If you encounter a bug, please report it straight away ingame by pressing F1 and describing the issue. This makes it a lot easier for me to replicate and fix it. If you would like any direct feedback, don't forget to include your email address.
Bug fixes & performance improvements
Performance improvements with impacts (blood, concrete, wood, dirt etc). Limited the amount of simultaneous blood impacts (the blood splatter particles when you or a turret shoot a zombie). If you’re going bananas with machineguns and nailguns there are LOTS of impacts everywhere.
Performance improvements to ragdolls (makes a big difference in later waves).
When dying from green gloop while transitioning from combat to construction phase, the green overlay remained and did not disappear (obviously only if you had a respawn point, otherwise it’s good night anyway).
When reloading an endless mode game, the respawn point(s) did not work.
Some more spelling fixes, provided by kind people who can spell gooder than I.
Reduced the thickness in the black outline of the story intro texts, as the thick outline made it hard to read some of the Chinese characters.
Increased the number of concurrent audio effects of the same type for most explosions and turrets firing. This addresses the issue that sometimes you can hear explosions or shots abruptly getting cut off.
BULWARK: Subject K now despawns properly in endless mode.
CONFLICT: Fixed issues with Zombies falling through the bridge/planks between the RV and the middle bunker and getting stuck “outside” the level.
CONFLICT: Fixed some holes in the level geometry as well as an issue keeping players from building barricades and turrets too close to the RV.
SUMMIT: Fixed issues that kept players from building barricades and turrets too close to the RV.
SHIPMEND: Fixed an issue that severely degraded performance on this map.
Features & other changes
Italian language option added (a huge thank you to Ivan Campana from The Games Brew).
Paying for equipment (like throwing a sticky grenade, using the teleporter, using a stim) now uses the money in your bank, if your pockets are empty. The same is true for switching your loadout at a wardrobe.
The tremor boots double jump can now be used during construction, and doesn’t cost any money that way.
SUMMIT now has 8 waves in story mode (down from 10).
Whenever cash drops (e.g. when killing a zombie), there are now always 3 pickups of equal value. Before, it was random, e.g. killing zombies spawned 4-5 stacks, and the cash was divided (somewhat) randomly as well. This makes it a bit easier to pick them up, and is also less taxing on the CPU (physics) and the GPU (rendering).
Ghost zombies (the green glowing ones) are now more visible before being uncloaked. They were a bit too hard to spot, especially for players with low vision.
On the minimap, empty grid squares no longer show up a solid green on top of everything else. This makes the map a lot more readable (and slightly improves rendering performance).
The “foundation” that is placed under the turrets and barricades on grid squares on uneven terrain is no longer shown on empty grid squares. Looks a bit nicer and slightly improves performance.
Machinegun and sniper turrets don’t eject casings anymore. You would have to be really close and invested into looking for them in order to see/hear them anyway. This will ever so slightly improve performance.
Nailgun projectiles now get destroyed after travelling 50m (less visual clutter, more performance).
Claymore now shoots 40 fragments dealing 75 damage each (before: 100 fragments dealing 30 damage each).
Claymore fragments now get destroyed after travelling 35m (this is purely a visual change, they become harmless after about 25m anyway).
Patch Notes 13.01.2023
As always: If you encounter a bug, please report it straight away ingame by pressing F1 and describing the issue (my crystal ball is currently in the dry cleaners). This makes it a lot easier for me to replicate and fix it. If you would like any direct feedback, don't forget to include your email address.
Bug fixes
It's no longer possible to activate the car in the intro level twice (which leads to the second level not loading properly, which in turn means no zombies spawning).
The achievement for completing CONFLICT in story mode is now correctly granted. If you have already beaten this level, the achievement will be granted automatically the next time you start the game.
The white Jeep in SHOTGUN had no collider, which allowed you to walk/shoot straight through it (thank you wessubba you weirdo).
When adding your name to the local high score list, it's no longer necessary to type at least 3 letters.
When restarting a level in story mode, after being placed in the RV, the player didn't have a weapon selected.
When the game wants you to equip a particular weapon or piece of equipment, it now checks whether it's already equipped and completes that step if that's the case.
The cricket sounds in the tutorial level have been replaced by ones that are not as high pitched.
Fixed a few typos in various texts.
Global highscores now display more letters.
Placing a decoy barrel in between two tesla turrets interrupted the connection between the two tesla turrets (only in the preview, before it was bought).
Features
The tutorial in home guides the player a little bit better now.
When looking at a turret, the right panel now doesn't show the "buy" icon for the upgrades anymore unless the player actually chooses to enter the upgrade dialogue.
Launch & known issues
Hello everyone,
First I'd like to thank everyone who picked this game up and gave it a go. A lot of energy has gone into this game, and I really hope it shows. Also big thanks to everyone who reported issues, you are actively helping to make this game better and more enjoyable for everyone.
Talking about issues: There are a few bugs in the game currently, with the most serious ones being:
It's possible that the second level (the first proper tower defense level) doesn't load properly. You can tell because the UI isn't cleaned up (there's a score hanging around the top) and the will not be any zombies spawning. This happens when you activate the getaway car at the end of the intro levels twice, which trips up the level load. Workaround: Restart the game.
You can get stuck at the scoring screen. If you enter fewer than 3 characters, the game doesn't let you leave the input field. This wasn't a great design decision as many people like to enter their initials. Workaround: Enter 3 or more letters.
The achievement for completing the level CONFLICT in story mode is not granted. There's not much I can say except I f*cked up. Workaround: Wait for the fix, the achievement will be granted retroactively.
All of these (and a few more) are already fixed and a patch will come in the next few days. Testing takes time, and the last thing I want is to introduce any new issues.
Thank you for your patience, Chris/Wildcard
As always: If you encounter a bug, please report it straight away ingame by pressing F1 and describing the issue (my crystal ball is currently in the dry cleaners). This makes it a lot easier for me to replicate and fix it. If you would like any direct feedback, don't forget to include your email address.
Patch Notes 09.01.2023
As always: If you encounter a bug, please report it straight away ingame by pressing F1 and describing the issue (my crystal ball is currently in the dry cleaners). This makes it a lot easier for me to replicate and fix it. If you would like any direct feedback, don't forget to include your email address.
Bug fixes
There were instances where zombies could get stuck in places where they couldn't be seen or shot by the player. This was keeping players from killing the last zombie(s) and progressing to the next wave.
Patch Notes 08.01.2023
As always: If you encounter a bug, please report it straight away ingame by pressing F1 and describing the issue (my crystal ball is currently in the dry cleaners). This makes it a lot easier for me to replicate and fix it. If you would like any direct feedback, don't forget to include your email address.
Bug fixes
It was possible to build a turret or barricade in an invalid spot by very quickly moving over from a valid spot and pressing the construct button. Exploiting this made it possible to keep enemies from reaching the base, therefore removing any challenge from the game.
Sometimes zombies from the credits found their way back to HOME. Zombies from the credits are now disposed of in a humane and eco friendly way.
Patch Notes 07.01.2023
As always: If you encounter a bug, please report it straight away ingame by pressing F1 and describing the issue (my crystal ball is currently in the dry cleaners). This makes it a lot easier for me to replicate and fix it. If you would like any direct feedback, don't forget to include your email address.
Features
The camera FOV (which affects the world, but not the gun) can now be adjusted between 60° and 120° horizontally. Default is 85° (which was the fixed FOV up to now).
Bug fixes
When you shoot incapacitated turrets with the deglooper, sometimes the bubbles remained. While this indicates a level of cleanliness that is desirable, it can give the impression that there's still some kind of effect when in reality it was just a programmer not testing it properly. This is now fixed and the person responsible has been whipped thoroughly.
Balancing
When Big Gloops [TM] explode, the radius in which that affects turrets is slightly reduced. The number of blobs that are thrown up in the air is greatly reduced.
Patch Notes 06.01.2023
As always: If you encounter a bug, please report it straight away ingame by pressing F1 and describing the issue (my crystal ball is currently in the dry cleaners). This makes it a lot easier for me to replicate and fix it. If you would like any direct feedback, don't forget to include your email address.
Bug fixes
Slightly moved the player spawn points in a few levels to make sure you don't spawn in the middle of a barricade or turret when reloading an endless mode savegame.
The difficulty you set inside the RV during story mode is now always applied correctly.
The Cy Ka 47’s bullets were hitting a little bit lower than the spot where the iron sights aim at. This is now fixed.
Patch Notes 05.01.2023
Another small update, probably the last one before release (just like the previous one, remember?).
As always: If you encounter a bug, please report it straight away ingame by pressing F1 and describing the issue (my crystal ball is currently in the dry cleaners). This makes it a lot easier for me to replicate and fix it. If you want any direct feedback, don't forget to include your email address.
Bug fixes
Performance optimizations that should greatly reduce the performance hits in later game stages with lots of turrets and enemies.
Nailgun turrets no longer attack Ghosts while they’re cloaked.
Changes/Features/Balancing
Reduced the extra health that enemies receive in endless mode past wave 20 significantly. I know at least one person who's going to be very happy about that.
Capped the tremor boots ability to double jump to a certain height.
Buffed the Fat Bertha (cannon) to account better for all the encouragement she needs:
Base damage increased from 100 to 200
Damage upgrades increased from +25 to +50
Cannonball diameter (area of effect) increased from 1.6m to 2.0m
Buffed the Flamethrowers damage.
The more different upgrades you have on a turret, the more expensive they become. This no longer affects the “targeting” upgrade, which always costs base price.
Increased Cryo rounds freezing duration on both the 1911 and the Arrow slightly.
Increased Vermin ammos damage to account for the fact that you can’t hit the broad side of a barn outside of point blank range.
Small visual improvements.
Patch Notes 14.12.2022
Another small update, probably the last one before release. Unless I added a big bug. Fingers crossed I didn't.
Bug fixes
Performance optimizations.
Fan and ATM turrets were not always affected by green gloop anymore.
The first one or two sticky grenades thrown in each level did not spawn properly.
The players bullets sometimes did not hit zombies that were very close in front of them.
Changes/Features/Balancing
New gun attachment: The Deglooper.
Like the cash pickup attachment, the Deglooper can be toggled on and off.
When switched on, bullets are covered in a soapy gel that rapidly dissolves green gloop that’s disabling your turrets.
Every time you hit green gloop with such a bullet, the decay rate of the green gloop is doubled. This effect stacks infinite times. Usually, gloop decays over 30 seconds (or you can shoot it to take seconds off). If you hit it 4x with the Deglooper, it decays 16x as fast.
The Deglooper can only be attached to pistols.
Pro Tip: The Deglooper is extra effective with the Brrrt-A’s three round burst, or at closest range with the S30’s Vermin ammunition.
There is now a small tutorial introducing you to the various areas in HOME. If you’ve played the demo a few times already you’ll still have to suffer through it once, but it should only take a minute.
New game credits.
Saved loadouts now use new colored icons for guns (like equipment icons). Differences to your current loadout are now highlighted with an orange outline.
Reduced size of reticles for all optics.
Reduced damage and freeze duration for cryo rounds on the Arrow.
Massively reduced usage cost for all equipment except Turret Controller and Smart Rounds attachments.
Cash pickup and deposit grenades have a slightly bigger pickup radius now.
When starting the game, if you have never explicitly set a language for the game, a language selection appears.
Many smaller changes to balancing.
Patch Notes 01.11.2022
Once a gain a small update only, while I keep working on the levels and the progression system.
Bug fixes
Chinese characters were not displayed correctly in the highscore list.
Colors in scope sights have been improved.
Fixed a few level boundaries in SUMMIT (available in extended Demo only).
Changes/Features
New equipment icons.
Achievements have been added to the demo.
Texts in constructible object selection are no longer rotated 90°, as my contract with the chiropractors guild has run out and there is no longer any incentive for me to hurt your neck.