- Psychotropic Warfare (1v1 versus) - 7 August 2026
- **Open the Laboratory menu and click "Psychotropic Warfare."** Host a lobby, invite a friend (or they join off your Steam profile), and the match starts once you're both in. Friends-only, 2-slot lobbies over Steam.- **Real towers, real enemies, real physics.** Versus runs the actual game on the host — every tower, card, consumable, and enemy behaves exactly as it does in solo. No simplified sim.- **Offense is direct:** click one of the portals on your opponent's board to send a wave of enemies through it. Each send costs more Gnosis than the last (shared, escalating per match), and a bigger spend sends a nastier batch. Sent enemies stream in through the portal you clicked.- **Fair by construction:** both boards are generated from the same seed and mirrored, so you and your opponent face identical terrain and waves.- **First to leak loses.** Boards start at 100 HP; when one player's de…
- pre multiplayer hotfix number 5 - 5 August 2026
this time for sure
- multiplayer pre launch patch 5 - 5 August 2026
pay no attention to the developer behind the curtain
- multiplayer hotfix prelaunch patch 4 - 5 August 2026
we're getting closer
- Multiplayer pre update hotfix 3 - 4 August 2026
further changes to enable the upcoming versus mode
- multiplayer hotfix pre launch patch - 4 August 2026
second round of patches intended to fix versus mode issue surfaced during testing
- hotfix - multiplayer testing versus - 1 August 2026
small change to debug the hidden multiplayer feature in the game
- Multiplayer pre launch patch - 31 July 2026
adds some utility and helper function behind the scene that will come in handy later when multiplayer launches
- v0.099 — Now on macOS - 29 July 2026
MK-ULTRA Psychic Defense is now available on macOS. Apple Silicon and Intel Macs both supported
- Early Access v0.099 balance patch - 28 July 2026
## Heavy enemies are a real threat now The audit found something broken under the hood of the *difficulty* curve:every enemy has a "damage when it reaches the center" stat (Contempt hits for15, Despair for 10...), but **none of it ever landed.** A working defense killedevery heavy every time, so the only things that ever leaked were 1-damagefodder. The enemy-damage escalation you see as runs go deeper was effectivelydecorative. This patch makes heavies earn their keep: - **Heavies are armored.** Sadness, Contempt, Envy, and Despair now carry a depth-scaled shield on top of their health. A single upgraded tower can no longer melt one inside its crossing window — you stack coverage or you take the hit. Their real damage finally connects.- **Heavies get faster as runs deepen**, so a mid-strength defense gets fewer shots at them.- **Waves interleave fast fodder with heavies** instead of fee…
- Time is a flat circle (balance overhaul) - 28 July 2026
## Balance changes - **Pyramid re-anchored.** Attack speed 0.5 → 0.75 (plus a fix that was silently running towers on default stats instead of their real ones). The first tower now holds the opening.- **Kills now pay Gnosis.** Every kill earns Gnosis (was: nothing). The wave-clear bonus is smaller and flatter, so income follows *defense*, not just survival. A working defense compounds; a leaking one starves.- **Lives cut 100 → 25.** Lives are now the punishment for a failed defense, not a bottomless health pool. Leaks are felt wave-by-wave.- **Opening normalized.** Removed the 5–11 enemy wave-1 seed lottery — no more auto-lost openings decided before you act.- **Enemy HP curve softened** (growth 1.15 → 1.13) so tower scaling can track the late-game curve. The wave-6 death cliff is gone.- **Steeper placement scaling.** Repeated same-type placement costs escalate faster (0.6 → 0.9 per pla…
- Crash Fix patch - 20 July 2026
Hi everyone, its me zerosequels the solo dev behind this project. Im ahamed to say that a game crashing bug has been live in the game for 72 days. This crash was caused by the way the exported version of the game builds its game files, which is why I never saw it while debugging the game from inside the game engine editor. My apologies to all the players that encountered the crash, I hadn't been checking the forums regularly and I should have seen this sooner. But the issue is fixed now. Massive thanks to x user HermeticDSRV for bringing this to my attention.
- 🛡️ Stability & Crash Fixes - 20 July 2026
Tutorial Crash FixAddressed a reported crash that could occur when placing a tower during the tutorial on some systemsAdded defensive safeguards across the tower placement pipeline to prevent crashes caused by failed resource loadingTower placement now gracefully handles edge cases instead of crashing — if something goes wrong, gnosis is refunded and the game continuesTutorial Quality of LifeESC now exits the tutorial — press Escape at any time during the tutorial to skip it entirelySkip Tutorial button is now visible from the very first tutorial stepThese changes ensure players always have a way out if the tutorial causes issuesGeneral StabilityAdded null-safety guards across all 13 tower initialization scriptsFixed a bug where placed towers didn't properly mark their grid cell as occupied, which could allow overlapping placementsImproved error logging throughout the tower and card sys…
- v0.098 — Tower Identity Sprint Complete - 23 June 2026
New Tower PassivesThird Eye — "Glows in the Dark" The eye randomly gazes at enemies in range, marking them with a binary surveillance debuff. Marked enemies glow with a phosphorescent green static effect and take significantly more critical hits from ALL towers. If he glows in the dark, he's compromised.Ancestral Memories (Spiral) — "Genetic Channeling" The Spiral tower now actively channels nearby towers with a DNA double-helix beam. Lock onto an ally, charge up, and grant them a timed damage buff. Orbiting memory wisps indicate which towers are currently empowered.Flower of Life — "Sacred Geometry" Towers inside the Flower of Life's radius gain a chance for projectiles to split and double. An animated sacred geometry billboard hovers above buffed towers — rotating, pulsing, alive.Cosmic Egg — "Incubation Burst" The egg charges while idle and unleashes a devastating burst on its first…
- Early Access Update v0.097 — Tuning Fork Tower Overhaul: Resonance Charge - 19 June 2026
Early Access Update v0.097 — Tuning Fork Tower Overhaul: Resonance ChargeHello Agents,The Tuning Fork has been completely reimagined. What was once a passive aura that silently buffed every tower in range is now an active, single-target charging support tower with a full sound/vibration theme, custom shaders, synthesized audio, and a satisfying charge-and-boost gameplay loop.🔱 Tuning Fork — "Resonance Charge" MechanicSCAN: The fork searches for a nearby tower that is actively fighting enemies.CHARGE: Locks on and channels sound energy for 3 seconds — a visible cone of sound waves flows from the fork to its target.BOOST: On completion, the target tower receives a 25% attack speed boost for 6 seconds — twice the charge duration.REPEAT: The fork immediately scans for the next attacking tower in range and begins charging again.🎨 Full Visual OverhaulScreen-Space Waveform Body Shader — flow…
- Early Access Update v0.096 — Death Fungus & Emerald Tablet Tower Overhauls - 17 June 2026
Hello Agents,We are excited to bring you another major update to MK Ultra Psychic Defense! In v0.096, we have completely overhauled two key support/utility towers: the Death Fungus and the Emerald Tablet. Both towers have received stunning new custom shaders, redesigned mechanics, custom synthesised SFX/ambient drones, and live editor preview support.Here is a breakdown of everything new in this update:🍄 Death Fungus Tower OverhaulThe Death Fungus is no longer just a passive stat block. It has been reimagined as a bioluminescent mycelium node that actively spreads spores and feeds on defeated enemies:Visual Redesign: New custom bioluminescent shaders drive the mushroom cap, stem, and its wavy area-of-effect indicator.Spore Infection Mechanic: When enemies enter the range of the Death Fungus, tiny glowing mushrooms will physically grow on their heads, indicating they have been infected.…
- ⏳ Time Cube Tower — Complete Visual & Systems Overhaul - 16 June 2026
The Time Cube has been rebuilt from the ground up with a unique visual identity inspired by Gene Ray's infamous four-day theory.🔷 New Azure Visual LanguageVortex Faces — Azure blue swirling time vortex on each face of the diamond, with 4-phase color cycling representing the "4 simultaneous days"Blue Metallic Frame — Shining blue frame with white shimmer highlights that sparkle when the tower is activeCompass AoE — A rotating clock/compass ground disc with 4 colored quadrants, sweeping clock hands, and concentric rings marking the tower's rangeTesseract Enemy VFX — Enemies hit by the Time Cube now display a rotating wireframe tesseract (4D hypercube projection) with azure sparkle particles floating around it✨ Shimmer, Not GlowThe Time Cube uses a subtle traveling shimmer effect instead of flat emission glow. When active, highlights ripple across the surface — understated and premium.🎲…
- v0.094 — Mani Wheel Prayer Barrier Overhaul - 13 June 2026
✨ Visual OverhaulNew Bespoke Shaders — The Mani Wheel no longer shares the generic scan-line shader with other towers. Three new shaders give it a unique Tibetan Buddhist identity:Cinnabar Hood & Base — Vibrant red cinnabar with patina noise and warm blood-orange fresnel rim. Glows brighter when enemies are in range.Golden Tibetan Script — Pixelated block-glyph characters scroll around the prayer wheel body, emitting a warm golden glow. Characters feature stems, crossbars, descender hooks, and vowel marks — procedurally generated to evoke OM MANI PADME HUM.Inner Divot — Deep charcoal gap between the hood and text band creates visual depth.🔮 Prayer Barrier AoEOrbiting Text Cylinder — The old flat orange range circle has been replaced with a standing cylinder of orbiting Tibetan prayer text at the tower's range boundary.Text scrolls around the circumference like a protective mantra barri…
- ☀ v0.093 — Annunaki Sun Dial: Solar Cannon Overhaul - 12 June 2026
⚡ Solar Cannon — 3-Phase AttackThe Annunaki no longer fires a simple projectile. Its attack is now a sustained directional beam with three distinct phases:Phase 1 — Targeting Lock A thin golden targeting line snaps from the sun dial to the target. The dial rotates to face the enemy. Solar energy particles converge inward toward the dial as it charges.Phase 2 — Beam Open The targeting line rapidly widens into a full cylindrical beam of concentrated solar energy.Phase 3 — Solar Erosion The beam sustains for 3 seconds, continuously eroding the health of every enemy caught in its path. Enemies inside the beam corridor take full tick damage. Enemies near the target take AoE splash damage. Golden sparks erupt from the impact point.When the beam expires, it collapses and the dial returns to its idle rotation.✨ New Visual Effects3 Custom Shaders — The dial body now features dark bronze with scr…
- ☥ Tower Overhaul: The Ankh Awakens - 11 June 2026
Following last sprint's Pyramid overhaul, the Ankh tower has received a complete visual transformation.Sacred Water + Gold Theme The Ankh now channels sacred Nile water energy. Its body glows deep lapis blue with flowing gold energy veins, while a gold fresnel rim catches the beveled edges as it rotates. The pedestal beneath it has been transformed into dark obsidian stone with blue-gold energy seams that flare bright gold when the tower fires.New AoE Ground Effect The attack radius is now a living sacred water surface — concentric ripples radiate outward from the tower's base while golden caustic light patterns dance across the surface, like sunlight refracting through holy water.3D Pulse Wave Attack When the Ankh fires, an expanding wall of sacred light erupts from its core and sweeps outward to the edge of its range. The wave burns gold-hot at the center where it strikes enemies, wit…