Dr. Professor Scientist's Weapons Testing Facility cover
Dr. Professor Scientist's Weapons Testing Facility screenshot
Genre: Simulator, Strategy, Turn-based strategy (TBS), Tactical

Dr. Professor Scientist's Weapons Testing Facility

Easter Update! 1.1.1

Patch Notes 1.1.1 Run Mods



Easter Eggs



The Easter update brings you Easter Eggs(Shocking I know). We have added both Easter eggs on the playing field as well as an Easter Egg projectile. Egg the monsters!

Bunnyslugs, need I say more.

New Things (AKA I say more)



- Bouncy Ball projectile
- Easter Egg projctile
- New looks for slugs

We are trying out a new system in the background for animations starting with slugs. A completely different vibe so please give use feedback on either the steam community feedback thread or shoot it to us on twitter.

Run Modifiers



We have added four new run modifiers
- Small Enemies
- Big Enemies
- More enemies per wave
- Moving the crowd control line

Fire Damage



All DOT damage, which only include fire for now, applies stacks for each hit that last the full duration of the tooltip. Meaning now you can actually build a Fire damage DOT weapon.
Firebullet projectiles with Phantom and chains might be something to test out.


Desired/Undesired



- Can no longer put multiple components of same type to desired/undesired
- Components show that they are locked.

System



- Time doesn’t automatically speed up anymore as time goes by but has to be manually activated in the menu once and then it will speed up by your choice or not.
- Boss health increases more severely
- Several performance optimizations including lightning and collision performance.
- Chain size inconsistency fixed
- Components show locked status in upgrade.
- This patch notes window is new!


Upcoming



We will continue to put more effort into the big patch coming in May. As it has been teased before the name of the patch is "Playstyles", meaning a lot of new ways to play will be added for that patch.

There should still be one small patch a week until then, with a few run modifiers in there to keep DPSWTF fresh.

We are really excited for the future and hope you will be there with us to see it!

Happy Easter from all of us at Cool Smithy Games :)

Upcoming Easter Update

Hello to every budding scientist!

This is just a quick update on the upcoming Easter patch, which will include some obvious Easter Eggs and other small thematic changes.

As only thematic changes are boring we are adding more Run Modifiers, a new projectile and many other changes.

This is part of the weekly patches which will keep adding small bits of content before we will bring the gargantuan hammer down with a big content patch, coming this May.

ETA on Easter Patch is within a few days :)

V

1.1.0b Save Fix (Another one)

Welp seems like we aren't the sharpest tools in the shed.
We left in an artifact from "Godmode" testing.

Now your old saves should work. No more weaponless things.

Hit us up again if there is still one more way we have messed up :)

1.1.0a Run Mods Saves Fix

Now all your previous saves should load. Hit us up in the comments if they don't.

Run mods and a lot more!

While these aren't your patch notes this is a message that go play the newest, best iteration of DPSWTF.

Run Mod Patch Includes

Run mods:
That modify your game for the whole run. Several game changing ones and we will keep adding more in the coming weeks. (maybe even some this week ;)

Nuke:
You can help yourself in the early game by nuking the whole wave in one go. Or if you save it, until wave 11 you will get a reward.

Firing Modes:
Your multibullets can now be fired in several different patterns opening up many new avenues of play.

Secrets Revealed:
Now you can reveal the secrets of the projectiles, stated right there in your tooltip.



Have fun, enjoy the new heights and await even cooler things in the future ;) Announcement coming soon

Vlue

Two Big Blobs on the Horizon

Scroll down for TLDR and TLDRTLDR

Philosophy



Philosophy for DPSWTF has always been: create good, release, then improve.
We want to get as many opportunities as possible for you all to name your grievances and lovely moments. To find balance between our vision(ego) and your feedback, make this great thing into big good thing. (Writing the TL;DR TL;DR rubbed off on me)

Soon



In the pipeline we have two big game changing patches. Like the message above says we will be releasing them and then keep pumping them with improvements and content.
First big content patch "Run Mods" will launch within 1,2 weeks. The patch will be called 1.1 so you'll notice when you log in.
The second big patch is under the working title "Playstyles Patch" where we want to introduce a big systematic change(change includes a lot of addition) in paving the way for several different playstyles, so that every run doesn't end up as: "I need bounce, teleport and pierce" but that there are even more options.

We have already seen several different ones:

  • Electric boogaloo stick to wall turrets
  • Massive wooden barrels on the wall with multiple size increases and stick to the walls
  • Wooden barrels with no teleport to "abuse" the projectiles being destroyed at the edge of the screen

There are many more already in the game, but we want to bring you even further big options into the fold. Some hopefully completely different from what you are playing now. Not to mention we want to bring some smaller ones in earlier, to keep the game fresh on a weekly basis.

Run Mods



Run mods are as the name suggests modifiers that change the way the game works.
At the start of the game you will be able to choose how many you want (beat granddaddy to unlock). Choosing zero will still be an option.
Depending on how many you choose we randomize you that many with an even mix of positive and negative mods. There are also neutral ones which can take the place of either a positive or negative ones.

Run mods can for example be:

  • all projectiles have multibullet innately
  • the weapons rotates in a much wider arc
  • you are locked to two or three projectiles

and many many more. Expect to have fun exploring and conquering each and every type of modifier.

Playstyles



This is much more hush-hush as we keep on evolving the concepts and don't have a lot of things pinned down in their final form.
But I can tease you with the tiny nugget of information that this will be our biggest patch yet.

Timeline in short




  1. Run mods ETA – Within 1,2 weeks (depending how fast on how much content will arrive in smaller batches)
  2. Small Batch Patches - will arrive in between(about weekly), solidifying the concepts of Run mods and adding more.
  3. Playstyles Patch – TBD (under 2 months)




TL;DR was TL;DR



Two big patch. Run Mod. Playstyles.
Smalls in middle.
Under two month left for all out.



TL;DR


Philosophy for DPSWTF


- Bring it out, then improve.

Soon


- We will see a game changing patches. Two big ones in the short horizon, mostly weekly small content drops and secrets in the long term future

Run mods


- Soon to be let out of the bag
- They do fancy things
- Like - > Multibullet on every projectile :shock:
- maybe some other secret updates

Playstyles Patch


This on is still a bit hush hush as we keep evolving the concepts regarding it, but in short it is all about giving multiple avenues of play. So that most games don’t revolve around bounce, teleport and pierce.


Timeline in short



Run mods ETA – Within 1,2 weeks (depending how fast on how much content will arrive in smaller batches)
Small Batch Patches
- Will arrive about weekly, improving the game and adding previously designed things into live.
Playstyles Patch – TBD (under 2 months)


















Knowledge should be pretty 1.0.6

Introduction



The goal of this patch is to "prettify" both the tutorial and the guide. Both still need some tweaks, but look much better and are more legible.
Another big upgrade for this week was the addition of steam cloud saves, now you can keep going from another computer. Other graphical tweaks were added in line with the Guide.

We are working on a major content patch in conjunction with these QOL improvements and it should be out in the near future.


Graphics




  • Guide reworked completely
  • Tutorial reworked completely
  • Tooltips have a new background (tooltip revamp in the future)
  • New Buttons
  • Some new animations
  • New Icons


System




  • Enemy info screen functions better
  • Cloud saves
  • Desired/Undesired unlocks immediately after wave 26 (should be 25, fixed in the next patch)
  • Moving around spawn points
  • Hoppers nudged a little



Afterword



Overall a short patch, but it paves the way for a lot of future things. As earlier mention a major content patch is in the works and should be out in the near future.

Early game aka RNG has been a hot topic both within the team and on the forums. We are aware of how the early game might feel like pure luck and hitting your head on a brick wall until it works(Sometimes it is fun, or so I've heard).
We are looking into it and will try to improve player agency in the early game by heaps and bounds.

Have fun,
V

RNG early game fixes 1.0.5a

We had some more feedback rolling in that our early game was wildly too hard.

Upon further testing it seems that there were a few scenarios where you couldn't reach wave 7 let alone 11. Now this issue should be much less prominent.
In combination with previous upgrades to early game it should be in a much more favorable spot.

Drop rates lowered for:


  • cabbages
  • chains
  • spin


Other changes:


  • Wave 5 & 10 bosses resistances down.
  • Enemy max HP growth pre wave 10 down.
  • Enemy spawn positions of the first monsters centered(to not have side stragglers sneak by)



Thank you to everyone for your patience. Please keep your feedback coming.

V

1.05 Patch Notes

Time is forever



Your desired game speed is now saved from wave to wave


Early Game



The first 10 waves have been improved in their scaling. More difficult crabs now spawn later and so do the hoppers.
Not to mention that the hopper HP nerf mentioned a few patches back is properly working now.


Catch up Hopper!



Hoppers are faster off screen and shouldn't lag behind their companions.

End Game



Big changes in how the game operates to make it smoother for everyone.


  • The enemies spawn more consistently and in an overall quicker fashion.
  • Max enemy count is now 330 enemies
  • Instead of adding more enemies past the 330 it increased the HP of other enemies.
  • Runs and waves respectively should be able to go far, but in a much shorter time.


Please message us in response to this post or in the feedback thread if the endgame isn't enjoyable anymore.


V

Hotfix 1.0.4b

Patch 1.0.4a didn't apply any fixes for some reason

1.0.4b also includes a fix for the big YEETUS that was happening with speedup and knockback. We love the yeet, but hate the game locking up because of it :(