Icewall cover
Icewall screenshot
Genre: Shooter, Indie, Arcade

Icewall

Version 1.2.2: Game breaking bug hot fix

Fixed game crash for both levels 1-3 and 1-4 Hard Mode

Version 1.2.1: Several gameplay tweaks and bug fixes

It's amazing to see several youtubers having picked up this game and made videos about it, I have also seen a great boost to Steam visibility and new users lately!

Endless Mode has been out now for a bit more than a week and it has been very fun to see so many names appear on the leaderboards, I have no idea how someone managed to get 10 000 000+ score though! But the mode is Endless after all, we might see even higher scores at some point!?

Here are some balance changes and adjustments to Endless mode, most of these are minor and should not significantly change the status of the leaderboards scores:

  • Made big enemies have slightly less HP.
  • Fewer blue enemies (reflect) appear.
  • Made enemies scaling a bit slower around mid level 20s.
  • Walls have lower HP.
  • Fixed bug where, on rare occasions, not all enemies needed to be defeated.


I also have some other various tweaks and bug fixes:

  • Tweaked boss health for Arcade runs, made Brain boss have slightly less HP, Tiger and Death with slightly more HP.
  • Made Surgeon stronger, with +5 Attack Damage increase and easier target at 80% accuracy (up from 4 damage and 85% accuracy).
  • Made Ninja Star stronger with +5 Attack Damage (up from 3).
  • Updated text for Transplant and Rezzer to make them easier to understand.
  • Increased chance for Super Duper Draft event (both "All Rares" and "Multidraft" super event at the same time).
  • Removed drone hit sounds if it's indestructible (it might still make sound once to indicate Mother achievement challenge has failed).
  • Some slight music volume tweaks.
  • Fixed text description of game modes being cut off.

Version 1.2.0: ENDLESS MODE +more

Hello everyone, this will likely be the biggest update for ICEwall to come, I have now finally added an Endless Mode, which seems to have been the most requested feature for the game. In addition there are a tons of fixes and tweaks, and also some other new stuff!


  1. ENDLESS MODE, endless procedurally generated levels. This mode only features drafting and one difficulty. New enemies will also appear in this mode, look out for the blue ones!!! Also has a leaderboard.
  2. New achievements for endless mode, this will be the only time I add more achievements, so that completionist don't have to worry for more to come there.
  3. New Super Disc power up: "Ninja Star".
  4. Improved "Tortoise" and "Brute" power ups.
  5. Upated Leaderboards to now show top 30 instead of just top 10.
  6. Added two new settings options: V-Sync on/off and capped FPS to 60 or off. Please note, if V-Sync is toggled on, as by default, this should normally override FPS to match your monitor.
  7. Some minor optimization implemented.
  8. DEMO DISABLED, I was very conflicted wheter or not to disable the demo, and decided to indeed disable it. The demo is very far behind in terms of features, bug fixes and polish, and I feel it gives a very lacking impression of the full game in it's current state. It's also a lot of work to update it. Since I have also started to discount the game more, it will be easier for people to try it out in the future at a low price ;)


If you like the game, tell your friends about it and write a review, it helps a ton. Good luck users!

Version 1.1.1: Corrected rounding method for drone damage

Corrected rounding method for drone damage, so that 75% of 10 becomes 8, not 7 (following standard rounding rules for decimals, which I try to keep consistent)

Version 1.1.0: Lots of balance changes + new upgrades!

I have updated and tweaked a ton of upgrades and ships, my goal has mostly been to make some of the weaker builds stronger and to make some things more sensible!


  • Player projectiles now pass through fortifications! Making them a bit more useful, now you can actually hide behind them while shooting.
  • Buffed the following ships: Big F Fighter, Hearty Duran, Invader D F, Lightning Bolt and Twin Shooter, mostly minor tweaks to make them feel a bit better (fewer drawbacks and some better stats).
  • Drones buff: they now deal 75% of player damage by default AND I merged the two upgrades: Razor Bots and Hard Cookies into a new spliced upgrade: Razor Cookies!!! Which gives them 100% damage and indestructible. It felt a bit harsh to force the player to make two draft picks to empower the drones. Progress!
  • Singularity upgrades have gotten slightly stronger.
  • Chunky slightly better.
  • Heal upgrades family change + new upgrade disk: Added a new upgrade disk which also simply gives +2 Max Health, as a second upgrade between Durability and Rezzer, giving players more cards to heal with. And I moved the Bioroid as a third upgrade option after selecting Ballerina, as it feels more sensible to have it there.
  • New upgrade: Transplant, to mirror the updated heal family of disks, damage disks have also gotten a synergy upgrade after Surgeon, which heals you relatively to your total damage.
  • New upgrade: Codecracker, also to mirror heal and damage families, fire rate disks have gotten a synergy upgrade after Hackware, which gives you damage relatively to your fire rate (this together with Bioroid is hot!).


PS: look forward to the end of November update, it's going to be huge, with a new game mode and other goodies!

Version 1.0.9: Additional bug fix for fire rate carry over to next run


  • Fixed a remaining fringe case bug of attack fire rate from "Hackware" carrying over from one run to the next

Version 1.0.8: Difficulty adjustments, upgrade balancing and minor bug fixes

I have a lot of smaller changes in this version, some of them game balancing, I will try to do as little of this as possible, to not mess up leaderboards.


  • Made projectiles slightly faster with "Lightning" and "Lightspeed" upgrades
  • Made "Enhancement" family of upgrades stronger, with slightly more damage to "Brute" and "Tortoise", and +1 Max Health to "Defense Fortifications"
  • Slightly upped difficulty for Hard Mode world 4 (not more enemies, total score is the same) with slightly more health for enemies
  • Slightly upped health for Death boss
  • Added drone hit sound and a text line in menu where you can view "Mother: Active/Failed" to easier track Mother achievement in progress
  • Fixed bug where you would get mother achivement when drone got hit while indestructible
  • Fixed fringe bug where sometimes you would not be able to fire unless you opened and closed the menu (when playing with mouse)

Version 1.0.8: Difficulty adjustments, some upgrade balancing and minor bug fixe

I have a lot of smaller changes in this version, some of them game balancing, I will try to do as little of this as possible, to not mess up leaderboards.


  • Made projectiles slightly faster with "Lightning" and "Lightspeed" upgrades
  • Made "Enhancement" family of upgrades stronger, with slightly more damage to "Brute" and "Tortoise", and +1 Max Health to "Defense Fortifications"
  • Slightly upped difficulty for Hard Mode world 4 (not more enemies, total score is the same) with slightly more health for enemies
  • Slightly upped health for Death boss
  • Added drone hit sound and a text line in menu where you can view "Mother: Active/Failed" to easier track Mother achievement in progress
  • Fixed bug where you would get mother achivement when drone got hit while indestructible
  • Fixed fringe bug where sometimes you would not be able to fire unless you opened and closed the menu (when playing with mouse)

Version 1.0.7: Controller remap option, settings to turn off enemy hit flash

A couple of requested features have been added:


  • Controller remap options, in the settings panel in the top right corner you will find a button to open a controls menu. It's not perfect, but should do the job, let me know if you find issues with this. Note that "Default" category is for gameplay and "UI" is for menus.
  • Added settings option to toggle off white enemy hit flash (when they are hit and not destroyed), which in addition to turning off screen shake and animated background might improve accessibility for people who are sensitive to these features.

ICEwall Week 1

One week ago I released ICEwall and the game has already passed it's first hundred sales!

I thank everyone who has played my game, written feedback and reviews and everyone who has helped me find bugs and issues.

Going forward, I have a few plans and thoughts:

  • I am currently working with controller re-mapping, I expect it to be ready early-ish next week
  • After that I will look into some performance fixes and optimization
  • I will also look into maybe making a port for the game to mac and to mobile devices, this depends on the performance. This is mostly for fun and for me to see what effect the game will have on those platforms, as I have a lot of experience making apps previously, it won't be a major focus for me going forward
  • Finally I have gotten som feedback on the content and difficulty of the game. I do want the game to provide a decent challenge, and I recognize some feel it's too punishing and difficult. Instead of rebalancing and changing the game modes I already have, I have started planning more content for the game, where I want some of it to be even more hardcore and some of it be easier. I am not making any promises on this yet, but hopefully I might have something new and cool before the end of year!


Finally, if you enjoy the game, telling your friends about it and leaving a review is very helpful!