Plumpy Uprising cover
Plumpy Uprising screenshot
Genre: Strategy

Plumpy Uprising

Untitled

We are releasing v1.0 soon! On October 10th, the full version of the game will be out with everything mentioned in our August Dev Update:


  • Steam achievements - There will be 15 at release.
  • A third elder - This elder focuses on defeating Plumpys that have bounty on them to eventually gain extra tower coins. It’s our most unique elder yet.
  • [new and updated sounds]
  • Visual polish, including new UI and map tiles.
  • Bug fixes

1.0 Releases October

We are releasing v1.0 soon! On October 10th, the full version of the game will be out with everything mentioned in our August Dev Update:


  • Steam achievements - There will be 15 at release.
  • A third elder - This elder focuses on defeating Plumpys that have bounty on them to eventually gain extra tower coins. It’s our most unique elder yet.
  • [new and updated sounds]
  • Visual polish, including new UI and map tiles.
  • Bug fixes

August Dev Update

It’s been a while! We’re still here plugging away at the game. We originally planned for a smaller update to come out and then a larger update to follow, but right now we’re planning for it to be all bundled together. That big update will be our release update…

Yep, the release is coming soon!


Our next update will be considered our full release. There is some really cool stuff coming!

  • Steam achievements - There will be 15 at release.
  • A third elder - This elder focuses on defeating Plumpys that have bounty on them to eventually gain extra tower coins. It’s our most unique elder yet.
  • [new and updated sounds]
  • Visual polish, including new UI and map tiles.
  • Bug fixes


Release Date


Planned to release very soon. We’ll put out an announcement with a couple weeks of notice.

V0.3 and April Dev Update

V0.3


This update focuses on polish and a bug fix.


  • Difficulty now defaults to the last one you played
  • Spacebar now pauses / unpauses the game, tab cycles between play speeds, and escape opens the menu in game.
  • New slow status icon
  • Stun now stops plumpies from playing their animation
  • Current difficulty level displays in game and at victory screen
  • Fixed bug that forced you to play level 1 despite haven beaten higher



What's Next


While we have a new elder, achievements and other polish in the works, but all we're spoiling right now is some new tile art:

V0.2 Update and What's Next

Update time! This one focuses heavily on balance but also includes some UI updates and some new visuals too. You can find the patch notes below, but first a few comments about the things we are working on.

Balance
We have an eye on balance! In this update we tried to reduce the effectiveness of some of the massively overtuned items, while also bringing up some of the underpowered things. More updates to come.

Polish
In addition to UI updates and improvements, we are working on new art. Some are included in this update, but more to come such as new hotkeys.

Audio Variety
Soon we will have an updated sound system. This will give us the ability to add some variety to sounds, making the game sound more dynamic. We will also be adding and tweaking sounds in the coming update.

New Content
Without saying too much, we think elders, gifts, difficulties and other systems that add uniqueness to each playthrough are fun! More to come…


V0.2 Notes


General



  • Added difficulty 6, good luck!
  • Clicking in negative space when menu is open in game will close the menu
  • New VFX when tower disappears on map scroll
  • New credits screen
  • Various other fixes


Balance


Towers



  • Beam Blaster: Reduced attack speed to 0.3 seconds (down from 0.25 seconds)
  • Beam Blaster: The gift that increases damage at range no longer increases it more than intended.
  • Chunk Chucker no longer does full damage in an area. It now does full damage on the tile it lands, and part damage (currently 50%) to tiles around.
  • Strength Sapper: No longer buffs self.
  • Strength Sapper: Decreased damage buff duration from 5 to 4
  • Path Poker: Default slow per attack increased to 5% from 1%.
  • Path Poker : Increased the number of armor stacks from 1 each lvl to 3 for a total of 15%
  • Float Flinger: Increased damage to 25 (from 10), decreased duration it holds plumpies to 2 seconds (from 3).
  • Life Leecher: Reduced damage to 15 from 20.
  • Increased Shard Spitter Range 10 -> 14 (1 tile)
  • Decreased Shard Spitter rare gift additional plumpies from 2 to 1.


Gifts



  • New Float Flinger gifts! Without spoiling them - will just say that they are much more unique to the tower.


Status



  • Stacks of slow last 4 seconds, down from 6.
  • Slow and speed buffs now show on the plumpies more consistently.


Tooltips



  • Improved various tooltips on towers and gifts (and added some missing)


Early Access is Live

Plumpy Uprising is now out in Early Access! This game has been a labor of love for us, as we bring together what we love about roguelike and tower defense games.

We’re super excited for you to play and let us know what you think. Keep in mind this is truly early access - there is missing content and polish. We’ve got some pretty cool ideas for things we’ll add to bring the game to a full release.

We’ll continue to put out a monthly post about what we’re working on, along with update notes as we push out various improvements.

January Dev Update

Happy New Year!

This past month has been a whirlwind, as we get ready for early access. In fact, a quick look at our commits to our stable branch, over time, to Github shows the huge increase of work going on the past couple months. As we built out larger features, sometimes the stable game version does not see much action. Though over the past couple months we’ve been bringing it all together, squashing bugs and adding polish.



So let's talk about early access plans, and some of the recent additions…


Early Access in February


That’s right, February 17th is the start of early access. It will be a true early access with missing features, bugs, and a general lack of polish. But it’s also a chance for us to get feedback about the game and to see how we can improve.

We’d love to hear your thoughts on our discord server.


Difficulty Unlocking


We implemented more difficulties in the game, and a method in which you progress.



How to Play Screen


A simple and elegant solution to the lack of a built in tutorial.


Difficulty Updates


Work on the later levels that includes changes to the map, and slowly pacing in more powerful Plumpies. We’re excited to see how quickly people handle the difficulty levels, and planning to adjust / add in early access based on feedback.


Various Bits of Polish



  • Improving the ability to see which Plumpy comes next
  • New Plumpy names
  • Visual effect improvements to towers that are receiving a bonus

December Dev Update

Happy Holidays,
Over the past month we’ve been putting a lot of polish into existing systems and content, along with modifying one of our most problematic towers.

UI Updates


We cleaned up a bunch of outdated UI this month!

We added tower information to the elder select screen which was previously missing as we didn’t have unique elder towers during the first implementation.


The loading screen now has artwork.


Additionally we improved the layout of the settings page, and made the main menu scale better with different screen sizes (note: this was trickier than normal as we are using an image as a texture on a plane vs. a normal UI asset, to get a certain blur effect). We’re finally getting to those things that have been lower priority until now, which is a good feeling.

New Visual Effects


A number of new VFX have made it into the game, including tower buffs, stun, and various Plumpy auras.


New Float Tower


NOTE: Final art pending….

Our teleport tower has been an issue for a long time. Due to how it was designed, it was very polarizing in its usefulness. In some situations it seemed useless and unexciting. In others, it was very overpowered. Massaging the stats of the tower never quite fixed this problem.

We’ve changed it! Instead of teleporting a Plumpy back, it will not float a Plumpy in the current tile for a duration. This works really well as it still serves the same purpose (Plumpy crowd control), but opens up a handful of new ways to balance it.




Happy New Year


We’ll post again in the new year - expect another update near the end of January. Also come talk to us on discord.

November Dev Update

It’s been a busy couple of months as our small team gets ready for early access! Read on to find out what we’ve been working on - and also remember to come join us on discord.

Bonus objective
We’ve implemented a way to get an extra gift at the end of each wave if your core ends with as much health as it started with. This is just the first of a potential system in which you can complete an extra challenge to get a bonus at the end of the wave.



New Path Poker Model
A new iteration of the path poker is making its way into the game! This works with our improved buff display - the method in which we show that a tower has a fire rate or damage buff on it.



New Plumpy Models
We’ve got some new unique Plumpies coming in the game. We won't spoil their unique skills…





Other Changes

  • Improved user interface for ultrawide monitors
  • Dev work to enable us to launch our own game from steam, and update it
  • Updates to difficulty balance - an ongoing activity
  • Ideas for new sound (sound FX and music)

Steam and Dev Update

We’re officially posted up on Steam! It’s been a journey, but we made it. Tell your friends, add us to your wishlist, and join us over at our discord server!

Our goal right now is to work down our backlog that we deemed required for early access. Once we get through that, we can finally can an early version of the game in your hands. Some of our recent work:

New Towers
A part of our unique selectable characters is that they each have a unique tower. We now have a tower that heals the core on attack, and one that buffs nearby friendly towers.


New Gifts
Along with the new towers, we needed new upgrades for those towers. We won't spoil them all, but here are a few:



Other Changes

  • Tower buff animation
  • Plumpy spawn animation
  • Improved how towers handle plumpies that are being teleported