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Order Of The Gatekeepers

Order Of The Gatekeepers Steam news

TimeSink Inc. | Feb 6, 2020 | game

Released

0players observed · 8 October 2026 - 09:43:32 UTC

ActionCasualIndieRPGStrategySteam Store

  • Latest observed playersNot available
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  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score93% positive

Order Of The Gatekeepers news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak3
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score93% positive
  • Total reviews41
  • Release dateFeb 6, 2020
  • DeveloperTimeSink Inc.
  • PublisherTimeSink Inc.

Genres: Action, Casual, Indie, RPG, Strategy

Company pages: Developer: TimeSink Inc.Publisher: TimeSink Inc.

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Order Of The Gatekeepers Steam news

Order Of The Gatekeepers news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Performance & Bugfixes - 30 September 2026

    Did a little bit of cleanup since I felt up for it. All robot types except APCs and Bosses have been moved to a GPU-based custom animator for massive framerate improvements. Fixed reconnect/late join bug where enemies wouldn't sync properly if too many were on the map at once. Fixed a bug with auras you could get if you disconnected and restarted a server multiple times. Framerate cap no longer jumps to 30fps for some users in the video options.

  • It's Not Dead? - 26 December 2025

    I've been playing this a lot lately and got annoyed at all the ancient bugs and balance issues. Since I've got a few weeks off work for the holidays I jumped back into the code and made some massive changes.This game started my professional career as a game dev so coming back five years later to apply what I've learned has been really fun.ChangelogGeneralAdded more robot flavor text.Autocastable Active Items now activate when an enemy enters their Tower's Attack Range.Fast-forward speed in Singleplayer increased from 3 -> 3.5x.Kills by towers on Hard and Serious difficulty now provide experience to nearby towers like they do on Easy and Normal difficulties.Easy -> 35% of the kill XP goes to all nearby towers.Normal -> 25% of the kill XP goes to all nearby towers.Hard -> 25% of the kill XP is divided among nearby towers.Serious -> 20% of the kill XP is divided among nearby towers.Experie…

  • Unity ACE Exploit Patch - 3 October 2025

    Got an email saying all Unity games built with versions 2017 or later were affected by an exploit so I put out a quick patch to fix it.If you're curious about the exploit you can learn more here.

  • Balance & Bugs - 3 May 2022

    I came back from the dead to make the least used specialties viable and do a bit of extra balancing. Early Bird starting gold bonus from 500 -> 550. Enraged attack speed bonus from 65 -> 85. Hunter bonus damage to bosses from 100% -> 125% Hunter damage to mobs penalty from 25% -> 15%. Demolisher now provides a bonus 3% crit chance across all towers. Thinner damage to bosses penalty from -20% -> -12% Timewinder attack range penalty from -100 -> -40. Timewinder buff duration penalty from -50% -> -40%. Shifter Earth Hammer damage from 325+100/lvl ->325+120/lvl. Whirlwind Bombardment damage from 205+45/lvl -> 205+60/lvl. Cactus Uproot mana cost from 125 -> 105. Life Guardian's Impotent Mercy no longer set to autocast by default. Fixed issue where dragging an item from one tower to another using the popup item context menu wouldn't work correctly for HUD Scales other than 1. Fixed every sing…

  • Mutators Have Arrived! - 22 December 2020

    As a bit of a holiday update I've put together some gameplay modifiers to change how the game plays. These can be used in either single or multiplayer modes but not the main campaign. I hope everyone enjoys this new update! Patch Notes:Added Gameplay Mutators! You can mix and match different mutators to modify the game's core rules for fun or an added challenge. No Wave Delay:Removes all the time between waves so that players have to deal with a constant stream of enemies. Cannot Buy Items:Ever wonder if you could win a match with just towers? Adds one extra starting faction point. One Health Mode:If a single robot escapes, players immediately lose the match. Enemies Drop Items:Not only will robots drop potions, but normal items too! Gold gain reduced by 90% with this mutator active. Combine costs removed from all items in this mode, allowing players to build Combination items out of Co…

  • Bug Fix & Balance - 25 November 2020

    Patch Notes:Time Machine Fast Forward buff cooldown reduction from 2.5+0.25s/Lvl to 2.0+0.2s/Lvl Vacuum Turbocharge passive mana spent to supercharge conversion rate from 1.4% to 0.35% Fixed moving Towers being broken in certain non-mazing levels.

  • A-Mazing Update! - 20 November 2020

    Hoo boy it's been a while hasn't it. With all the craziness of this year only now am I finishing up the work I started so many months ago. I want to say thank you to everyone who gave me input over this past year on how to improve on the game, it has been incredible to see the different strategies people came up with and all the different ways someone has used their creativity to completely blow the game wide open. Patch Notes:Added mazing gameplay! Added Reroute, Piecewise, & Lanelock levels with mazing enabled! On levels with mazing enabled enemies will use the shortest path they can find to reach the exit. Players can build Towers in these levels to block enemies and force them to take a longer route! Mazing levels contain a few pre-placed Towers to use as blockades. They can't attack or gain any experience but they do help you change the enemy's path by moving them around. Blockade…

  • Bugs & A Bit of Balance - 5 August 2020

    The new mazing gamemode is complete and getting tested, but in the meantime I have a bit of balance and a few bugs to fix. Patch Notes: Added a failsafe to the Tower targeting loop to prevent it from breaking in certain circumstances. Tunneler: Mole Beartraps now expire after 120s or if a player builds or moves a Tower on top of them. Tunneler: Mole Patrol can now be cast on any part of the level that is not currently blocked by a Tower. Hybrid Artillery: Mines now explode after 180s if no enemy touches them or if a player builds or moves a Tower on top of them. Hybrid Artillery: Mine placement logic changed to allow mines on buildable spaces that are not currently blocked by a Tower. Fire Elemental: Chain effect now respects level geometry better. The Whirlwind: Drop ability now deals 150 + 25/Lvl damage along with its stun. Enemy APC Explosion radius on death increased from 250->300.…

  • Bug Fixes & Small Changes - 11 July 2020

    While I work on the mazing gameplay I was made aware of a few bugs so I've decided to release a patch in the meantime. Patch Notes:Fixed all Towers failing to level if a player sells a Tower in the same frame it received XP. Presents now drop beyond wave 50 in Endless Mode (for real this time). Capacitor Aura will no longer consider abilities that cost negative mana to cast. Max Player Limit in multiplayer increased to 6. With the recent performance improvements this should be manageable for a midrange gaming PC to handle. Endless Mode delay between waves no longer the same as normal mode. The delay between waves will now reduce to 0s by wave 100. Speed waves will reach a wave delay of 0 at wave 150. Optimized Snowman bone hierarchy to improve performance when many are built. Reality Shard mana cost can now be reduced by its Tower's mana cost reduction percentage.

  • Upcoming Content - 2 July 2020

    To keep everyone in the loop I thought I'd make a post here to let you all know what's currently in the works. Right now I'm working on levels where players are able to build on the enemy paths allowing them to influence where enemies must go to escape. You can block off entire routes forcing the robots to go a very long way around the map depending on what your strategy is. I like how it opens up another portion of build strategy as well as providing great replayability as different configurations will lead to different enemy pathing. At the moment I've gotten the mazing gameplay working for both singleplayer and multiplayer modes however I need to iron out a few major bugs with it that arise from enemies like the APC bot spawns and Toolbot resurrection. I'm also going to be adding a Tower to this mode that only blocks a space, providing no attacks or abilities. Whether this Tower cost…

  • New Specialty - 23 May 2020

    Did a couple multiplayer tests and a lot of internal testing to make sure I didn't break any important systems. Everything seems good so I'm merging the new changes to the main build! Patch Notes:Added Stockpile Specialty, Towers built with this Specialty gain an additional Item Slot! Stockpile Specialty gained from completing Singleplayer level 6, all other specialties require one less level to unlock. For anyone who has already completed level 6 they will unlock this Specialty automatically upon starting the game. Presents can now spawn beyond wave 50 for endless mode. Fixed Steam Rich Presence reporting the wrong difficulty for the host player in their friends list. Stun Immune & Slow Immune waves added to Serious Difficulty. Removed 'None' Specialty option. Fixed "STRING MISSING!" showing on the bottom of the Ash of the Scholar tooltip. New Towers are the next big thing, just a bit…

  • New Beta Build - 20 May 2020

    I've been working on a few things that will require some testing so for a little bit I'll be putting all the new changes into a Steam beta. You can opt into the beta by right clicking the game in your Steam library, clicking 'Properties,' and going to the 'Betas' tab. What's in the Beta so far?:Added Stockpile Specialty, Towers built with this Specialty gain an additional Item Slot! Stockpile Specialty gained from completing Singleplayer level 6, all other specialties require one less level to unlock. For anyone who has already completed level 6 they will unlock this Specialty automatically upon starting the game. Presents can now spawn beyond wave 50 for endless mode. Fixed Steam Rich Presence reporting the wrong difficulty for the host player in their friends list. Stun Immune & Slow Immune waves added to Serious Difficulty. Removed 'None' Specialty option. Some of these changes requi…

  • Weekly Patch - 10 May 2020

    Patch Notes: Fixed Ash of the Scholar & Scholar's Last Lecture items not providing experience to nearby towers after being moved from the tower they were purchased on. Telescope, Monocle & Sharpshooter's Spot autocast radius increased from 500->600. Fireball Concentration mana cost from 3.5+0.1/Lvl->3.5+0.15/Lvl. Time Machine Relativity max slow from 40+0.2%/Lvl->25+0.2%/Lvl. Towers that reach max level no longer show the XP required to reach it in the level tooltip, instead it will show "Max Level!" Fixed issue with selling a tower that was currently applying a long duration debuff on an enemy. Fixed a crash players could cause by having a timed buff constantly refresh and never expire on their tower for an hour or so before ultimately having the main buff stack expire. (It took me a while to even figure out what was going on here but rejoice Endless Mode players with 5 of the same buf…

  • Small Patch - 4 May 2020

    Patch Notes:Vacuum Turbocharge duration no longer increased by Buff Duration Increases. Cleaned up Capacitor Discharge Aura Tooltip. Updated Singleplayer level dialogue to include new items & changes to existing items. Invigorator Buff now has a maximum stack count of 5. Invigorator Buff can now be Supercharged. Prism Network Buff can now be Supercharged. Tower build tooltip now notes the stats different than the default values all Towers inherit. Fixed Active Items being able to autocast even after being removed. Polished level 6, added more buildable space. Added a double check to specialty unlocking to make sure players get their new specialties. Added a check whenever a user loads the game to unlock all the specialties they should have based on levels completed just in case.

  • April Content Update - 26 April 2020

    Over the past month the game has received a lot of little QoL changes and balancing so to even that out a bit here's some fresh content. Gonna start thinking about what to work on next but I'm really happy with how the game feels now. Plenty of optimizations for everyone, mostly to help low-end hardware as well as long Endless Mode matches. Patch Notes:Added Riverbend, Defroster, & Tracker Levels for Singleplayer & Multiplayer Co-Op! Added 5 New Achievements! Delay before spawning next wave coming from a challenge wave increased from 50->60s. Black Hole Insatiable Mass mana cost from 7.5-0.1/Lvl->7.5. Added a line to the Tower Kills/XP tooltip showing which player built that Tower. Fixed an issue where players could not pick up a present that was placed directly on top of another present after picking up the first. Presents will now continue to spawn after wave 50 in endless mode. Endle…

  • Daily Patch - 20 April 2020

    Been doing a lot of playtesting with people the past few days and made a few changes based on what we encountered. Patch Notes:Scoreboard no longer obstructed by end game stats screen. Levelups are now calculated at end of frame in one go rather than recursively levelling up one level at a time. This is a performance optimization for builds that can have mass simultaneous levelups/leveldowns occur due to certain Towers. Levelups no longer send an individual network packet for each levelup, they are now sent as a batch of all Towers that have levelled in the last tick. Fixed Raygun failing to apply its spell damage per level bonus when instantly levelled via a Door of Janus or Pipe of Clarity. HUD now updates once at the end of each frame. Prevents a call to update the HUD contents multiple times in one frame if multiple Tower stats change simultaneously. Corpse Flower Plague Swarm mana…

  • Balance Patch - 19 April 2020

    I've been playing the game quite a lot over the past few days with different people and I'm really starting to like the direction the game is headed. Feels like it gets more polished by the day. Things we've noticed during our playtime have lead to these changes. Patch Notes:Black Hole Insatiable Mass mana cost from 7.5-0.2/Lvl->7.5-0.1/Lvl. Calamity Mayhem duration from 5->12s. Calamity Mayhem can no longer trigger Joint Trauma. Increased difficulty of waves beyond 50 for endless mode or custom levels. It is now nearly impossible to go beyond wave 150 due to exponential growth that begins around wave 100 which is something to keep in mind if you want your custom map to have a lot of waves. Time Machine Relativity slow distance from Tower needed for max slow increased by 100. This makes the slow reach max strength when the enemies are one block away rather than in the Tower as that's no…

  • Changes to XP - 16 April 2020

    Patch Notes:Altar of Ker Weakpoint damage from 1+0.07%/Lvl->1.2+0.08%/Lvl. Updated decal visuals for most explosions. Volcano & Artillery Abilities cast range bonus converted to bonus explosion radius from 50->25%. Slot Machine Fortune's Favor duration from 7->12s. Sapient Scripture Evangelize XP Given from 65->50. Sapient Scripture Study XP gain from 15-0.4/Lvl->12-0.3/Lvl. Thinner Specialty damage penalty to bosses from 40->20%. Ash of the Scholar is now an Active Item. On cast siphons 5% of the owner Tower's experience and gives it to the chosen target. Ash of the Scholar no longer provides XP to the owner of the item, its share is distributed among all nearby towers. Combat Syllabus now provides XP beyond level 10, but only a fifth as much. When a Tower hits max level all XP gained through kills is ignored and spread evenly among all nearby Towers. Tome of Knowledge passive XP gener…

  • Autocast Behaviours & Balance - 14 April 2020

    Having a lot of fun adding this new layer of polish to the game. Here's some patch notes for the moment, still more to come! Patch Notes:Targeting Algorithm threading fixed, previously it had a race condition against the main thread which could cause it to provide less than desirable targeting on levels such as Strikethrough. Shifter Earthhammer damage from 325+75/Lvl->325+100/Lvl. Shifter Earthhammer stun time from 2.5s->2.5+0.1s/Lvl. Whirlwind Pillar Drop now waits until it detects an enemy below it to cast if autocast is enabled. Fixed Whirlwind Pillars not converting their attack range from game units to engine units. Reality Shard damage conversion rate when toggled on from 70->60%. Reality Shard mana cost per attack when toggled on from 5->4. Inhibitor Buff Duration Increase fixed, previously it was not being applied to the Tower. Self-Buffing abilities like the Penguin Mech's Ove…

  • QoL Changes & Some Balancing - 13 April 2020

    Here is the start of many changes that will come based on feedback. There's still a bunch more to do but I thought I'd get these out there before I start on the rest. Patch Notes:Tower Sell Mode is now a general selling mode. If you click a Tower or an Item while the selling cursor is active it will sell them. Previously Items were sold by middle-clicking them. Added audio cue for selling an Item. Reality Shard: Item is now Toggleable. When enabled 70% of your Tower's normal attack damage is converted to Magic Damage at the cost of 5 mana per attack. If your Tower does not have at least 5 mana, it will act as if the item is toggled off. Manifest Sorcery: Item is now Toggleable. When enabled 100% of your Tower's Magic Damage is converted to normal attack damage. Increases cost of all Abilities by 40% while toggled on. Build Tooltip has a label that roughly describes the role of the Tower…

Patch notes and updates

S.noRelease datePatch nameGID number
13 October 2025Unity ACE Exploit Patch1811772772508253
23 May 2022Balance & Bugs4348798430290742481
325 November 2020Bug Fix & Balance3856733252002865017
45 August 2020Bugs & A Bit of Balance3664194214733124728
511 July 2020Bug Fixes & Small Changes3516698970136188580
623 May 2020New Specialty3112496281299814175
720 May 2020New Beta Build3112496281288079065
810 May 2020Weekly Patch3110243486346533081
94 May 2020Small Patch3127131079140347157
1020 April 2020Daily Patch4654976078219720602
1119 April 2020Balance Patch4654976078215808853
1216 April 2020Changes to XP4654976078205238029
1314 April 2020Autocast Behaviours & Balance3112492477904270845
1413 April 2020QoL Changes & Some Balancing3112492477901440459
1511 April 2020More Balancing & A Bug Fix3112492477894357167
1610 April 2020More Balancing!3112492477890822937
179 April 2020Difficulty Scaling Changes3112492477886720512
1831 March 2020Small Fixes2978509755339775750
1910 March 2020Versus Mode Beta!2579938650942620912
2025 February 2020New Content On The Way & Patch Notes2578811485611339123

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