Castle Constructor cover
Castle Constructor screenshot
Genre: Strategy

Castle Constructor

Beta 1.4.4 Patch

One more patch for 1.4 to fix the last couple issues that have been reported and that have been found. Following this our focus will be entirely on the campaign and wrapping up any other changes we want to make for the full release.

Fixes:



  • Fixed an issue with removing all upgrades from a block.
  • Fixed an issue that could occur with some siege armor
  • Fixed a reported issue where the repair card was not working. When having the tech to upgrade its range it was mistakenly only repairing in the tiles around the one selected.
  • Fixed the Covered Ram which was not animating correctly when attacking a block.
  • Fixed an issue that could occur and prevent moving to the second level of the demo campaign. Seems to have happened when resetting progress before there is an available save and that is now accounted for. If you encountered this issue try resetting the progress again.

Beta 1.4.3 Patch

The last patch for 1.4 assuming there are no major issues that haven't been found yet.

Fixes:


Fixed an issue that would occur when leaving a level due to not accounting for some units not using an animator component.
Fixed a broken material reference on the center tile of the level 'Cliff'.
Fixed a couple other minor issues.

Beta 1.4.2

A small patch to fix some of the issues people were having. I have also updated the pathfinding system to the latest version which should improve performance a bit and takes care of some of the reported issues.

Thanks to all those who reported issues with the update. Please continue to report any issues you encounter and I will try to get them fixed as soon as I can.

Fixes:



  • Made some changes to the reporting tool to hopefully fix the issue of typed text not being visible. I could not reproduce the issue though so it may not have fixed it for everyone.
  • Fixed several reported issues on enemies not spawning and/or the demo levels continuing passed the last wave and thus being unable to complete them. If you continue to encounter issues like this please report them as I may not have caught all the issues.

Beta 1.4 - Block Improvements

Castle Constructor Beta 1.4 has been released! This update mostly focused on improving the blocks but it also bring some enemy siege unit improvements as well.

Now that Beta 1.4 is completed our focus moves to finishing the campaign and wrapping up any other changes we want to make before releasing the game. Due to delays in getting this update out the date for full release has been pushed back to January of 2024.

For more details on everything added, changed, and fixed please see the full changelog below.

New Features:



  • Redesigned many of the blocks to make them more unique and interesting. Vault, Infirmary, Ballista, etc.
  • Improved nighttime visuals. The lighting for night has been adjusted to improve how things look and some blocks now light up at night to add some more visual flair.
  • Block Destruction: Block will now fracture into pieces and collapse rather than just disappearing when the block is destroyed.
  • Upgrade Banners: Blocks will now display a small banner on the side indicating what upgrades it has.
  • Improved Siege unit designs: Siege units now look more interesting and dangerous and the improved armor now looks better.
  • New Enemy Unit: Siege Ram. A new stronger ram that holds powerful enemies and can both take and dish out a lot of damage.
  • New Enemy Unit: War Tower. A stronger siege tower that has a protected area on top full of ranged enemies that are ready to shoot back at your towers.
  • Cheering: Defending soldiers will now cheer when beating a wave or beating the level.


Changes:



  • Improved performance when there are a lot of blocks placed on a level.
  • Minor improvements to the level preview and tech tree UI panels in the campaign map.
  • Slightly improved the look of blocks while damaged.


Fixes:



  • Fixed a reported issue where the next wave could not be started.
  • Fixed a reported issue where there was a potential issue with displaying the new pack selection after a campaign wave.
  • Fixed an issue where enemies unlocking plate armor would also give them dark plate armor.
  • Minor fix to the Rally flag to keep it from getting a bit messed up when dropped onto the targeted tile.
  • Minor fix to targeting to keep blocks/archers from shooting at units that have fallen into the water or off the map.

Beta 1.3.3 Patch

A patch to fix a couple more reported issues. Thanks to everyone who reported them.

Changes:



  • Made longbows (The actual bow, not the soldier type) a bit larger so they are more visible.


Fixes:



  • Fixed an issue with alchemists where siege towers and siege ladders would get locked up when trying to link to the block.
  • Made a slight change to the code for siege units to try and ensure the soldiers that were inside them continue moving towards the keep after the siege unit is killed.
  • Made some adjustments to pathfinding to try and prevent siege units from accidentally passing through blocks.

Beta 1.3.2 Patch

A very small patch fixing some minor remaining issues with 1.3

If you are still encountering any issues with the game please send in a report via the in game tool or contact us on discord.

Fixes:



  • Fixed some issues where objects being deleted could trigger some null reference exceptions.

Beta 1.3.1 Patch

A small patch to fix a couple issues reported with 1.3

Fixes:



  • Fixed an issue that prevented Battlements from being able to shoot at enemies on the keep if the keep was slightly higher than the battlement block.
  • Fixed a null reference exception that could sometimes occur with formation.
  • Added missing information to the Javelin block description.

Beta 1.3 - Soldier Improvements

Castle Constructor Beta 1.3 has been released. We decided to split the big pre campaign update into two parts and this is the first. This half focused more on the new units we wanted to add including javelins, Champions, and the new Dark Plate armor. See below for more info on each of those. In addition we added some more visual distinction between different unit types and improved some of the animations. In the next update (1.4) we will be focusing more on improvements to the blocks as well as possibly some siege units.

For more details on everything added, changed, and fixed please see the full changelog below.

New Features:



  • New block, Javelin. Similar to an archer but it throws javelins that can knock down units. In addition rather than its range increasing as it is build higher the range moves out from the block, both the range and the min range growing with the height. Place it down low to target nearby tiles and place it higher up to target tiles that are further out.
  • New enemy - Javelins. Throws javelins just like the block but at your own units.
  • New enemy - Champions. Carrying a two handed weapon this unit excels in melee, knocking their opponents further away and dealing more damage than normal soldiers.
  • New armor level for enemies - Dark Plate. With even more health than normal plate armor these enemies are quite resilient and can be hard to take down without some lucky shots, crossbows that can pierce their armor, or concentrated fire to wear them down.
  • Ice terrain. Works like marsh tiles but with different visuals for use in snowy levels. Swamp Passage has been changed to Icy Passage and a new level has been added, Frozen River.
  • Updated the Creative mode wave builder. It now shows an image of each enemy in the wave and has a new layout with different tabs for Melee soldiers, Ranged Soldiers, Siege units, and randomizing that direction.
  • Improved soldier visuals. Added some new visual flair to units to make them more distinct. All ranged units now have a colorful shoulder cover to distinguish them from melee units. Longbows have their own helmet design with slightly more health. Crossbows get a better helmet as well. The new champions get a colorful cape. And the new Javelins get a metal cap.
  • Improved shooting animations. Ranged units now have a ready state that they will move to when they have a target in range. They will then go from that state to the new shooting animation and then return to the ready state until they no longer have a target to shoot at. It looks better and it allows units to shoot a bit faster since they can stay in the ready state instead of fully lowering their bows after each shot.


Changes:



  • Added a new weather effect (Blowing Sand) to some levels.
  • Changed how keep height is handled. Rather than trying to keep the keep above adjacent blocks it now tries to stay level with them. Instead of raising when there are three adjacent blocks level with it now it will raise when there are three adjacent blocks higher than it.
  • Adjusted the enemy spawn to have them facing the proper direction instead of having to turn after being spawned.
  • Removed the Moat block as we weren't happy with it. It didn't feel particularly useful or worth getting.
  • Changed the selected tab color to have selected tab lit and other tabs darkened per player feedback.
  • Slightly increased the health of tower shields (~20%).
  • The time enemies have to reach your keep before the wave automatically ends will now slowly increase along with the wave number to help account for complex castles taking longer to traverse.
  • Adjusted formations of ranged units to not break if the enemies have a target to shoot at. Basically it just keeps them firing as a group instead of individually when right in front of a block.
  • Adjusted 'knockdown resistance' to decrease by a percentage of its value instead of a flat amount. It also decreases faster now.
  • Changed the Barracks block to be a bit cheaper but only spawn one defender per wave.
  • Changed the Archery Range and Barracks blocks so that they can no longer be placed adjacent to another Archery Range or Barracks rather than only preventing placement above or below.
  • Added more information to the info panel for the Archery Range and Barracks block about how they prioritize where to send their soldiers.


Fixes:



  • Fixed an issue that sometimes caused enemies to just stand in place.
  • Fixed an issue that could result in enemies seeming to be invisible. Enemies that had fallen off the map would sometimes maintain their visible position when respawning which led to them not being visible and intangible.
  • Fixed an issue that was degrading performance. The prioritized list of enemies to shoot at was being updated every time it was requested instead of being limited to updating twice a second. Should be most noticeable with large castles.
  • Fixed an issue where Archery Range and Barrack blocks were improperly updating formation pathfinding, thus leading to formation being unable to find a path to the keep or taking incredibly roundabout paths.
  • Fixed an issue where blocks could end up continuing to shoot at units that fell off the map for a few seconds even though they were already dead.
  • Fixed a minor issue that could occur during the tutorial level.
  • Fixed an issue that caused the Bartizan tech to not apply immediately.
  • Fixed the Guild upgrade giving the Talus effect instead.
  • Fixed knockdown resistance not being cleared when respawning.
  • Fixed some minor issues when soldiers tried to pass between the top of a block and an adjacent ground tile.
  • The Alchemist block fire is now disabled on sides against a wall to prevent clipping.
  • Fixed an issue where Siege units would not break when killed and enemies were set to clear Instantly or Every Wave.

Beta 1.2.3 Patch

Another patch to fix a few remaining issues and make some minor adjustments.

Changes



  • Made a minor adjustment to the Sandy Hills level to fix some pathfinding issues.
  • Updated the Endless mode level selection to start focused on the last played level. Before it would either start at the first level or start focused on the level you were returning from.
  • Slightly increased the min and max range of battlements.
  • Tower cap flags will now match the player flag color when it is changed.
  • Changed the Rally flag to match the new flag design.


Fixes



  • Fixed an issue introduced in the last patch with the Royal Guards tech. It should no longer mess up when at max soldiers on the keep.
  • Ram impact sound effect is no longer being cut off instead of playing completely.
  • Added a catch to siege units that have trouble getting into position so that they can link up to a block. This should reduce or eliminate siege units clipping into blocks.
  • Fixed an issue with the creative mode enemy selection when trying to view a direction that only had a siege unit and no soldiers.
  • Fixed an issue where the alert sound effect would play at the start of the wave even if there were no new alerts.

Beta 1.2.2 Patch

A second patch to take care of a couple more reported issues.

Changes:



  • If the keep is at capacity the Royal Guards tech will now replace existing units with the new royal guards rather than just losing the effect.
  • Increased the update rate of the targetting indicator when aiming a volley, ballista, catapult, etc.
  • Made some minor adjustments to refreshing the purchase options in endless mode. It should no longer replace any of the options with the same item it was already set to.

Fixes:



  • The workshop and armory blocks now correctly show up in endless.
  • Fixed an issue that could result in a siege ladder/tower spawning without soldiers on them.
  • Fixed an issue where enemy ranged units would not continue moving for the keep after killing all units in range.
  • Fixed an issue with the keep trying to send reinforcements to blocks that were already at capacity.
  • Fixed the siege ladder/tower not playing the ramp drop sound effect when connecting to a block.
  • Adjusted the code so that endless mode always uses the main save file. Previously if the demo campaign was opened and then the player returned to the main menu going to endless would use the demo save file data instead.
  • Fixed an issue with the reinforce button in creative mode which prevented it from actually reinforcing any of the blocks.
  • Fixed an issue where the armory block was giving an incorrect health modifier to armor when it had the adjacent workshop bonus.
  • Fixed the armory not properly updating the highlight color when the cursor was over the block.
  • Fixed an issue with the reinforce card not working properly on blocks.
  • Fixed the reinforce card info not stating that it can be played on a barracks or archery range to make them spawn soldiers.
  • Fixed an issue where the level images in the endless level selection would be off center when returning from a level.
  • Fixed an issue where the wave horn pulse effect would remain visible when quitting out while it was up and then loading back into a level.
  • Made additional adjustments to code to try and make sure keep defenders always spawn with the correct armor instead of spawning without armor.
  • Fixed the flag in the tutorial level not being the same rotation as the flag pole.
  • Fixed an issue where the deck building panel was not scaling properly for different aspect ratios.
  • Fixed a minor issue with alerts playing the alert sound twice if an alert was added both at the start of the end of a wave and the start of the build phase.