Castle Constructor cover
Castle Constructor screenshot
Genre: Strategy

Castle Constructor

Alpha 6.3.1 Patch

A quick patch to fix the issues reported for update 6.3, the full list of fixes is below.

Fixes:



  • Fixed an issue that prevented the keep from adjusting its height on the Outpost level.
  • Fixed an issue that could occur when loading a level.
  • Disabled the cloth component of several flags to prevent a crash that seems to be related to them.
  • Adjusted the delay before spawning the keep defenders to prevent an issue where they would be spawned before the pathfinding data had been loaded.
  • Fixed a minor issues with arrows shot by enemy archers.
  • Adjusted the code to prevent an issue where defenders would all get thrown around at the start of the wave.
  • Adjusted the code that checks if all enemies in a wave have been defeated to help prevent situations where the wave will not complete.

Alpha 6.3 Upgrades

A new version of the game has been released. The main focus for this update was adding in the ability to upgrade blocks with some blocks now having upgrade slots where one of the 4 new upgrades can be placed. Currently there is only the one slot but in the next update there will be new techs added that can add to the number of upgrade slots on certain blocks.

Currently upgrades are only available in Endless and Creative. They will be added to Campaign later on once the game is in beta and we start the campaign redesign.

The full list of changes is below.

Changes:


  • New upgrade system with 4 new upgrades. Armor+, Damage Resistance, Fire Rate+, and Range+. The info panel displays which blocks an upgrade can be used on.
  • Armor+ Upgrade - when applied to a block will increase the armor level of soldiers spawned by it. This happens to all existing units for most blocks but will only effect new units from the barracks.
  • Damage Resistance Upgrade- Reduces how much damage the block takes when attacked and will make it impervious to trebuchet rock damage.
  • Fire Rate+ Upgrade- Increases the fire rate of the block and/or any soldiers on it.
  • Range+ Upgrade - Increases the range of a block so it can shoot targets further away.
  • Ranges will now only show on the ground rather than also showing on blocks, soldiers, trees, etc
  • Adjusted the way tile adjacency is handled to improve performance slightly.
  • Made rams slightly more expensive overall and also reduced their health slightly.
  • Adjusted how soldiers are spawned on blocks to improve performance slightly and remove an issue that could cause a crash.
  • The reinforcement card can now be used on a Barracks block to make it spawn some extra soldiers immediately.
  • Adjusted the card purchase panel for endless. Stone walls, Battlements, and Archers are now always available but their cost increases with each purchase (resetting on the next turn)

Fixes:


  • Found and fixed a couple issues that would occasionally cause crashes.
  • Fixed catapult rocks not impacting marsh and thus also not damaging units around the impact point.
  • Fixed an issue with Pitch not showing properly for some people.
  • Fixed an issue which prevented Pitch from damaging siege towers.
  • Fixed a minor issue with drawing the paths when a level starts.
  • Fixed an issue that could cause the scouting report tool tip to be stuck up and blocking the view of the new pack selection screen.
  • Fixed ballista bolts not disappearing when they should.
  • In endless mode the purchase slot for stone walls will now correctly show Arrow Slits instead if the tech for it is owned.
  • The description for the infirmary card now correctly mentions that it gives a reinforce card every 2 waves.

Alpha 6.2.2 Patch

A small patch to fix a couple minor issues which are listed below.

Changes/Fixes:

  • New cursor when hovering over the catapult or ballista block.
  • Fixed an issue when trying to aim the ballista block.
  • Fixed an issue with caltrops.
  • Made some minor adjustments to siege ladders and siege towers to fix a rare error.
  • Added a slight delay before the keep defenders appear to give more time for the pathfinding to load in first and prevent an error.

Alpha 6.2.1 Patch

A quick patch to fix a few issues with Alpha 6.2

Changes/Fixes:

  • Crossbows now have slightly higher range.
  • Fixed crossbows getting fire arrows from alchemists when they shouldn't have.
  • Fixed Endless mode issue when trying to view levels towards the end of the list.
  • Fixed a couple issues with moats when they were placed next to a cliff.
  • Fixed the cursor getting stuck on the target cursor if it passed over a block that could be aimed.
  • Fixed a minor issue that could occur when a block was destroyed.

Alpha 6.2 - Siege Part 2

The second part of the siege update is now available. While the first update focused on new enemies and wave generation this update focused more on the player's blocks with the new Catapult block being added and the Ballista block having it's functionality adjusted.
In addition for endless mode rather than bringing in ballistae to shoot at your castle the enemies now have trebuchets!

Next up will be a major update with the addition of block upgrades! This will be a new system which allows you to add upgrades to your blocks to make them more powerful.

The full list of changes for this update is below.

Changes:

  • New Block, Catapult - Has one charge per wave, clicking on the block will allow you to target an area on the map where it will throw a couple rocks that deal area damage and knock down soldiers.
  • Ballista functionality updated - The ballista is now a targeted block like the catapult and will shoot a single strong bolt per wave which does high damage to anything it hits but no longer deals area damage. Good for dealing heavy damage to siege units.
  • New Trebuchet to replace the enemy ballistae in endless mode.
  • Bullet Time - When aiming the Catapult, Ballista, or the Volley action the game time will slow down so there is less pressure when trying to aim.
  • Slightly increased the range of Battlements.
  • Slightly reduced the min range of archers.
  • Slightly adjusted how long it takes for some enemies to appear so they can show up sooner.
  • Losing in creative mode will now play the loss music and then restore the keep defender's automatically.


Bug Fixes:

  • Fixed an issue where the Crossbow block would sometimes place the crossbow soldier on the wrong side of the block which could cause all its bolts to be blocked.
  • Fixed an issue that prevented placing Chevals in some cases.
  • Fixed an issue that prevented placing Machiculations.
  • Fixed an issue when selecting a level for endless mode where the wrong score could be displayed when indicating what wave needed to be reached on a previous level.
  • Fixed the Infirmary block giving the player reinforcement cards when playing in creative mode.
  • Fixed an issue where enemies would sometimes take damage when crowded together on the keep.


Alpha 6.1.7 Patch

Another patch to fix a couple more reported issues.


  • Fixed a couple issues relating to some of the crashes. This should greatly reduce how often the game crashes for most users. If you encounter a crash with this version please let me know.
  • Fixed an issue with saves getting corrupted when resetting campaign or endless progress if done before leaving the main menu.
  • Fixed units carried in siege standing back up but not moving after the siege unit was killed.
  • Fixed an issue that caused the archer in archer blocks to be walking in place.
  • The 'no siege' level modifier now also removes the siege units and upgrades from the list of new units to bring in over time.

Alpha 6.1.6 Patch

Likely the last patch for 6.1, fixes several more pathfinding issues as well as other reported bugs. The full list is below. Following this focus will move to the remaining content for the siege update, the catapult, the trebuchet, and the changes to how the Ballista block works.


  • Defenders will now properly go after nearby enemies and attack them. Guard posts should now work as intended.
  • Improved pathfinding when crossing between blocks.
  • Adjusted pathfinding around the keep to make climbing the keep easier.
  • Floodplain level in campaign now also allows for chainmail enemies from the first wave.
  • Fixes an issue preventing the use of the reinforcement card in campaign.
  • Fixes a minor bug that could occur when soldiers were climbing.
  • Battlements now correctly have steps up to the keep when appropriate.

Alpha 6.1.5 Patch

Another small patch to fix some of the remaining pathfinding issues.


  • Fixes an issue with pathfinding that would cause units to freeze up.
  • Fixes an issue which could prevent advancing past the first wave.
  • Fixed an issue that caused pathfinding to break if the keep was surrounded by battlements.
  • Fixes a minor visual issue, Barracks blocks will now properly have a door when next to a battlement block.

Alpha 6.1.4 Patch

A couple more fixes to the latest version of the game including some pathfinding improvements that should greatly reduce how often enemies get stuck. The full list of changes is below.

If you continue to encounter units getting stuck please let me know and I will take another look at the issue.


  • Pathfinding improvements to stop units from getting stuck when trying to pass from one block to the other.
  • Pathfinding improvements to keep units from getting stuck in the side of a barracks
  • Pathfinding fixes to a couple bugs that could cause units to get stuck at the starting flags.
  • Enemy paths now properly show at the bottom of a Moat instead of floating over it.
  • Fixed Tower Shields coming in at the same time as Round Shields instead of later.
  • Fixed an issue that sometimes prevented new units from appearing in the first wave they are allowed.
  • Removed the Ambush level modifier from the Outpost level in endless as it would have no effect.

Alpha 6.1.2 Patch

Another small patch to fix a few issues. The issue causing the crash has been identified and I am working to get it fixed.


  • Increased Siege Ladder health.
  • Reduced the time needed for some of the enemy units to come in.
  • Reduced the cost of pitch to 10.
  • Prevent zooming in when switched to the overhead view so the toggle button does not disappear.
  • Made an adjustment to keep guards so they more reliably go after enemies that are on the keep.
  • Adjusted the Mesas level to reduce/prevent enemies from getting stuck near the starting flag.
  • Several minor visual bugs.