Castle Constructor cover
Castle Constructor screenshot
Genre: Strategy

Castle Constructor

Alpha 6.1.1 Patch

A small patch to fix some of the issues in Alpha 6.1
I am still looking for what is causing the game to crash for some users, please let me know if you encounter it in this version.

Changes

  • Adjusted the pathfinding a bit around rocks
  • When fully zoomed out the game now displays a button to toggle the view. This can also be toggled with the 'V' Key


Fixed:

  • In campaign it will no longer show all the techs instead of only the techs that the player owns.
  • The final wave text should no longer remain up when finishing one level and then going to play another.
  • Fixed an issue that was causing the scouting report to not always show up properly in campaign.
  • The 3x Cheval-De-Frise token in campaign mode will now properly show up in the pack selection.


Alpha 6.1 Siege

This update bring 5 new units and several changes to the game.

The way waves are generated has now been improved to allow for more variety in which units show up and when as well giving the player some warning for when new units will appear so they have time to adjust and prepare for them.

Along with this we added several more units to the game. Bucklers who have a smaller and weaker shield, Tower Shields who have a large and stronger shield, Longbows who have a longer range and more ammo than regular enemy archers, Battering Rams which are smaller rams pushed by only 2 units, and Siege ladders that are shorter and weaker than siege towers as well as having fewer soldiers in them. These new units help fill out the roster, cheaper siege that can appear earlier, and some stronger soldiers for later in the game.

Along with this there were several balance changes and fixes. Please keep sending in reports if you encounter any issues and we will work on getting them fixed up!

Changes:

  • New units: Buckler, Tower Shield, Longbow, Battering Ram, Siege Ladder
  • Changes to waves. Enemy wave generation has been updated to allow for more variety in when and which units appear in addition to now informing the player when new units will show up.
  • Player techs now appear in the pause menu.
  • Crossbows now deal bonus damage to armor rather than piercing armor.
  • Added the ability to reset campaign or endless progress in the main menu options.
  • In endless mode using the refresh in the shop no longer refreshes the techs as well.
  • Adjusted the colliders for the keep so that enemies who are climbing are not protected by it.
  • Adjusted siege towers to allow for better pathfinding for units on them.
  • The Infirmary block is now only able to be placed within 3 tiles from the keep but it also provides a free reinforcement card every two waves.


Bugs:

  • Fixed a major pathfinding issue where on some levels units would head way off their intended path onto the bridge and then would just walk back and forth over it.
  • Fixed Archer block not showing the increased range for the height it is being placed at when previewing placing it at a location.
  • Fixed an issue that caused units to sometimes get stuck halfway in the barracks block.
  • Fixed battlements not having stairs going up to crossbow blocks.
  • Fixed crossbow block not having a door when facing the keep.
  • Fixed tower caps not showing on max height towers when the soft ground modifier is in effect and reducing the max tower height by 1.
  • Fixed multiple issues involving broken references.
  • Fixed several minor reported issues.


Alpha 6.0.3 Patch

Another quick patch.


  • Fixed a small memory leak.
  • Fixed action cards not working properly.
  • Fixed the 'surrounded' level modifier not applying to the first wave.
  • Fixed an issue with the lose music not playing properly.

Alpha 6.0.2 Patch

Another small patch to fix a few more bug. Reports sent in with the new bug reporting tool have already been a great help in finding and fixing issues, including a couple that I had been having trouble reproducing previously. Thanks to everyone who submitted a report!

Fixes:

  • Fixed an issue with units sometimes getting stuck while trying to climb.
  • Fixed an issue related to the sending of reinforcements to the player's blocks.
  • Fixed an issue with pathfinding on the Marshland level
  • Fixed an issue with the Volley action not being able to target ground where there was a marsh.
  • Fixed an issue with the Volley action having too short of a range.
  • Fixed a couple issues with the tutorial.
  • Fixed a couple other issues related to the endless level selection on the movement of cards.



Small update Alpha 6.0.1

A small update to fix a couple issues with the latest build including one that prevented submitting a bug report when including the player log.

Alpha 6.0.1 Patch

A small update to fix a couple issues with the latest build including one that prevented submitting a bug report when including the player log.

Alpha 6.0 Ready the Troops

Alpha 6.0 has been released with some important fixes and improvements to the game. The main focus of this update was on fixing a number of pathfinding issues and other issues with enemies so they will get stuck less often. Besides that we have added in some new range indicators that are clearer and easier to see as well as some new music for the build phase. The music starts simple but with each wave it will add or change one of the tracks that is playing so that it is different each wave. We are planning to add more tracks in the future as well so there will be even more variety.

With the major fixed completed we are next moving onto the siege update. For more details on that please check out the in game roadmap!

Changes:

  • Added new in game bug reporting tool. Accessible from the main menu and the in game pause menu it allows a user to submit a report of what bug they encountered and allows them to automatically send the player log, save file, and a screenshot if they wish.
  • Adjusted the Battlements and Turret colliders to be less likely to block arrows fired from that block.
  • Battlements are now allowed to be placed directly next to the keep once again.
  • Adjusted the code handling the aiming of projectiles to make them more accurate and to now properly target units that are climbing.
  • Added new range indicators that are clearer and more visible than the old ones.
  • Added a new indicator to the volley to show the approximate area around the targeted point in which the arrows will hit.
  • New music for the build phase
  • New sound effect for when the flag is taking damage.
  • Doubled the time needed for enemies to capture the flag and thus defeat the player.


Fixes:

  • Fixed issue where enemies could get stuck trying to pass through a tile where a block had been destroyed.
  • Fixed an issue causing enemies to be stuck at their spawn points.
  • Fixed some issues with melee targeting.
  • Fixed some issues with where alchemists could be placed in a tower.
  • Fixed issue with enemies being left floating in the air when the siege tower they were in was killed.
  • Barracks and archer blocks now properly show a door when adjacent to the top of the keep instead of a wall.
  • Fixed an issue with quickly destroying blocks that could leave the ground tile hidden.
  • Fixed an issue where the archer defender in an archer block would sometimes be clipping out of the block.

Alpha 5.9.1 Patch

A small patch to fix a couple issues with the latest update.

Balance/Changes

  • Ballista block shoots a bit slower and the bolt now effects a smaller area around it.
  • Switched the look of selected and not selected tabs to make it clearer which is selected.
  • Caltrops cost has been reduced a bit.
  • The destroy block button and the undo button have been made a bit smaller and moved so they are not hidden behind the purchase cards panel.
  • The clear ground button has been removed. Now there is a setting in options that controls how often to clear the map including an option to remove killed enemies right away.
  • Barracks soldiers are no longer moved up to a new block if one is placed on top of the spot where they are.
  • Minor adjustments to some levels.


Fixes:

  • Ballista bolts should no longer knock soldiers out of rams or siege towers
  • Fixed an issue with the card purchase panel being stuck open during a wave.
  • Fixed an issue with marsh and water sometimes not updating properly when placing a vault on a marsh tile.

Alpha 5.9 Improve the Defenses

The main features of alpha 5.9 are the level modifiers, endless mode progression, and the UI updates.

Endless mode now saves the max wave you manage to reach on each level and levels are the levels are no longer all unlocked from the beginning. Instead you will need to beat so many waves on either an earlier level or total waves among all the levels in order to unlock each new one.

The endless mode level selection screen has been almost completely remade with a new layout and you can now see the max waved reached on a level or if it is still locked it will show the requirements to unlock it. It also shows any of the new level modifiers on the level.

The card purchase screen for endless has been updated as well and is now a bit more compact and slides out from the side of the screen. It also splits the techs off to a separate tab. For now the functionality for purchasing techs remains the same but we plan to improve this in the future.

Level modifiers have been added to the game and put on some endless and campaign levels. The system is in place and several modifiers are already in the game. More will be added in the future though so feel free to share your ideas if you think of a modifier that could be fun!

The player hand has been moved and updated. It is now centered and animated with new cards flying into the hand.

And last we have also added in several new levels in new levels sizes. The game now has tiny, small, medium, and large levels (The previous levels were all large ones) The Marshlands, Lakes, and River Shallows levels have been reduced from large levels to medium ones.

There is a lot that has changed in this update so make sure to let us know if you encounter any bugs or problems! The full changelog is below.

Changes:

  • Endless mode progression has been added and the endless level selection UI has been updated.
  • Endless mode card purchase window has been updated.
  • Level modifiers have been added to some campaign and endless levels.
  • Several new maps of different sizes (2 tiny levels, 4 small levels, and 2 medium levels)
  • New round keep. The look of the keep has been improved.
  • New and better level preview icons.
  • Ranged defenders are now less likely to climb down to attack enemies, preferring to remain on the block and shooting at them.
  • Removed the pack preview display as it wasn't very useful and just taking up visual space.
  • Slightly reduced the campaign difficulty.
  • Visible paths no longer update during a wave. Improves performance a bit. The paths enemies will take will still update when a faster path opens up.
  • Re-rolling the cards available for purchase has been made cheaper, both the initial cost and how fast the cost increases.
  • Reduced Ram health sightly.
  • The repair card now fully heals blocks rather than only healing a flat amount of health.
  • Added a catch to prevent playing battle drums on Chevals, Pitch, Caltrops, and Moats since it would have no effect.
  • The second flag now comes in on wave 3 instead of 2 and other flags have been pushed back accordingly.
  • Adjusted the colliders of Battlements so that arrows would no longer get caught on the crenelations.
  • The Cheval-de-Frise now has more health and as it takes damage the visible chevals will disappear to show how much health remains.


Fixes:

  • Fixed the number of battlement defenders no being correct on the tutorial level.
  • In campaign reinforcements now properly spawn and head to their defensive positions after the wave is complete instead of waiting until the player selects their new pack of cards.
  • Fixed an issue that was causing the clear ground button to disappear after a while.
  • The horn now properly sounds when clicking the start wave button rather than playing when the enemies actually spawn.

Small patch for Alpha 5.8

Just a small patch for Alpha 5.8 to fix the issues that have been reported so far.


  • Added the missing sounds for the Crossbow block, the Guard Post block, the Infirmary block, and the Reinforce card.
  • Fixed a visual issue with the level borders while the grid is shown.
  • A couple other minor fixes