Character Details: You can now right-click anywhere to close the Character details menu.
Character Details: Spacebar, escape and enter are also supported to close the menu. (thanks Stafford’s Bees.)
Character Details: Added cue for right-click to show more details on Character’s hover UI
Save and Autosave: There is now a cue when the game is saved or autosaved
Save and Autosave: Game now autosaves when: starting an expedition, going into the intersection after a combat, when going into combat and when returning to the Inn. (thanks Serulin.)
Save and Load: Save and Load lists are now sorted by recency. (most recent save file first, thanks Serulin.)
Bugfixes
Softlocks
Fixed a softlock on the Inn Tutorial where you could buy the board pass earlier than allowed.
Fixed a softlock that would happen if you clicked the Reward Board and the skip dialogue area at the same time. (SORRY RETO AND NICEDAY D:)
Fixed a softlock that would happen if you entered the “Buy Pets” or “Buy Characters” menu before clicking the Start Expedition Door during the Inn Tutorial.
UI and UX
Fixed an issue where MISSING TOOLTIP ENTRY would show up in “Curse Gambler” (Thanks Reto, 3rdDerivative, MadHatRavenDesk)
Fixed an issue where tooltips can get stuck on Screen if they are a child of an Orb Tooltip within an Tooltip.
Opening Loadout on the Pause Menu will now close the Pause Menu. (Thanks Arkuktor)
Fixed an issue where Pets would have a glitchy “ATK” value on the card
Clicking the “X” button on the “Goto Tower UI” (where you confirm your characters) now properly closes the UI.
Fixed an issue where sometimes the tooltip for the Expedition Door would appear while you selected characters
Functionality
Fixed an issue where ailments and status effects were secretly applied to dead characters.
Fixed an issue where “Moonlight Blessing” would give more stacks than expected
Indebted now works on Crystal Specialist (Crystal Shop Upgrade)
Goblin Army no longer summons a new Goblin if you already killed every enemy.
Fixed an issue where upon chapter / segment change, entering and leaving a shop would bump you to the next floor.
Fixed a bunch of issues related to floor change
You should no longer be able to click NPCs when Inn Master requests you to click the Start Expedition Door during the Inn Tutorial.
Localization
[EN/PT] Fixed an issue where the Philosophical Book had a confusing description (Cost increased by -1 Mana).
[EN/PT] Fixed an issue where Moonlight Stack would not appear correctly.
[PT] Localized New Unlock Popup
[PT] Localized Expedition Results
Known Issue
AUTO SAVE STOPS WORKING IF YOU JUST PLAYED A TUTORIAL! It will get back to normal as soon as you do a manual save, this is on our priority list to fix for the next patch.
Hotfix 1.0.3a
This fixes an issue blocking permaprogression.
Bugfixes
Functionality
- Inn: Orb and Artifact Shops now work again. (It was something to do with Localization, which apparently broke the shops. Thanks Unity, very cool.)
Localization
Added missing Localization Entries for: - Gamble Selection Menu - Generic Shop UI (Inn Shops) - Fixed an issue where Level-Up Rewards wouldn’t show the correct Clan on the tabs on the first time the menu opened.
Hotfix 1.0.2a
This was kind of an emergency fix, please let me know if you face any issue reaching the end of the game!
Balancing
- Cult of Nox gamble now only spawns Drakobolds. - Golden Noxaerudeux now has the same ATK value as Night Noxaerudeux - Different Noxaerudeux forms will now give different orbs when captured. - All Noxaerudeux forms now have 300 base HP. (was 400) - Night Noxaerudeux no longer has the Night Lurker ability.
Bugfixes
- “Big Boss” Tower Danger now works properly with Noxaerudeux. (I am so sorry.) - Fixed an issue where the game would not lead you to the Finish Room properly after defeating Eskyuven. - Fixed an issue where the game would sometimes lead you to the wrong segment after beating a boss.
Gamble Tower has been launched!
Hey everyone! Thank you so very very much for all the support, I am super happy to announce that Gamble Tower has finally been released!
I plan to eventually make a video summarizing everything that happened and what are the stats behind the scenes, but I'm glad to say that everything went reasonably smooth. We have the entire release process recorded on Twitch highlights, so if you are interested, here is part 1 and here is part 2. (It's pretty long though)
I am new here, who the hell are you?
Hi there! I am Ian, lead developer of Gamble Tower. Me, my very talented wife and my very talented friends have been working on this game for 2 and a half years already, so releasing this game was a super huge accomplishment for us :)
If you want frequent updates, we have several secondary platforms where we post Gamble Tower content that you may wish to follow or join, based on frequency:
We usually reserve Steam announcements for big stuff, but since the game is now out, I'll try to be a bit more frequent around here! So feel free to follow us here through our Steam Page as well! (We'll also make a developer page, ...eventually.)
Yo, this game is a buggy mess!
Hey! Not cool! There are no longer insects in the game! (...as far as I remember)
Jokes aside, we are aware there are several bugs in the game, some of which we already know about and others that we really don't. Don't hesitate to send us your bugs and feedbacks through Discord or Steam Discussions! Use your preferred platform and we'll thoroughly take notes!
I am trying to make hotfixes every single day for this week and I want to keep fixing the game until it's as polished and stable as we can make it be, so send everything you can find to us!
I want a RGB unicorn that deals 666 damage, can you add that?
Maybe! Funnily enough, we added plenty of the cool and wacky ideas from our players into the game, so if you want something, feel free to send us suggestions! From time to time we do some Content Creation Events™ on our Discord where you can create the next Orbs, Upgrades, Artifacts, Traits, etc. that are going to be added into the game!
There are not many people there, so you have a GOOOOOD chance of having whatever you wish added into our project.
...Could you review the game, pretty please?
I had to sneak this in here, but... really. Could you review the game? If you got the game, your review is super duper mega blaster important for the game's visibility, you can literally say "this game sucks" and we'll be happy. Don't be afraid to be real on your feedback, we'll appreciate it!
What is coming next?
We are currently very focused on deploying hotfixes as fast as we can to make the game as stable as possible before pumping more content into it. However, we have plenty of new content planned for the future, as well as several quality of life features that are missing, so stay tuned!
When are the big updates coming?
No dates yet, sorry. The plan is to have something released in one or two months, but it's just a plan. As soon as we have something concrete I'll make another post, I promise.
No sneak peeks?
Well, we want to add bankboi, that is for sure. This is an old concept, but we already have audio (thanks Adam!), game design and a bunch of stuff prepared for him.
Besides that, we have plans to add more content variety in general. (Looking specially at you guys: Traits, Skills, Tutorials, Tower Dangers and Loadouts)
That is all that I can say at the moment. In the end, remember that we'll always listen to you first when looking into what to add, so be vocal!
Thank you!
Patch Notes for Hotfix 1.0.1b
QOL
- Added “Use Camera Wobble” to preferences. (disabling swaying through mouse movement completely if deactivated)
Bugfixes
Functionality
- Fixed an ArgumentException which may have caused softlocks when repositioning dying characters. - You no longer should be able to buy the same artifact twice (Also fixes the ArgumentOutOfRangeException) - During the Inn Tutorial, skipping the dialogue after inspecting the Reward Board will now close any open menu. (this prevents a softlock)
Audiovisual
- Fixed an issue where Shield-type equipment would appear beneath the weapon mask slot for some characters. (creating a square hole into the shield) - Fixed an issue where characters always have red skin color during combat.
- Removed plenty of useless logs so that we have a lighter log file. - Removed STOMT, it seems like it was causing some issues. (besides not connecting at all into the API.)
Known Issues
We’ll be fixing those asap! - Inn’s counter UIs may behave in weird ways depending on which menu you have open. - If an Attack Orb has a Mana Crystal and you add a Damage or Double Damge Crystal to the orb, the newly added upgrade won’t work. - We believe there may be a softlock related to Pumpkin Piles, if you find something please let us know! (Still investigating)
Announcing the Release Date
Hello everyone! Glad to be back with good news after a while.
This post is going to be very simple and straightforward, we want to announce Gamble Tower's release date, which is going to be happening on...
September 1st, 2023.
I want to thank you all who were waiting for the game's release (and it being postponed multiple times) for being so patient, but I can now guarantee that this is the proper release date for our little game.
Thanks to all of you the game is better than ever, and with more content than ever before.
I want to be as transparent as possible so that every single of you knows what is going on, so let's get started.
What is left for development to complete?
We are waiting for Valve's approval on our build, polishing some content (specially UX-wise), adding achievements and creating some of the remaining sounds.
Ah, yes... and bugs. Lots of bugs are being fixed, and I still think some of them will make into the initial build (that is just inevitable), but we plan to address them at every opportunity we can.
Thankfully, none of the present bugs or remaining issues to address really pose a threat to the game's release, so I feel confident that we'll release on the date above.
Cutting floor and updates
Unfortunately, we had to leave some interesting content on the cutting floor in order to make release possible, the two that I can remember from the top of my head are the Bank NPC and Elite Enemies.
However, worry not! We plan to have several content updates based on your feedback that may bring some of those cut content back to life. (As well as brand new ones, of course!) So when you play the game, remember to give us your honest feedback! It will help a lot when planning for new content patches.
Anything else?
We updated our Steam page and our capsules! I hope you like it. (shoutouts to Jaqueta and Erik for the superb job)
Also, Gamble Tower will be releasing during the newest Steam Strategy Fest (which we are taking part on), let's see how that goes. :)
I am excited for you to see what awaits for you in our game, it has been so long since we started developing it that I barely believe that we are about to release it. Thank you again for your continued support, and I hope to see you soon!
See you soon! - Ian.
Keep updated! Here is how.
Hi everyone! I hope you are doing well. This is a quick post just to tell you how to keep updated with the project in case you like Gamble Tower.
As you might know if you've been reading the other posts, I usually reserve Steam news for the most important announcements that we've got. For me it is easier to showcase new content when we got lots of it, which isn't usually the case (unless months have passed by :P)
We've already tried to do plenty of different video formats, but the one we are doing right now are the Dev Summaries, here is the first one we've made:
The idea behind this format is to cater for our players who don't really like to watch streams and want a more concise video that summarizes everything that has been done until that point. (I get you guys, I also am not a super avid livestream watcher :p)
The plan is to do it pseudo-weekly, but we don't have a proper schedule for the summaries yet. For now you can expect one every two weeks maybe, subscribe to our channel so you can get notified when it comes out!
If you want to make sure that you get notified of everything new (Steam posts, videos, livestreams, screenshots) that we put out there, you can join our Discord.
I tend to ping people with the @Gambler tag quite often (for daily streams), and @everyone in case it is something a bit less usual like a video or Steam post. (consider muting the server and popping in and out of the server when you feel like getting news)
And what about Steam?
I'll keep updating our page with new posts when we have a good chunk of things to announce. Since this is the platform that gets the largest amount of visibility, we must always take a more polished approach when it comes to Steam.
You can still keep reasonably updated by following just our posts on Steam, just be aware that the frequency will be much lower than in other medias.
Let's keep it up!
My routine changes quite a lot as I mentioned in previous posts, so I don't know when the schedules above are going to change. However, I hope to be able to keep this consistent and keep pressing on!
Let's gamble, folks! See you next time. :)
- Ian.
What's next?
First off, thank you all so very much for playing our game. It meant a lot to us.
Now, as previously announced... The Playtest 2 comes to an end. We talked a little bit about this on the previous post, but you might be wondering, what is next?
What the Playtest lacked
Before talking about this, I want to apologize, as I wasn't able to finish all the features that I wanted to test on the playtest in time. (Bank NPC, Boss Lootbox) As such, the current plan is to move those features to our next big milestone, which is The Prologue.
Thanks to all of you we managed to fix a lot of bugs and issues during the Playtest, as well as implement lots of suggestions that I truly believe made the game better. With all that said, I believe that this Playtest accomplished its original goal.
What comes next
We just ended our Playtest, so the next goal is to make a free to play version of the game, called "The Prologue". It will work just like a demo, but it will have its own Steam Page and will be released as a separate game entirely.
What will be in the Prologue
The Prologue will have the entire first segment/chapter, a simpler version of the Inn, a revamped Tutorial system and some new features like the Bank NPC and Boss Lootboxes. I will certainly make another post when we have everything sorted out and ready for presentation. (Possibly even a video!)
Why make a Prologue and not a new demo
The original idea was to make an updated demo for the game, and you could consider the prologue just that. However, since the Prologue is considered inside Steam as a entirely separate game (and more importantly, a separate game release), the amount of visibility it gathers is muuuch higher than just a demo.
This will allow us to reach new players that never would have heard about Gamble Tower or tried the game otherwise.
Release dates
We currently have two milestones left to go, The Prologue is estimated to be released somewhere between the months of June, July and August. (but the Steam Page will be on before that, so I'll make a new post when the time comes)
For the final release there is no solid date yet, but we believe it will come not far after the Prologue's release, as we'll be working on features for both the Prologue and the final game simultaneously.
When we have a fully defined date we'll make a post announcing that as well.
Thank you.
Thank you for your continued support of Gamble Tower, we'll keep working to make the game better than ever. See you guys soon! :D
Updates about Playtest 2 - Plans, end date, etc.
Hi everyone, I hope you are doing well.
We have some new info to share about our current ongoing Playtest, but first off let me start by saying that this Playtest has been an amazing experience, and we are grateful to all of you for your feedback and support.
Before anything else, in case you are not playing the Playtest yet, it is currently public and on! That means that even if you don't have access, you'll gain access instantly just by clicking the button above on our Steam page, so why not play it? :)
Ending the Playtest on May 22nd
Curiously enough, when we started the Playtest I totally forgot about defining an end date. (I guess I was more interested in making it live than ending it :P) So, as the header says... We'll be ending Playtest 2 on May 22nd, 2023. We encourage all of our players to continue playing and providing feedback until then. This will help us make the game even better for its next milestones, and far less buggy as well.
What we've added so far
So far we have worked on several new features (some very experimental) in order to improve the current experience of the game and also to add more to it in general, some examples being:
-Loadouts/Classes https://imgur.com/W5mOhUm
(Now every character has different orb loadouts based on their clans)
- Inn Master NPC and Skill Rewards https://imgur.com/vQXmWdp
(Inn Master now appears during expeditions, and you may acquire healing mugs or skills)
- Loan Shark Cupcake (Made during a livestream, we improved the utility of Loan Shark characters, making so that you can farm coins much more easily when playing with them)
Be aware that most of those new features were ideas given directly by you guys (specifically on our Discord, but you can post your ideas here on Steam as well), so if you have any suggestion, please let us know!
By the way, you can check details about every new update made in-game, by going to News > Changelogs. https://imgur.com/pZhOoCT (Changelog Example)
What we still want to add
For this week (from May 8th to May 14th), we'll be experimenting with some new content that we want to add as well, we are not entirely sure what of those features are going to make it in time, but the plans are to add: - A bank NPC.(concept art below) - Boss lootboxes, with 3 unique boss artifacts. - Maaaaybe some kind of elite enemies/mechanics.(I really want to add this, but I don't believe we'll have the time right now)
Now, be aware that of course our main focus is to make the game as bug-free as humanly possible during the time we have the Playtest live, so any kind of bug usually takes priority over any new feature we want to add.
Plans after the Playtest
Okay, so for after the Playtest is finished, we have two more milestones to go. Here's a sneak peek of what's to come: You can also access the roadmap in-game, by clicking Roadmap on the Main Menu.
To be a bit more specific, the Prologue is planned to release possibly by the end of June or the start of July. We'll be simultaneously working on the final product while we work on the Prologue, so we may have the release (take this one with a biiig grain of salt) by the end of August.
Realistically, I would expect September or even October to be more reasonable, but it will all depend on how much I'll be able to work and how much progress we'll be able to make on the next months.
Thank you!
Thank you for your continued support and feedback. We can't wait for you to see what we have in store for the future of our game. Be well, friends. :D
Best regards, Ian.
Announcing Gamble Tower's Playtest 2
Playtest 2.0
Hello everyone, long time no see. We have exciting news to share about Gamble Tower's Closed Beta II! (also known as Playtest 2)
If you don't want to read aaaall that information below, just know that...
We'll be starting the Playtest starting on April 29th!
New Save System
Since the previous playtest was quite plagued with major bugs, specifically related to the very unstable saves, we wanted to focus on fixing that before working on anything else. Thankfully, we finally found the (many) reasons why the save system was breaking, and redone it entirely. This means that saving and loading games should now work without any issues (and most importantly, between versions!), and you won't have to worry about losing your progress anymore. Also, you won't have infinite autosaves now, lol.
Redesigned Second Segment Boss
We heard your feedback and decided to redesign the second segment boss to make it more fair for different clans and builds, we are still working on it and testing the changes a bit internally but I believe it will work much better while still providing a good challenge. (very W.I.P) I won't detail the changes yet but Noxaerudeux will now be a stance boss of sorts, swapping between its Golden and Night forms under certain circunstances.
Visual Improvements and UI Tweaks
We've also made lots of visual improvements and UI tweaks to the game. The game now looks better than ever, and the user interface is more intuitive and user-friendly. Jaqueta worked on a lot of different new VFXs and visual polishes as well, here is a short video of some of the newest additions.
Ah yes, this is one classic question, with lots of different answers! As of recently I was having little time to work on the game, I've moved (AGAIN) and only now have properly stabilished myself in my new residence. I am now working sometimes at the office instead of purely remotely, so that kinda hinders the time that I could use to develop Gamble Tower as well...
HOWEVER, I am trying to develop the game at least a little bit every day, and hopefully that will help make the final release happen on a reasonable time this year.
Thank you for your continued support, and we can't wait for you to play the new and improved beta. See you soon! :)