Salam! Guys, gals and pals! We've got a new game from Low Polystan! It's DUST DEVIL
A short but super HARDCORE and fast paced Arcade. Somehow like a pac-man with AKIRA bike, controlled like a vehicle from Hammerfight. That's pretty it.
It has corrupted cops, deadly lasers, drifting, bosses, and BRUTAL "new game +" mode.
Hope you all like it. Good luck, thanks for spaying with us, be safe
Hyper Tower update and 50% discount
Salam! Long time, no see Thank you very much for staying that long with Hyper Tower!
The game just got an update (yeah, the last one was in 2019) So, what's new?
1001st Hyper Tower was rebuilt on Unity 2020 from Unity 5
Some major bugs was fixed
New screen effects
Missing models are on their places
It now has final cutscenes! (I was very surprised when I saw somebody actually completed the game on youtube!)
And now, we have Achievements for every bosses and secret locations!
The Tower will be on 50% sale this weak. Come and climb!
There are another game from Low Polystan available now. And it's completely free, with no monetization! Because I'm a very bad businessman. Check it out, "SAFFRON FIELDS" are waiting for you!
Saffron Fields — a new game from Low Polystan
Oh gosh. I'm so glad to present you a new game:
Saffron Fields
is an arcade tank game revolving around physics rather than hitpoints.
https://store.steampowered.com/app/1768660/Saffron_Fields/ You play as a saffron farmer, whose homeland has been invaded by private military companies hired by a syndicate of opium producers. You must fight and save people, and bring peace to the Saffron Fields.
You'll have
A tank that can shoot, jump and do a somersault A greedy, reckless, drug-dealing PMC, staffed by copters, fighters, digging tanks and mechas Infinite fun of trying to throw everybody from the edge Kickass, plunging into a battle trance soundtrack by Damscray
4 different game mods
Campaign — tricky arenas, cutscenes and unique bossfights
Endless — compete with saffron farmers around the world in a global leaderboard
Co-op — see how long you can survive with your friend in local multiplayer
Duel — destroy your friendship by showing ultimate tank skillz
See yo on the Fields and in highscores!
And let me remind you
Wishlisting
will help the game, like, A Lot!
Have a nice one Yours, Toster12D3
Patch 12.10.19
Hi there! Here's a list of quick post release fixes.
New sounds
New weapon models for such guns like Auto Flare, Disintegrators, Lasers Disk Gun and Plasma Minigun
Reworked Bosses from the last level "Cloud Spire" like anybody reached them haha
A few Bugfixes
I'll continue to patch and add new content to 1001stHyperTower, so stay tuned! Thank you so much for playing the game!
Update 30.10.2019
As-salamu alaykum! We are at the finish line now. This is what we have today:
Shortcuts system is fully on! It is the way to start from the higher levels if you already climb your way to them at least once. Every time you die you can choose to Quick Restart or go to the Garage Scene. Where appears all the vehicles you capture during Boss Fights. They can take you directly to the Bazaar, the Hammam or Cloud Spire levels.
New Tutorial is much easier to begin with. It's also have some explanations about higher levels mechanics and perks gaining.
Speedrun Timer will always be in the Pause Menu. But you also can pin it on top of HUD anytime you want to.
I've start changing Sound FX. They should be much better than the old ones. But it takes time to set all of them at once.
The main news: Release will be at November 6 with a 17% discount! It would be a rough week so see ya soon!
Update 29.09.2019
I tried very hard to make the Tower more cosy inside and beautiful outside. But some new elements are also functional!
Wooden balks will make it easier to climb;
Bridges in front of doors helps you to fall right in fron of pasages;
Fragile tents will delay the fall and restore the triple jump abillity;
The rooms themselves now have got furniture and chandeliers, depending on the level. And thanks to the new materials navigation became more easier.
The Silk Road level has got Sleeping Silkworms and Dust Devils.
At the Bazaar you can find more Trees in the rollers and Gas Stations.
Hammam got Pools knocking the fire off you.
Cloud Spire has Servers builded in walls and Acid Puddles.
The Upgrade System has been completely redesigned. The price is now progressive and the effects are better synergistic.
The Boss Fights has been reworked: The Caravaneer became more stable and the Ziggurat Boss is now more personolized. Mini-bosses can be finded now at all levels. They have much-needed upgrade points. The Big Boss of the last level is added so far in test mode. But most importantly, there was a chain of Secret Bosses, without which you can not open the final battle!
As well:
Added slide movement (to perform it you'll need to sit down while running using shift);
Fixed the number of enemies in trap rooms;
Added ability to edit FOV in the settings menu;
New enemies at the last level (Nephilims, cyber genies and astronauts);
The Gan Disk is added in test mode. Disk throwers can be another type of weapon in the future. As long as Acid Guns and maybe Storm Makers.
That's all for now! Release is very soon. I will be very glad to feedback and bug reports. Hope you enjoy it!
Update 27 June 2019
This log summarizes the changes and new features for the past month
Color differentiation and redesign of usable objects like doorways, ladders, health dispensers.
Another revision of the number of HP
The markers! Will not let you miss the interesting places.
Finding special maps will make it easier to find first aid kits and new weapons.
Important markers remain even if you turn away.
Pointers show the type of weapon in the box, which is important when you run out of ammo.
The flares started bouncing off the walls. Now they arn't completely useless inside the rooms.
Better collider platform for jumpers.
Better aiming options.
Reviewed pause menu.
Track selection in the music menu.
Weapons are no longer repeated in chests during a run. Цhat was especially bad at the start.
And a lot of bug fixes! Stay tuned. The game will be finally ready next month. Which means a lot of work and updates coming soon.
Update 04 May 2019
New:
Powerups - a new pick up things that are hidden on the level. For a while, they will allow you to regenerate and fly, carry a bottomless backpack with ammunition or fuel, enter the super bullet-time, and even throw a miniature black hole.
Shortcuts - will allow you to start immediately from the upper levels, if you already got to them ones. However, the last boss will require passage from the beginning!
Flying Elephants can be found around Bazaar level.
Weapons geting closer to the camera when aiming, allowing much better aim. Especially in slow-mo.
Improvements:
Weapons are scattered on the floor which encourages exploration.
A large room inside each floor with a large group of enemies.
The menu has a map, through which you can see what part of the game you have passed and where are you on the level!
A small cut-scene after you fall from the tower.
Health distributors have become more convenient and contain some tricks.
There are aproximatly 12 updates left before the release. So stay tuned and thanks for playing!
Update 12 April 2019
Long story short!
New animation of the weapon crates
New air explosions
Improved LODs for vehicles (optimisation)
Reduced damage from explosions to the hero
Bug with memory allocation when Ghouls resurrect
No drop from resurrected enemies
2nd Mini-boss is a tricky bastard now!
The new update will be about Powerups and Shortcuts. So you can start from the Second or maybe even the Third level, if you'll activate some things there.
Don't think that it will become easier! New enemies will balance all these things back to hell!
Update 05 April 2019
New:
First miniboss, who's dropping desirable hyper cell if you'll defeat him
Separate HP bars for bosses
Fixed:
Removed collisions with pickable items
Crossbow bolts are now stronger and get stuck in walls a lot more often (they are collectable!!)
Removed the kick impulse, without "Air Dash" perk
You can now disable crosshair and/or laser sight in settings menu
Hyper cell's number displays correctly
Fixed slow-mo breakage because of the pause menu
Volume sliders work linearly, not logarithmically
Combined mouse sensitivity slider of both axes
Reduced mouse smoothing and added the ability to disable it completely
Thank you very much for the support and feedback! I'll try to do smth with Weapon Chests as soon as possible. Also, there will be more mini-bosses this week! The time we'll done with them, there'll be the time for secret bosses. Stay tuned!