterfield be selectable and placeable, should feel less gummy Par time reduced on Flood maps Generally, traps no longer can be damaged, leading to things seemingly invincible being destroyed being not the case anymore


[ 2024-11-23 22:40:23 CET ] [ Original post ]

RED Patch Version 0.3c Hotfix

Ver 0.3c Buster's Dogs no longer drop red upon death Gavel's damage has been adjusted to be more reasonable Buster's pads no longer can get destroyed by certain projectiles Buster's Checkpoint quick pass multiplier is increased, (x2 at speed 8) Buster's Checkpoint upgrade prices reduced for tier 3, 4 and 5 Garage's Jack up ability respawn time is now 0.5s Buster's Speed Pad price reduced Garage's base and scaling health increased Buster's pad now effects dogs straight away, rather than 1 tile past them Thrown aura from the moneybag now deals 50 damage and is no longer taxed if a successful donation is done Torrid Badge, the merchant is stronger and attacks faster. Claymores deal 15 damage now Various maps have been fixed up and adjusted


[ 2024-11-15 12:22:25 CET ] [ Original post ]

FIRST MAJOR PATCH 0.3

The first of the 3 major patches, also consisting of Blue and Yellow, comes RED. Ver 0.3 RED Much of it is geared towards continuing the game's progression and smoothing over various aspects for the near future with other patches




HIGHLIGHTS 5 NEW MAPS - Peppered through the main part of the Grand Aquilla, and part of Ome Sphere. All of which are completely unique NEW VESSEL BUSTER - The fastest... Dog! Coming with a complete new set of towers, units, and upgrades. A totally new way to play 6 NEW CARDINALS - For all colors! Many give pretty wacky effects that should shake up the game and most are gained through the new maps! NEW ENEMY + TIDE LAYOUT - Take on 20 tides that speed up, hit hard, and will challenge you in a different way SWEEPING QOL CHANGES - Many new improvements to ui, gameplay, and flow! (Many new changes will also appear post this patch) ALSO NEW Added tool tips to various places in game! Hovering over some icons will tell you what they are. Including cardinals Added tower highlighting whenever you enter build mode, sell mode, or hover over a player's name! (Multiplayer only) Added tutorial prompting for when Rotating towers is relevant Added new tutorial tips for when you lose early on in the Tides, they change depending on where you are in the game Added indication in skyhook for where the ores are for first time players Added a few new tutorial related helpers in the game to guide you early on Steam Cloud now functions with this game! Added a instance of saving at the end of a map for extra saving goodness Added Camera Smoothing settings option - Will basically remove the general game's smoothing of the camera for both the overworld and the game. This is for anyone that may be prone to motion sickness or perhaps just like that experience Added Invert Quick Build Controls settings option - Inverts building shortcuts from 1,2,3,4 to be 4,3,2,1! You can always do this manually, just keep note of this setting aswell Some map may contain additional requirements to clear a map, such as reaching a certain medal threshold New enemy modifier! CHANGES Map [spoiler]Kong[/spoiler] Camera has been adjusted [spoiler]Kong[/spoiler] now counts towards progression of the next region Adjusted all 'Difficulty' ratings above 4! Adding another blip between maps labeled as difficulty 4 and 5. Should help a bit more with the clarity on how hard some maps may be Typhoon Severity type has been renamed to Downpour! It's the same thing, but with a more watery name to suit the most common style there is in the game. (And to differentiate from future severity types) Slight adjustments to earlier waves in Downpour (Formerly Typhoon) Adjustments to Smacky Bombs, a few upgrades (mainly the splitting bombs) now can hit slightly more enemies Adjustments to Smacky tower pricing (Slightly cheaper tier 4) Smacky Assassin's shot damage percent threshold lowered (Deals more damage) Smacky Assassin's shot price lowered Smacky's Bow squad now deals slightly more damage Buff Miners now have a 'cost' for a silly very not important niche interactions Sno Sno's Cannon Extra Frosty upgrade increased duration Sno Sno's Wall Tip of the Iceberg increased damage and have slightly less gravity Sno Sno Cannons (in most circumstances) will prioritize snobles over sno if available Burnt Snobles now have a 'cost' for a silly very not important niche interactions Boutman pricing adjustments (both up and down for various upgrades) Bout barrels now require an open space above to be placed Adjustments to Watertower fish's ai to potentially be 'smarter' and prevent crashes The Money Bag Cardinal's ability has been switched with a completely different one. And it's unlock condition has been changed HOWEVER, the original ability has been ported onto a new Cardinal, with the original unlock condition AND now applies to units aswell Fish Bait Cardinal's Gabby Now deals 99 damage Burnt Snobles power has been adjusted to be more damage focused The Tide bomb (Projectile when the wave starts from the basin) now deals more damage to OLDER enemies, aka any pull over enemies receive additional damage each tide they survive Mild adjustments to red enemy ai, while they still may get stuck (for now), it's less likely! Health (and other variable stats) now PULL OVER damage already dealt if the max health is reduced. This should lead to better situations where an max health reduction effects wears off and the unit 'heals' more than they're supposed to. This is percent based General navigation adjustments! The connection between 'ledge' blocks have been changed! They in general do not connect to one another anymore which means units/things no longer 'hover' in the air above ledges. Medals visuals adjusted! Some maps now have additional requirements for the 'waypoint' unlocks, and in conjunction, the cardinal unlock! These will appear later in the game reduced the requirement for Ulu, Galbass, and Gridhead to unlock their waypoint reduced the requirement for Sno Sno's unlock Drives are now visible in the character select BUGFIXES Fixed the vintage watch cardinal Fixed some hitboxing issues with smacky's walls Fixed various 'special resource' map's interaction with Resource-altering cardinals and the like. Which some displayed a change but didn't actually do anything Fixed up Ome Anchor's general sticky nodes issue Sno Sno's Sno Fall upgrade now should show the indicator as soon as it's upgraded Some niche situations where a stat is removed should now properly reflect when viewing a unit's stats Fixed an issue with the vintage watch adding more time than it should Fixed the game's camera having a component in it that worked off of frame rate, it should now be framerate independent fixed a bug related to IP man of war not working with boutbro under certain circumstances fixed a crashing bug with the final tower upgrade for boutman's barrel fixed various map bounding/gridding/hitboxing issues! Fixed an issue with beacon not applying growing health stats to respawned buildings Various and large sweeping back-end changes for stability and general useage/speed of future patches And more... As always, join our Discord to send feedback and other goodies!


[ 2024-11-14 00:31:12 CET ] [ Original post ]

SOON :tm: The RED patch comes with updates

Hey everyone! I'm jumping on here to say that the next big item on our ROADMAP is coming along quite well and I'm working very hard... probably disgustingly hard to make sure it's the best it can be. I'm also going to be posting this while TDS is 20% OFF for the week! While truthfully I wanted to couple this with the update it needs a bit more time in the cooker and this sale just kinda lines up with other eventful things happening this year B) So grab a friend and enjoy the game as is! steamthumbsup So what's coming?

NOTABLE EARLY GAME CHANGES AND FIXES


Plenty of new quality of life, general balancing, and variety features are being added both for new players and old players to really help just overall clarity! Clarity and explaining things have been quite a divisive element in the game! Some people enjoy it while others might not! While I overall still want the process of learning involved as it serves a greater purpose of not making you ill-prepared for later in the game. We need to drive you to that understanding first! Definitely don't want anyone to be confused at their goal at any moment! So much is being done to guide you further across the world and to defeat the Tides >:) The journal coming later should ultimately help a great deal with that but on top of that there's plenty that can be done. We're talkin tool tips, tutorial tips, other tips, symbols, things!

NEW VESSEL


Buster, a really fast... Dog? Oh boy he's coming... OH GOD HE'S NOT STOPPING! *Big crash sound*
Buster joins the ranks of a yellow aura dude, a snowman, and a really buff anthropomorphic cat! More on him soon!

NEW MAPS


A bunch of new fancy shmancy maps on both ends of the difficulty scale are being added!!! Your adventure might not be as limited anymore and the world map is going get filled out more and more. Each map comes with vastly different mechanics and design as per usual! So I hope you enjoy them as they appear B) Here's a fancy concept of one of them!
There's plenty more. But these are the major things happening! Overall It's all new stuff to be expected but what I am not telling you is just how diverse these new things might be! Everything from full on gameplay changes to new enemies are in the midst so definitely look out when the update rolls around (TBD date) All of this stuff is actually ALREADY announced and explained on our Discord! Where I post every single day about the game. SO if you want to know what's truly going on head on there!


[ 2024-10-14 20:48:13 CET ] [ Original post ]

Daily Updates on our Discord!

Here! Just a quick notification on here, Steam, that if you're ever curious about where the game is going, want to give us feedback and get involved, or just are stopping by to say hi, this is the place! I post EVERYDAY about this game on there and am listening really closely to anyone, so check it out <3


[ 2024-09-02 20:42:07 CET ] [ Original post ]

Patch 0.2 - First Patch!


This is the first step on our big roadmap to 1.0, it addresses many issues, balancing and adds a tad bit more content! Think of it more as a trial run with the much larger patches! NEW 3 New Cardinals 1 New Secret Map CHANGES Added a button for Blurry photo to select your blurry counterpart (additional QOL on this front coming at a later date) Minor optimizations Boutman boss no longer targets resources Alternate Boutman related boss significantly buffed Fixed an issue with thin ice not respawning if particular cardinals were equipped Fixed unlock condition for [spoiler]Paper Tower Cardinal[/spoiler] [spoiler] Paper Tower Cardinal[/spoiler] now reduces tower health by 99% BUT increases the rest of the stats significantly more (no more attack speed debuff) Shot snobles deal significantly more damage upon impact (including their burnt variants) Sport Water Cardinal per tide effect INCREASED, but has slightly reduced permanent stats and duration [spoiler] Glass Core Cardinal[/spoiler] now reduces current aura by a certain percentage when a sub basin is destroyed BOUTMAN PREFACE: Going to do abit of a drastic power drop just to see where it lands us! Tested it quite abit and it SEEMS to be rather okay, but just to lyk, its definitely not permanent by any means and balance is going to shift quite alot with this guy B) Boutman adjusted damage Boutman upgrade prices adjusted abit Fish dried armor reduced per level Fish upgrade prices adjusted abit AND barrel upgrade prices adjusted abit Boutdad abilities (Stun and boosting) last slightly longer [spoiler]Pubberfish Poison debuff toned down immensely, this was actually a funny number issue oopsie![/spoiler] [spoiler] Watertower fish (buppy)[/spoiler] now takes damage when attacking, adjusted stats|| [spoiler] Janitorial bucket (Barrel) threshold increased to 20% health with the buff lasting less time, no longer builds into tier 5[/spoiler] [spoiler] IT watercooler now builds into tier 5[/spoiler] Updated [spoiler] Boutmom's[/spoiler] AI to be more reliable! Specialty Fish no longer count towards additional fish costs when making new ones Fixed an issue with boutman's barrel not having capacity when it should have it Various map fixes, world fixes, and adjustments FIXES Various map fixes, world fixes, and adjustments Chat scrolling should now work properly and appear Fixed some sticky node issues in the world map Fixed a handful of UI issues Fixed issues regarding fish remaining tinted dark when fished Sno Sno no longer gets stuck in certain situations (such as Woozy) Saves generate a back up in the small case any saving issues may occur! Fixed Buppies eyes being red (they're supposed to be regular fishies!) Fixed various crashing/inconsistency issues across the game


[ 2024-08-30 20:18:30 CET ] [ Original post ]

TDS EARLY ACCESS ROADMAP!

Without further ado, have this nice image (:
The Early Access will be broken up into 3 MAIN PARTS all adding a very major feature/item to the game. All of which are also followed/preceded with a slightly smaller patch. Simple stuff! I hope everyone will join us on this great journey and have fun with the game!


[ 2024-08-25 06:29:47 CET ] [ Original post ]

Quick fixes! (Version 0.1c)

Changed the display value for Resources on stats to contain a decimal place if needed Various map fixes, visual fixes, and position issues fixed most maps Fixed an issue when a 'joined' player goes into photo mode Fixed various multiplayer issues and small soft locks Fixed various achievements and unlock conditions for cardinals. A handful were not able to be unlocked correctly Adjusted cardinals(s) (still not telling) Yay!


[ 2024-08-22 20:46:33 CET ] [ Original post ]

Game is out in Early Access!

We are now out in Early Access I hope you enjoy it and let us know if you have any feedback or suggestions on our Discord! We're listening very very intensely and are changing things as we speak! Happy days TDS for all!


[ 2024-08-21 22:10:49 CET ] [ Original post ]

TDS EARLY ACCESS RELEASE DATE!


I'm very happy to announce that we will be launching our Early Access into the wild on...

August 21st at 2:00PM PDT (9:00PM UTC)


So be there! Be there! Oh yeah! Early access will serve as our first mark towards making this game truly the best Tower Defense, Real-Time Strategy hybrid it can be! And I believe it will go without saying that we're wanting to build this up with you all that try it out! If you like something, let us know! If you dislike something! Let us know please! The best way to get to us is through our Discord Hopefully you'll join us soon B)


[ 2024-07-29 17:00:57 CET ] [ Original post ]

TDS - Tower Defense Strategy - Next of the Fest Dev Livestream Part 2 :)

Watch us play some more... After hours... B) Discord


[ 2024-06-10 06:48:49 CET ] [ Original post ]

TDS - Tower Defense Strategy - Next of the Fest Dev Livestream :)

Play with us! We're going to talk about it and invite some of you to join us on this endeavor! We're going to run this through our Discord mainly so join us there to be involved! Discord


[ 2024-05-30 20:20:22 CET ] [ Original post ]

LIMITED DEMO LAUNCH!


Join our Discord! https://discord.gg/AEzBEZ3 (It's our main form of communication and we're posting daily updates!) Since we're finally done with the demo build, we'd like for everyone to try it out! See what TDS is all about and why we think it's pretty neat. Sooo... You can play the demo over the weekend! For a limited run!!!!! So don't miss out! We feel like this game does so well when played, to really get the idea of a Tower Defense, Real-Time-Strategy Hybrid (or atleast our interpretation of such a thing). If you miss your chance, don't worry! We're coming back with it not too long after this small run! And obviously, if you do like it. PLEASE wishlist it for when the actual game comes out (:


[ 2024-05-10 23:58:01 CET ] [ Original post ]

Defend your Basin, it must stand.

TDS Tower Defense Strategy is a Tower Defense, Real-Time Strategy Hybrid at its core. Build up, defend, and survive the Tides that approach.


Control a Vessel, they are your anchor to the world.
Vessels in themselves are both a unit and a tower. Control them to mine, fight, and build your defense. Each of which comes with their own set of extremely unique towers to help in this endeavor.

Towers, units. Simple yet deep.
Expand your defense through an extremely rich set of upgrades that all play off one another. Synergistic in nature, there are many combinations and strategies you can employ to increase your effective hold. Towers can expand on one another, Vessels can too.

Outsmart, overpower.
Placement is key; you can make it through by sheer power, but you can also do so through your wit. There are many points in which your actions have a bearing more than simply upgrading to the next best thing. Create an ultra powerful single tower, create an impenetrable wall. You can even beat whole areas utilizing no towers* (Please fact check me on this)

TDS is better with friends!
Play with up to 3 of your fellow Vessels and defend together! There are infinitely more combinations and strategies when you play with friends (including goofy cheese ones)



The game has challenges for all with areas containing all matters of difficulty. It CAN be really hard, expect resistance. But also have a fun time!

Join our Discord for frequent updates and progress on the game! :D https://discord.gg/AEzBEZ3



MINIMAL SETUP
  • OS: AnyMemory: 4 GB RAMGraphics: 2 GBStorage: 500 MB available spaceSound Card: Your voice!
  • Memory: 4 GB RAM
  • Graphics: 2 GB
  • Storage: 500 MB available space
RECOMMENDED SETUP
  • OS: AnyMemory: 4 GB RAMGraphics: 4 GBStorage: 500 MB available spaceSound Card: Present
  • Memory: 4 GB RAM
  • Graphics: 4 GB
  • Storage: 500 MB available space

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1.32$ (91%)
0.3$ (85%)
10.91$ (22%)
0.75$ (85%)
1.5$ (85%)
12.74$ (58%)
1.0$ (80%)
4.5$ (85%)
5.63$ (81%)
6.0$ (80%)
0.58$ (92%)
24.49$ (30%)
MacGamestore

[ 1968 ]

1.99$ (80%)
1.24$ (75%)
1.49$ (85%)
0.99$ (80%)
8.99$ (55%)
2.98$ (85%)
1.99$ (60%)
1.79$ (90%)
4.49$ (70%)
37.89$ (5%)
11.49$ (71%)
1.24$ (75%)
2.59$ (80%)
2.49$ (75%)
2.99$ (80%)
1.19$ (76%)
1.69$ (72%)
0.99$ (75%)
1.19$ (88%)
42.49$ (15%)
1.99$ (89%)
14.99$ (57%)
1.49$ (85%)
53.99$ (10%)
1.10$ (89%)
1.09$ (86%)
5.99$ (85%)
29.99$ (40%)
1.99$ (93%)
21.99$ (27%)

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HUMBLE BUNDLES

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