- Upcoming pricing change: soon to be F2P - 1 July 2026
after a lot of thought, i decided to make the existing games free, as in free beer. This was because, well, for one, i wasn't making any money off of them anyways. and for two, i haven't been developing on them at all. and granted, you don't need to always update a game, but... i've had my fun with them, and i suppose now it's time for you to, too. it's not like they were super innovative or novel. or even that high quality (in my defense, it was my first 2 games ever made). sure, they cost me some money to make, but money isn't everything, and i'd rather take the hit then keep worrying about letting down paying customers. now non-paying customers on the other hand, well that's nothing to worry about. i joke, of course, but it will lift a weight off my back to not feel burdened by some three-quarters-baked projects i made years ago. I haven't given up all game development. i just realiz…
- packaging hotfix - 13 October 2024
fixed an issue with the filestructure that caused the game to not start via steam correctly
- 8.0 "see? C!" out now - 4 October 2024
full update history can be found on the website 8.0 "see? C!" 4 oct 2024 Improved in-level performance the last level still isn't the best, but it's better. new bonus: expanded potential increases the mana cap by 200 per level. mana will slowly drain when over its cap this was always intended, but the code didn't actually do it fixed some music looping issues. moved spell unlocking description text to better support narrower aspect ratios. changed the console layout slightly to accommodate more screen sizes updated localization files. update feito nos arquivos da localização.
- V7.1 "Lynx" out now - 9 April 2024
7.1 "Lynx" 8 apr 2024 Fixed an error when moving a spell in a tower pinning a box open will now play a sound pined boxes will now have a visual indicator the hope is that box pinning will become more intuitive
- V7.0 "take 2" now live! - 4 April 2024
7.0 "take 2" 4 apr 2024 levels will now start just before the first wave begins instead of having a 1 wave intermission time beforehand. the same amount of mana will be gained as normal the original intent was to provide players with prep time, but the ability to pause just makes it a time waster. gem color calculations have been reworked there should now be more color variety with a more consistent look, as well as giving more information on a gem. many graphical assets have been given a full rework. this includes the enemies, projectiles, and map elements adjusted the map menu music shifts when in more menus than just settings. adjusted the in game music danger should be more apparent now. added a new spell - coin flip randomly picks either the next or the spell after the next, and casts it. default settings have changed hit radius display disabled by default balance change: Mana Leac…
- V6.1 "G" now live - 14 March 2024
6.1 "G" 13 mar 2024 spells can now directly be dragged into/out of a gem when it is in a tower.
- V6.0 "AGD" now live - 13 March 2024
6.0 "AGD" 12 mar 2024 Fixed a UI bug when running the game at a high resolution (thank you anon 673d39) Fixed a UI error on the achievement menu You can now drop a spell onto a gem to place it in it. the spell will go into the first available slot, much like shift-clicking
- Demo Days - 12 March 2024
Demo Days CrazyAmphibian - 12/mar/2024 more exciting news! SSTD now has a demo! you can find it on the itch.io store page, and the website's game page. the steam store demo will come out at a later date, as the process to make it is a bit more involved
- V5.1 "ooops..." now live - 6 March 2024
5.1 "oops..." 6 mar 2024 Fixed some sounds playing when they shouldn't Fixed enemies not rotating correctly.
- Price Drop - 2 March 2024
Price Drop CrazyAmphibian - 2/mar/2024 today i have some exciting news for potential buyers - most definitely to the chagrin of former buyers, but hey, it's not *that* big of a deal, ok? yesterday SSTD had its base price lowered, from 10, to 8* bucks (USD)... i wanted it to be 7.50, but steam didn't give me that option, so here we are... Think of it like a 20% off discount - but forever! "but why?" you may perhaps ask. well, the reasoning is that, after some long deliberation and consideration, i've decided that my crap-ass art doesn't make people want to shell out 10$. a shame, but you know what they say; skill issue. on my part. the more astute of you might wonder how i didn't realize this sooner. well, it may come as a shock, but often times developers aren't that familiar with the market upon their first release. You might even say, i was a little (a lot) green. so enjoy! enjoy your…
- V 5.0 "ESS EFF EX" now live! - 27 February 2024
5.0 "ESS EFF EX" 27 feb 2024 When an achievement is unlocked a visual will appear on the screen added several new sound effects to the game fixed a bug that caused erroneous spell creation on certain resolutions fixed UI layout error fixed some SFX not firing when they should added more wave bar text colors. hovering the mouse over a wave will show you what enemies will come on that wave. nerfed OVERKILL dmg x1 -> dmg x0.75 there was never a reason to not use it. now there is. this makes it a more specialized spell, too. fixed some clipping text fixed some issues with pinning UI elements updated localization files. update feito nos arquivos da localização.
- V4.0 "Marjoram Crumpets" live! - 20 December 2023
4.0 "Marjoram Crumpets" 20 dec 2023 Happy everyone! what better gift to give than balance changes? damage up balance change| dmg +4 -> dmg +5 this spell wasn't ever terribly good since you could always use another projectile. now it's on-par damage-wise. Random Projectile Aspect balance change| dmg +3 -> dmg +5 the initial intent was to make the damage lower to compensate for the variety of types. this failed. nerfed multiplicative stat increases, replaced partially with additive. spells will still have some multiplicative stats, just to a lesser degree. this is to combat the sheer power of just stacking a single spell, which is boring. faster balance change| spd x2 -> spd x1.5, spd +50 damage up balance change| dmg +4 -> dmg +5 focus fire balance change| dmg x1.25 dmg +5 spd x2 -> dmg x1.15 dmg +10 spd x1.5 spd +50 Apart from balance, here comes new content! New spell! Random Position!…
- [dev blog] The Sound of Progress - 16 December 2023
visit the website] The Sound of Progress CrazyAmphibian - 16/dec/2023 last blog post i messed up putting it on steam. oops. this one should be good, i hope. Happy holidays! it's that time of the year again, when snow doesn't fall for another 2 months but we tell ourselves it'll be a white christmas. Except for you on the southern hemisphere, who are burning up in summer heat. what better way to celebrate than to have a blog post! "tronslat hardh" -Elo SSTD news! I've been putting work back into SSTD, getting a content bundle ready for release. It's nearly done. It'll release some time next week, just before the winter sale. For those of you with the game, prepare yourselves for a nice burst of content! For those who've yet to buy, perhaps the deal is that much more enticing... Either way, progress is progress. here's a sneak peek at what the next update will have to offer: looks like he…
- 3.0 "Update Abrasileirado" - 8 December 2023
3.0 "Update Abrasileirado" 7 dec 2023 If you speak english, don't worry bout this :D Jogo traduzido 101% para a nossa lingua marivilinda! (ui) Se houver algum problema com a tradução, nos avise! eu (Elo) vou resolver pessoalmente (a distancia, pelo computador.) updated localization files fixed a ui bug
- [dev blog] UI Sucks - 1 December 2023
UI Sucks CrazyAmphibian - 1/dec/2023 i've been working on the new game. there's a lot of work involved - as with any game, really. bugtesting, design, more bugtesting, programming. i'd really say that the hardest part of game design is the UI. it requires so much effort to make something that looks even passable, and functional. it's piss easy to make a bunch of code that does something. Harder is making it respond to user inputs and display such. and the hardest is doing so well. not that it matters. AAA games routinely pump out some of the worst UIs known to mankind. as usual, here's some images for you - feast thine eyes! and no, i'm still not going to say what it is. my hope is the suspense will make you be like "oh wow this is interesting" or something of the sort. so figure it out!
- V2.1 "Better late than never" out now! - 10 November 2023
2.1 "Better late than never" 10 nov 2023 Fixed broken settings page layout i don't know how i didn't catch this one, sorry. Improved hit visualizer spawning code you should be able to see hits far more consistently now. Improved hit visualizer accuracy they should actually show the radius they hit better now. new spell: Nolla! does exactly what you think it does in case you haven't played Noita, instant projectile death. (incredibly useful, actually) updated localization files
- codename: CM - 8 November 2023
the website] codename: CM CrazyAmphibian - 8/nov/2023 ok, so, new game in progress. well, has been for a days. but, i'll give some sneak peaks at what it is here. hopefully it'll drum up some hype or something. behold! - a image. ooooooooh, and another! (what will i think of next?) i'll be light on the details for now, and a while, really. but i'm pretty sure that's what i'm supposed to do... err... hopefully...
- V2.0 "A Update" now out - 2 November 2023
sorry for the wait, time's been split with this and other projects, hopefully it's worth it! -CrazyAmphibian increased performance of hit radius visualization removed hit radius allowance option, replaced with binary disable option instead it never really made sense to do it like this in the first place. custom gem creation now allows you to change the resultant gem's power! custom gem creation always felt underwhelming, now it has a better use! cost of the custom gem scales with its power. (range: 30-90, x0.5-x1.5) updated localization files
- V 1.3 "SPEED" - 25 October 2023
once again, more performance improvements and bugfixes. I swear i'm a competent dev! fixed bug with debug info not properly showing on the final level changed object spawning code to be more performant most noticeable during the last level. this helps, though the sheer number of things rendering does still hurt performance. fixed not being able to shift-click a spell into a gem sometimes this one was a massive pain in the a** to figure out
- V1.2 "Few more bugs - and changes" released - 22 October 2023
this version adds a new setting and fixes some stuff, and a singular balance change (how daring) hit radius display now actually shows the correct size. added an option for the amount of hit radius visualizers. 0-2, default 1. helps solves performance problems with many spells, as less objects will be spawned. reduced focus fire's speed bonus x3 -> x2 massive speed was never the goal, makes an achievment too easy to get. still makes it fast, though. updated localization files