- Engine Security Patch - 4 October 2025
A patch for the Unity engine was released yesterday to fix possible exploits. 🫡
- v1.5D - 1 May 2025
Added operation name to start button
- v1.5 - 'Restored' - 27 April 2025
This update started with an endless mode in mind but once again I couldn't tackle that without risking to mess with the whole game. If I'm going to try that again I'm pretty sure I'll do it with a spin-off/sequel-lite So, the next best thing was to optimize the difficulty curve, increase a bit the average run time and... restore the old missiles system. The new system made things extra hard for some players, forcing them to use guns, took me some time off from the game (and a bunch of negative reviews) to realize that mistake Talking about reviews, if you're enjoying the game and have some time to spare, please consider giving it a review 🙏 That's it, changelog below 🫡 Restored Missile System No more need to kill enemies with guns to refill missiles: every 60 seconds you'll get a missile drop, or less, if you have 'Premium' upgrades Restored the 'Premium+' upgrade so you can go for a…
- v1.5 Preview - 18 April 2025
Super quick update regarding the upcoming update. You can find it under the BETA branch (look for 'preview' and/or use access code 'topdogtopdog'), I'll write a proper changelog in the official update, here's the Old missile system is back Simplified operation system to 2 game modes Added a permanent leaderboard for random runs with adaptive wave size Daily runs are a bit longer Updated engine + some bugfixing If you're interested, please give it a go and let me know your thoughts! 🫡
- v1.0 - Release - 29 January 2025
That's it, TOP DOG is officially out of Early Access! Changelog New main menu + improved settings/input menus Finished a bunch of 3d models Added sound feedback for picking up scraps Added 'operation time' to victory screen and leaderboards See you on the leaderboards! 🫡
- v0.99D - 'Done' - 8 January 2025
This is most likely the final update before the imminent release out of Early Access Thank you for sticking by all these months 🙏 I wish I could have handled better the development between version 0.97 and 0.98 (almost a year gap): at that time I had a bit of a middle-age crisis regarding the game and spent a lot of time changing and trying new things that were taking the game too far from its core. Hopefully I learned my lesson for future projects Changelog below 👇 Operations 'First Strike' turned into a proper operation: 5 stages long and with the smoothest difficulty curve of all ops Increased a bit 'Hostile Territory' score/intensity: which now sits between the new 'First Strike' and 'Endgame' Removed any daily gating to operations: you'll need unlock them only once (as before) Space Elevator stage difficulty tweaked to be on par with Space Station stage Missile System 'Premium' u…
- v0.99B - 10 December 2024
Quick but important update that should address most of the hot issues caused by the new missile system Game Start Improved stats for base jet: you can dare to delay mobility upgrades now Improved accuracy and damage for base gun and AC-30 Missile System You now start with a full reload ready to drop Tweaked refill rates + made structure/frigate hits refill missiles regardless of damage type Removed 'Premium+' upgrade 'SWRM-6' refill rate adjusted Scoring Stage bonus is now shown all the time under the score, then becomes effective on stage end (as before) Testing a mechanic where stage bonus decays only when firing: I'm not 100% sure to keep this but if someone wants to stress-test it I will appreciate the report 🙏 That's it! 🫡
- v0.99 - 'FAFO' - 7 December 2024
Title explained: F*** around (change the score system) and Find Out (that missiles are broken) This updated started (with v0.98G) as a simple tweaking pass and later become a rework of the missile system and a final pass on the new scoring New Missile System Missiles are now refilled by gun kills: adds a new tactical layer to the gameplay Missile count is now carried over stages: no more free-lunches Premium upgrades have been adjusted accordingly Tweaked capacity of all missile types: 12 for Base and PRDTR-4, 24 for SWRM-6 Known issue: SWRM-6 should be refilled at twice the rate of PRDTR-4 Final Scoring Nuked the accuracy bonus: it's an all you can shoot buffet now Added back a time-based bonus ('Stage Bonus') but much more contained than the old combo system: it is given at the end of each stage and you'll briefly see it under the score before the stage ends Stage bonus is scaled with…
- v0.98g - 1 December 2024
Base regen bumped from 4% to 5% per scrap 'Mechanic' regen bumped from 8% to 10% per scrap 'Mechanic+' regen bumped from 12% to 15% per scrap Pickups from Ground Outpost, Space Station and Space Elevator will spawn before complete destruction
- v0.98 - 'Line Up and Wait' - 25 November 2024
This is the last major update, lots has changed on the wave/enemy balancing so bear with me a little: v0.99/1.0 will be for the last balancing/polishing touches A lot of effort has been spent on making each run as unique as possible with varied and interesting waves and no biome repetitions. Also the duration of the average run have been shortened: v0.97 runs were becoming a bit of a chore towards the final waves There is some new content in this update but it is probably less than what you were looking for and I apologize if I gave wrong expectations: I thought I could do more with it but TD's dev cycle have been quite long and I felt it was more important to improve on the game strengths instead of adding things just for the sake of it and risk to ruin the game Enough talking, changelog follows 👇 New Structures & Pickups Added Space Elevator Added Ground Outpost (WIP) Updated Space S…
- SITREP #7 - What's going on - 27 April 2024
👆 This here (WIP) is a glimpse of where I'd like to take the game: a "somewhat curated" (short) campaign progression around structures/objectives (and not just a random progression of different biomes) but keep the roguelike elements for enemy wave composition and upgrades. Problem is that this kind of stuff can take a lot of time and that is the reason for the lack of updates recently, which I apologize for. The plan at the moment would be to prototype a couple such missions and start testing them out along an updated version of the current operations. Let me know what you think and thank you for your patience 🫡
- v0.97 - 'Streamlined' - 3 February 2024
⚠️ Last time that some achievements will be reset, I promise What changed 'First Strike' simplified and locked once completed: will be further tweaked to become the tutorial operation 'Hostile Territory' is the new 'random' operation which gets unlocked by completing 'First Strike' 'Endurance' got longer (12 waves) and more difficult in the end: it gets unlocked permanently when 'Hostile Territory' is completed for the first time Removed 'Blitz': game works better when you build your aircraft from the ground up. Also it was an annoying (daily) gate to 'Endurance' Tweakings 'Iceman' renamed to 'Adrenaline': slow-motion (less than before) + mobility boost during target locking (when the view is zoomed-in) 'Scavenger': in addition to better scraps attraction there is also an increase in the "scraps to tech" conversion rate Some waves will now have a specific name to better identify (at a g…
- v0.96 - 'Reroll' - 20 January 2024
⚠️ Some stats and achievements will be reset Apologies for the long update: once again things got flipped around but I'm pretty sure this is the last major change to the game structure. With this one the game rolls back a little to how it used to be before the endless/operations updates: with more randomization and a simpler progression. Let me know what you think! New Campaign Structure 3 operations: more might be added later depending on feedback 'First Strike' is randomized per run: stage/wave composition and upgrade choice will be different for each new run The others are randomized per day: stage/wave composition and upgrade choice will stay the same throughout the day and reset the next day 'Blitz' operations are short, intense and start with pre-installed upgrades: currently there's only 'Valkyrie' (which is not very different from v0.95's) but more will be added later to the ran…
- v0.95 - 'Operations' - 18 November 2023
⚠️ Some stats and achievements will be reset Sorry about the stats reset! Was not an easy decision but I managed to limit it to stats related to the new operations system, all the upgrade unlocks and kill stats are intact. Operations There are currently 4 operations: some of which are unlocked at start and each with something special. I'm eager to hear your thoughts for making making new operations and/or tweak the current ones Completing an operation will make it go up one tier (currently up to max 3): the idea is to increase the difficulty each tier and make all operations a viable choice regarding the score/challenge you can get from them Leaderboard entries will show which operation was run and if completed (otherwise last wave number is displayed) Main Changes & Tweaking Replaced endless looping with operations system Added Space Station enemy, first pass: destruction effects are n…
- SITREP #6 - Update & 'Operations' Preview - 4 November 2023
⚠️ v0.92 ETA: Saturday 11th (18th at the latest) What's happening As you can see from the thumbnail, a new enemy is getting ready and as you probably gathered from last update we are going back to a finite number of waves and shorter runs. Your response on last update was very useful and made the decision to switch much easier, Thanks! Operations We are going back to short and challenging runs, where TD really shine but this time you will be able to run different 'Operations': each with a different distribution of enemies, difficulty and some special features (such as bonus upgrade at start, more upgrade choices, etc.). There will be no changes to the daily leaderboard, except for showing on which operation the score was obtained. *work in progress: the details shown will probably change, as well as the operations (there will probably be 6 of them) That's it! 🫡
- v0.91d - 25 September 2023
No more tech limits for upgrades: not fun and uncessary nerfing Mechanic+ upgrade is back: same as above Getting Premium upgrade in the middile of a stage will sped up the current reload (if in progress) or do an insta-refill For new players: all upgrades are unlocked during the very first operation
- v0.91 - 'Elites & Tweaks' - 23 September 2023
Focus of this update has been on tweaking the enemies/difficulty for later waves to avoid the session going on forever. Which brings us to a very important first poll I'd like to make about endless: what do you like about endless? The previous version with 10 waves was definitely too short and difficulty was not ramping up enough towards the final waves, current version does a better job up to the 20th wave, for those of you that go beyond that: at which point do you think the game gets hard enough to be satisfied with the run? (better to check out v0.91 first to answer this) The reason I'm asking is because I'm thinking of going back to a finite amount of waves/stages, the more answers I get the more informed the final decision will be 🙏 All The Things Viper Elites got their own icon and special (pew pew) gun Frigates: main gun tweaking + new mini-jump behaviour Wing Leaders: gun/dama…
- v0.90 - 'Endless' - 9 September 2023
Here it is: the endless mechanic is finally in with a bunch of new stuff and lots of tweaking all around. I've tried a lot of different things for this one, major one was to have a random selection of stages (even from the start) but it didn't feel quite right. The current implementation has mostly fixed stages but wave composition and upgrade choices is always randomized. Balancing probably got broken here and there, so bear with me until we do some more testing and I hope you will enjoy the new stuff! 👇 Major Stuff Added endless mechanic and reworked stage/wave progression Upgrade system: now showing only unlocked upgrades + all choices (in case of branching) Added 'Valkyrie' plane upgrade: Vector + Supersonic + Mecha legs Added 'PRTDR-4' upgrade (missiles) 'IR-4' replaced by 'SWRM-6' (missiles) Added 'AC-30': unlocked from the start and now necessary to obtain 'GAU-30' or 'AC-60' Ad…
- SITREP #5 - 'Going Endless' - 14 August 2023
What's happening Plans changed a bit from the last update, many of you have called for an endless mode and so I've been working on that: it wont be a separate mode but part of the main mode. If you are familiar with Nuclear Throne looping you get the idea. I think I need one or two more weeks to make it good enough for a first pass in v0.86: it will provide more fun daily runs while I finally work on new content. Speaking of which, some sketching for new capital ships 👇 And some progress on the 'Ultimate' plane upgrade (= Vector + Supersonic) 👇 That's it! 🫡
- v0.85 - 'Lean & Mean' - 15 July 2023
With this update all mechanics are more or less final: it took a while because I've spent some time testing a few solutions (of varying complexity) for target locking and upgrade selection but ended up streamlining those and not making major changes. Focus will now switch to content creation: enemy types (3-6 more), waves variation, player upgrades (at least 4 more) and polishing. Game progression/session length is also quite final: 10 waves seem to be the right number but I'm considering adding a difficulty selection at the start of the run that will make the game more challenging for veteran players. What do you think? All the things Target Lock (B button/LMB) improved: aim assist + strafe-assist for stick controls Score combo tweaking: less emphasis on aggressive play, combo decay is now affected by time and gun use Disabled collisions with enemy fighters and aces Upgrade selection s…