- [Beta] 2023.01.09 - Wrapping up Beta - 9 January 2023
Beta This should be the final substantial update before merging the outstanding beta changes into the standard release. You can opt into these changes from the Betas section of the game's properties in your Steam library. I expect I may have a few fixes or tweaks to make before the merge to standard, but there are no significant to-do items remaining on my beta list. Sorry, again, for such a prolonged beta period; there is a lot in here that is sorely missing from the standard release, and I hope to correct that soon. Thank you for your continued support and patience ːtotcordialː! What's New? This is mostly a bunch of adjustments to the codex and other UI elements, but there are also (mostly) minor cosmetic changes to several characters, floors, and effects. Most notably, the Mangler and Conflagrator construct minions have been renamed and redesigned; they are now the "Jacked Hammer" an…
- [Beta] 2022.04.21 - Codex Revamp - 21 April 2022
(No new floors, just some new art.) Beta This is a continuation of the long-running beta branch. You can opt into these changes from the Betas section of the game's properties in your Steam library. I'm sorry. I know, it hasn't been updated in nearly three years--I can't even bring myself to check how long it's been since the last standard release. It's terrifying. The good news is that this update represents the last chunk of changes I expect to include in this beta phase before standardizing the branch. I will allow some time to gather feedback, make a few more improvements (e.g., a few tooltips still require updating, balance may need tweaking) and fixes. There'll likely be a minor release or two to address any issues, and then I plan to push these changes out to everyone. Codex The biggest changes in this release revolve around the in-game codex, which has received a complete face-l…
- [Beta] 2019.06.23 - Threatening Throne - 24 June 2019
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F7608706%2Feb84ea1ce90860fed2737bd89f4d03a5f2e3d7c3.gif Beta This is a beta release that you can opt into from the game's properties in your Steam library. Beta releases include new mechanics or significant changes that require testing and refinement before they can be made standard. Raw Damage I am introducing a new mechanic called "raw" damage, which is a damage modifier (and not a new type of damage) that ignores standard defenses (but not firm defense or immunity). Raw damage is indicated by a flashing damage icon. Traps and damage-dealing items now exclusively deal raw damage types. This makes these damage sources slightly less effective, because previously, they ignored all defense (except immunity). For traps, this has been offset by the removal of trap saves, where each trap had a designated type of defense that ign…
- [Beta] 2018.06.01 - Killer Katabasis - 1 June 2018
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F7608706%2Fe85c63192fcd3fc39c04277a811ee3a9e2229b5d.gif This update introduces two significant changes to combat: Characters have a single attack rather than different attacks or damages in all three slots. Attacks can deal multiple types of damage. A single attack means less Codex clutter and slot positioning matters less than floor composition, which are both great things for more casual players. Multiple damage types per attack prevents this change from diluting the strategy by increasing the depth of floor composition. A lot of characters have received damage revisions, and you'll see a lot more non-physical damage, and ultimately more interesting combinations coming out of this. These changes required significant rework under the hood, and I have a few reservations about dropping that on everyone without more testing (…
- 2017.11.24 - Creepy Cabin - 24 November 2017
Over a year ago, I announced plans to rework major mechanics in the form of an opt-in beta. I provided details up front because I wanted to hear your opinions, and I'm grateful for everything you shared. However, over that year, the little development time I had spiralled from one experimental overhaul into another, and now a year has passed and the "big beta" still hasn't materialized--the beta build is currently a convoluted mess of insane changes. I've always wanted Tomb's development to be responsive and this year has been anything but; you all deserve more than the handful of meager updates I've provided in this time--there hasn't even been a new floor since last Halloween! Fortunately, while the big beta is far from releasable, there are a lot of elements that are completely ready to go--many of which I feel confident releasing outside of a controlled beta. So I've decided to spen…
- 2017.11.24 - Creepy Cabin - 24 November 2017
Over a year ago, I announced plans to rework major mechanics in the form of an opt-in beta. I provided details up front because I wanted to hear your opinions, and I'm grateful for everything you shared. However, over that year, the little development time I had spiralled from one experimental overhaul into another, and now a year has passed and the "big beta" still hasn't materialized--the beta build is currently a convoluted mess of insane changes. I've always wanted Tomb's development to be responsive and this year has been anything but; you all deserve more than the handful of meager updates I've provided in this time--there hasn't even been a new floor since last Halloween! Fortunately, while the big beta is far from releasable, there are a lot of elements that are completely ready to go--many of which I feel confident releasing outside of a controlled beta. So I've decided to spen…
- [Beta] 2017.07.29 - Shader Changes - 30 July 2017
First off: this isn't the beta you're looking for. Many of you have been patiently awaiting the big beta overhaul, and while this is a beta release, it is just the standard build with a couple of potentially volatile items that I need tested. This update contains changes to the launcher and primary fragment shader, which are two things that can cause a lot of unforseen headaches on different OS and hardware setups, necessitating a beta release before pushing these changes out to everyone. You can opt to receive beta releases at any time by looking for the betas tab of the game's properties in your Steam library. So why am I pushing these volatile changes out now instead of holding them for the big beta? This shader change aims to address one of the more common complaints I've seen: why does the game have to look so retro? I get it, you like pixels, but these ones are too big, or the pix…
- [Beta] 2017.07.29 - Shader Changes - 30 July 2017
First off: this isn't the beta you're looking for. Many of you have been patiently awaiting the big beta overhaul, and while this is a beta release, it is just the standard build with a couple of potentially volatile items that I need tested. This update contains changes to the launcher and primary fragment shader, which are two things that can cause a lot of unforseen headaches on different OS and hardware setups, necessitating a beta release before pushing these changes out to everyone. You can opt to receive beta releases at any time by looking for the betas tab of the game's properties in your Steam library. So why am I pushing these volatile changes out now instead of holding them for the big beta? This shader change aims to address one of the more common complaints I've seen: why does the game have to look so retro? I get it, you like pixels, but these ones are too big, or the pix…
- Beta Progress Update - Inventory - 1 June 2017
I am sorry to say that I still do not have a beta release date in sight, but I feel I owe you all some insight into the changes you can expect when it arrives. First off, for those who are unaware, my last few months have been spent working on some massive changes to the game's mechanics which I will eventually release in a beta form, for additional workshopping. Progress has been slow on account of this now being a part-time gig for me along with having had a new child recently, but I am trying to make more time available. My relative silence is mostly due to difficulty justifying talking over working, but I really do want to keep you all in the loop, so it's about time I share some more. My general goals for this beta period are to: Reduce the number of core mechanics and types of interaction Increase the clarity and depth of remaining mechanics Introduce end-game content and victory…
- Beta Progress Update - Inventory - 1 June 2017
I am sorry to say that I still do not have a beta release date in sight, but I feel I owe you all some insight into the changes you can expect when it arrives. First off, for those who are unaware, my last few months have been spent working on some massive changes to the game's mechanics which I will eventually release in a beta form, for additional workshopping. Progress has been slow on account of this now being a part-time gig for me along with having had a new child recently, but I am trying to make more time available. My relative silence is mostly due to difficulty justifying talking over working, but I really do want to keep you all in the loop, so it's about time I share some more. My general goals for this beta period are to: Reduce the number of core mechanics and types of interaction Increase the clarity and depth of remaining mechanics Introduce end-game content and victory…
- 2017.03.19: Cumulative Fixes - 20 March 2017
It has been another busy couple of months--just not for Tomb of Tyrants, I'm afraid. But with my newborn finally settling into a sleep pattern and a major release wrapping up at work, I found a bit more time for Tomb than usual this week; hopefully that is a sign of things to come. The beta still isn't ready, but a few important fixes have accumulated which needed to be added to the standard release. I would love to offer an updated estimate for the beta, but I've already put my foot in my mouth a few times there. However, it isn't fair of me to continue to leave everyone hanging for weeks or even months without an update, so, from now on, I will try to make an announcement at least once every couple weeks, even if I don't have any releases going out, just to keep everyone apprised. I'll try to focus on specific topics and request your input. Of course, you can already read some of the…
- 2017.03.19: Cumulative Fixes - 20 March 2017
It has been another busy couple of months--just not for Tomb of Tyrants, I'm afraid. But with my newborn finally settling into a sleep pattern and a major release wrapping up at work, I found a bit more time for Tomb than usual this week; hopefully that is a sign of things to come. The beta still isn't ready, but a few important fixes have accumulated which needed to be added to the standard release. I would love to offer an updated estimate for the beta, but I've already put my foot in my mouth a few times there. However, it isn't fair of me to continue to leave everyone hanging for weeks or even months without an update, so, from now on, I will try to make an announcement at least once every couple weeks, even if I don't have any releases going out, just to keep everyone apprised. I'll try to focus on specific topics and request your input. Of course, you can already read some of the…
- 2017.01.13: Happy 2nd Anniversary! - 14 January 2017
I'm afraid all I got you was some fixes and minor gameplay changes, but that's because I'm still busy working on the next big beta release. In fact, some of those changes are the reason I needed to make this standard release. First, there was a complete rewrite of the character animation system to allow for some advanced character types in the future--I'll need your help to spot any glitches here--, then there was some precautionary code for loading saves that are newer than the release--for those who opt back out of the beta. I also temporarily removed anchor stones (and dirt). If these tiles were in your Hoard when you last played, they will still be there, but no new anchors will appear. These (and other tile-based) mechanics are being reserved for later use in situations where they can be given adequate introduction and visibility. It has been a busy few months preparing for the bet…
- 2017.01.13: Happy 2nd Anniversary! - 14 January 2017
I'm afraid all I got you was some fixes and minor gameplay changes, but that's because I'm still busy working on the next big beta release. In fact, some of those changes are the reason I needed to make this standard release. First, there was a complete rewrite of the character animation system to allow for some advanced character types in the future--I'll need your help to spot any glitches here--, then there was some precautionary code for loading saves that are newer than the release--for those who opt back out of the beta. I also temporarily removed anchor stones (and dirt). If these tiles were in your Hoard when you last played, they will still be there, but no new anchors will appear. These (and other tile-based) mechanics are being reserved for later use in situations where they can be given adequate introduction and visibility. It has been a busy few months preparing for the bet…
- 2016.10.30: Bloody Bedchamber - 31 October 2016
Happy Halloween! I'm celebrating with a classic Halloween monster that I'm sure some of you were missing: the vampire! This is a high-level undead unit that deals corruption damage; his health, defense, and damage are somewhat low compared to some top-tier minions, but he comes with rapid healing and a leech ability that gives additional health when successfully harming others. The new Bedchamber prophecy also comes with a new banner, the Midnight Masquerade. This banner increases Corrupted unit defense by 1, and--in the spirit of Halloween, and in the vein of past holiday hat updates--gives suitable characters a random "costume" hat. Finally, there is a new Sleepless Cemetery floor, which is the new home of the Ghoul, which has been divorced from the Wight and Barrows. If you previously had the Barrows unlocked, the new prophecy will also be unlocked. The patch notes are a little slim…
- 2016.10.30: Bloody Bedchamber - 31 October 2016
Happy Halloween! I'm celebrating with a classic Halloween monster that I'm sure some of you were missing: the vampire! This is a high-level undead unit that deals corruption damage; his health, defense, and damage are somewhat low compared to some top-tier minions, but he comes with rapid healing and a leech ability that gives additional health when successfully harming others. The new Bedchamber prophecy also comes with a new banner, the Midnight Masquerade. This banner increases Corrupted unit defense by 1, and--in the spirit of Halloween, and in the vein of past holiday hat updates--gives suitable characters a random "costume" hat. Finally, there is a new Sleepless Cemetery floor, which is the new home of the Ghoul, which has been divorced from the Wight and Barrows. If you previously had the Barrows unlocked, the new prophecy will also be unlocked. The patch notes are a little slim…
- 2016.09.11: Pitiless Pits - 12 September 2016
As with the last, this update makes a small change to the build tree to increase consistency by moving the Tartarean Taskmasters from sharing the Overlook to their own floor: the Pitiless Pits. This floor is similarly positioned in the tree (Lode + Portal), and some prophecies that previously relied upon the Overlook (the Pitchfork, for instance) now require the Pits instead. If you previously had the Overlook unlocked, the Pits should automatically unlock to avoid conflicts. I have also removed all floor restrictions from non-starters. This means that the only floor "decisions" that you have to make are the five starter floors that you select. There were only a few other floors that had these restrictions, and they could feel like they were blocking off content, especially if they were fortified and routinely carried over to the next round. There are some new audio cues for minion deat…
- 2016.09.11: Pitiless Pits - 12 September 2016
As with the last, this update makes a small change to the build tree to increase consistency by moving the Tartarean Taskmasters from sharing the Overlook to their own floor: the Pitiless Pits. This floor is similarly positioned in the tree (Lode + Portal), and some prophecies that previously relied upon the Overlook (the Pitchfork, for instance) now require the Pits instead. If you previously had the Overlook unlocked, the Pits should automatically unlock to avoid conflicts. I have also removed all floor restrictions from non-starters. This means that the only floor "decisions" that you have to make are the five starter floors that you select. There were only a few other floors that had these restrictions, and they could feel like they were blocking off content, especially if they were fortified and routinely carried over to the next round. There are some new audio cues for minion deat…
- 2016.08.27: Vibrant Vein Redux - 28 August 2016
I am doing some floor restructuring in this update; I want to move toward all floors offering a single, unique type of minion or trap. There are only a few floors that break this rule, but changing them will also affect other floor requirements. So here's what's changed so far: Alchemist now requires Cellar + Study and produces Mad Scientist Laboratory now requires Alchemist + Catacombs and only produces Flesh Golem Overlook now requires Lode + (Portal OR Dwelling); this will also change later, though (because it currently produces two different units depending upon other floors) Vibrant Vein is no longer parallel or mutually exclusive to the Lode; it now requires Lode + Study and produces Stone Golems If you had the Lode unlocked before, you will automatically have the now separate Vein prophecy unlocked. Many players have stated in the past that they hated having to choose between the…
- 2016.08.27: Vibrant Vein Redux - 28 August 2016
I am doing some floor restructuring in this update; I want to move toward all floors offering a single, unique type of minion or trap. There are only a few floors that break this rule, but changing them will also affect other floor requirements. So here's what's changed so far: Alchemist now requires Cellar + Study and produces Mad Scientist Laboratory now requires Alchemist + Catacombs and only produces Flesh Golem Overlook now requires Lode + (Portal OR Dwelling); this will also change later, though (because it currently produces two different units depending upon other floors) Vibrant Vein is no longer parallel or mutually exclusive to the Lode; it now requires Lode + Study and produces Stone Golems If you had the Lode unlocked before, you will automatically have the now separate Vein prophecy unlocked. Many players have stated in the past that they hated having to choose between the…