- Release date confirmed - 30 May 2026
I am happy to announce that I will be releasing the game on the 5th of June.The last couple of weeks, has been stressed, not due to the game but mainly due to me getting made redundant in my main job. Obviously this is a chance for me to dedicate more time and focus to game development. However, instead i spend more time sending out job applications and doing screening interviews. But this will not effect the game, I will still focus on the game release, I have many plans for additional content, exspanding the traps selection, mobs, and even more ways to beat the levels. Those in the full release beta like via keymailer, may have noticed a lot of small patches and updates, that is mainly due to i try to fix issues as I find them. That said I hope and wish that the players will report issues and let me know what kind of issues that may appear to allow me to correct the issues.I wish all…
- Pre-Release - Patch and changes - 14 May 2026
Update to the main branch. Demo update being adjusted next week. Polish and changes. List of changes, issue - correction.- reward on win minimal - adjusted calculations.- Prison WAY to dark - lightened up a bit.- unable to unlock and select knife trap. - fixed, database problem.- mob spawn on goblin map, floats idle - fixed, monster path finding issue.- Enemy Dmg pop ups, float around with camera. - tmp disabled, replacing the dps pop ups.- new starts with multiple traps allready unlocked. - fixed, corrected new session data.- bonewand to powerfull compared to dagger which is to weak. - adjusted weapon dps.- Mana not aligned with flask. - realigned aspects of the player UI.- Specific Enemy dont despawn on death. - 2 enemies found to have bugs in their code.- player spawn basement entry broken. - player spawn moved.- melee weapons does pointing damage. - fixed only does dmg when attackin…
- Beta and Keymailer start - 8 May 2026
Details: Change levels WIP images... fixed..Levels start, into page and image.. preview added, need maps..Stairs on lvl 9, to steep?.. increase player climb limit..Sword animations. new sword animations created for the new unlocks.Mouse lock confined not working.. new fix.. (check the forum for tmp workaround)skill tree arrows off screen.. . fixed, pure demo issue.Game starts on skill tree, changed to start on main.rotate hint keys . added to the ui, so when a trap is selected, it's now visible to rotate.Demo sign is showing in full version.. fixed, removed.unlimited upgrades on light tower.. fixed..Pause UI shows up, in game after tabbing, and menu switching.. fixed..lag spike on placement, identified as navmesh build lag, updated to a more update rather than full build. - Testing new implementation of navigation update at runtime.in windowed mode, manual drag and resize is now possibl…
- TD Master – Devlog #2 is Live - 3 May 2026
A lot has happened since the last update… and the game is really starting to come together.I’ve been deep in:Finishing levels and making sure enemies actually behave (no more walking through walls ːsteamhappyː)Major performance improvements across the boardA complete redesign of the level selection (goodbye slider, hello world map)Adding a LOT of new contentNew enemies, weapons, and traps are now in the game: From fast zombies and goblin tanks to fire mages and armored units plus new weapons and traps to deal with them.We’ve also been fixing and polishing everything based on playtest and beta feedback. A ton of small (and not so small) issues are now resolved, and the overall experience is much smoother.This update is a big step from “systems working” hopefully to a “actual game coming together”If you want the full breakdown (and there’s quite a bit), you can read the full devlog here:…
- Demo/playtest and Beta updated. - 25 April 2026
Happy to announce Playtest and fullbeta 08 update. List if contentMore details will be shared on the devlog PT8, coming soon. DevBlogs: https://evisystems.org/devlog/known Issues:mouse lock off screen on occasion..player can move on levelstart, pre start click..Reload levels on win, when back to menu, new/next lvl not unlocked.Changes on playtest (demo) branch:telemetry resets on win game, before exit. fixed.Levelinfo does not always load. fixed.wrong menu on level start. fixed.clear trap pool on exit levels.. fixedTap back in, hides + lock mouse in main menu - fixed..StartLevel button, enhanced..Fixed mini on trap selection video issue.Pause functionality updated.Changes on Beta tester branch:all from Demo branch is naturally included in the full beta test.Path arrows issues on lvl 6,7,8 fixed.Level 4,5,7 darknes adjusted.lvl 8, skeleton spawn outside world.. fixed.lvl 8, mobs walks th…
- PT007 now live. - 9 April 2026
The skeletons have been brewing on new ideas and ways to defeat the traps.If you are not allready part of the playtest, why not? Join now, it's free. Changes:- Player able to move behind the menu, when paused or resume application focus from tabbing out. Now it unpauses and clears the UI.- BGM audio correctly adjusts to volumene adjustment.- Telemetry data for each session can be found in your "locallow folder"- Enemy sound profiles assigned to SFX volume slider, ie their walkig, screming, fighting.- Added placeholder hints to skills menu, what icons mean.- Added mini videos on each trap in trap selection.- Added Graphics to traps and skill tree ui.- Added toolbar at the trap selection, so it's visible which traps are equiped.known issues- Cursor relock on App focus, after tabbeing out. (temp fix, clears ui and unpause on re-enter)- Steam profile picture shown upside down.- In some case…
- TD Master Devlog #1 is live - 4 April 2026
TD Master Devlog #1A lot of progress has been made on the foundation of the game. Trap systems, placement, combat flow, and visual upgrades are all starting to come together.The lightning trap has been completely reworked, and performance is already improving. * hint new enemies and traps are in the work, the hint is in the Image above Topics covered.Core GameplayTrap systemsBuilding and placementIf you are curious about how the game is evolving, you can read the full breakdown here: TDM Devlog #1also preparing a update to the playtest to roll out very soon.. PT07 it's called ;)
- Playtest TD Master - 31 March 2026
I am stuck in a loop of playing the test, finding a bug or something I want to change, then play again. and so it continues. I spoke with a old collague about development, he suggested I should go live with the playtest, Involde the players, get their feedback, and most important of all.. Well.. here we go. Playtest is about to go live. Current image is chosen based on changing lightning from something called procedural lighting, but it had horible performance and exteneded load screens while cleanup, up to 20-30 seconds. so have been working on changing that to the VFX Graph lightning. I like it, so you see it ːsteamthumbsupːWhat can you exspect during the playtest.I have enabled basically a DEMO level, with a tier 1 set of enemies. Save enabled for continued progression.most of the telemetry is up and running.A basic set of traps in the skill tree to unlock.3 basic weapons to unlock,…
- TD Master Playtest - 26 March 2026
Playtest Coming soon™I’ve prepared a demo level for you to experience.This isn’t a polished slice it’s a controlled mess designed for playtesting.Expect:Completely unbalanced trapsQuestionable enemy behaviorA reward system that definitely makes sense (it doesn’t)There will be bugs. ːsteamthumbsupːThere will be unintended features. ːsteamthumbsupːSome of them might even stay. ːsteamthumbsupːI’m actively listening to feedback and adjusting as we go while secretly pretending everything is part of the design.In the background, I’m working on:More levelsMore monstersMore trapsLess chaos (no promises)Improved telemetry (yes, I’m watching 👀)Important detail: Playtest saves will not carry over to release. What happens in playtest, stays in playtest.Want access?Hit Request Access and Wishlist the game. I’ll be letting people in gradually, not to be mysterious, but to make sure the game breaks i…