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Refactor screenshot
Genre: Strategy

Refactor

v0.69.6Small Fix

Bug Fix


1.Recipes and technologies are not saving properly after quitting the game.
2.Ultra wide resolution(like 2560x), the refactor turret UI panel may display incomplete

v0.69.5Small Fix

Bug Fix


1.Some pathfinding error on 35x35 map
2.An issue with the enemy being cleared and still unable to proceed to the next wave.
3.An issue that custom endless mode may still upload scores to leaderboards
4."Cannon Upgrade" can has both normal and exception effect
4."Ice Breaker Upgrade" is not exist in the handbook

v0.69.4Small Fix

Bug Fixed


1.Some enemy may cause problem while picking rule of "Resintide" or "Airborne".

v0.69.3 Small Fix

BUG Fix


1.Bullet sticking issue caused by "Spinner".
2.The incorrect splash value of "Ultra"

v0.69.1Small Fix

BUG Fixed


1. Issue when undoing technology that can be placed
2. The UI of Custom rules and recipes display problem under certain resolution
3. "Bounty Cannon" description problem
4. The problem that earth element cannot exist in "Unreal Structure"
5. Save then start a new game may retain the rules of the previous game
6. Bounty Cannon equipped with "24K Base" may cause attack speed to remain at 0
7. "Element Overload" technology after Save&Load may obtain abnormal number

Performance Optimization


Optimized game performance when there are lots of enemies in the scene

v0.68 Big Update

New Features


1. Battle Rules


Endless mode now supports custom add battle rules! These rules can affect the defense tower or enemy generation rules, or even the presence of additional elements on the field, and the player is free to combine these rules to create new challenges.

2. Weekly Challenge


Add weekly challenge to Endless mode! The weekly challenge has a different set of battle rules, where you can hit the weekly leaderboard. Of course, you can also customize endless mode, but the score will not count on the leaderboard.

3. Custom Recipe


All modes now support selecting the recipe you wish to participate in the battle, properly selecting the recipe will streamline your recipe pool, but at least 1 recipe per level will be required.

4. Technology Reconfigured


We have reconfigured the technology system, first combining the effects of most technologies into one, and now the effects of abnormal technologies will be different from those of normal technologies. Second, a technology specific to each refactor turret was added, which would only enhance that particular refactor turret.

New Technology


1) Legendary Cannon: This technology from the future brings the latest research from Dr. Backhand. This gives you a special refactor turret that can gain tokens and even teleport enemies.
2) Quantum Barrel: now increases the attack speed of all reconstructed towers
3) Exclusive technology for 12 refactor turrets

Element Chip


In the last version, "Element Overload" was almost a mandatory technology, and additional skill slots were also important for gameplay, with the addition of element chips. Every 20 waves will now automatically gain an elemental chip, which can be used to unlock elemental skill slots in any refactor turret.


Content Change


1. "Unreal Structure" will now randomly create a new elemental skill as well as its element combinations, but will no longer gain perfect element.
2. Element bonuses have been reduced from 100/200/300% to 100/175% /250%
3. "24K base" 's trigger time now based on the current wave number
4. "Scatter" has removed the firerate increase effect (added proprietary technology instead), firerate increased: 0.35/0.38/0.42- > 0.5/0.45/0.475
5. "Sniper" has removed the range increase effect (added proprietary technology instead), range increased: 4- > 6
6. "Ultra" will now trigger a jumping bullet every 5 attacks or once frozen
7. "Coordinator";s effect will be based on the number of elemental skills, firerate decreased: 1/1.2/1/4- > 0.9/0.65/0.75
8. The "wheel gun" has been reworked so that it no longer randomly fires bullets but instead deals splash damage with itself as the center
9. "Ice Breaker" attack increased: 2200/3300/4800- > 4500/6500/9600, and optimized the algorithm to make it return faster for long-range attacks
10. "Behemoth" removed splash damage improved effect (added proprietary technology instead), storm trigger interval increased by 0.5- > 1 second, attack increased: 600/900/1350- > 1300/2000/3000


Bug Fixed


1. Some of the technology effects can be reversed by undoing refactor issues


Game Improvement


1. Optimized the problem that the guiding arrow of the route sometimes deviates
2. Optimized some sound playback errors


About future Plans


1. Performance optimization
Endless mode tends to stall when there are too many elements on the same screen at the end of the game, we will try to optimize the game performance in the near future.
2. New recipes and enemies
Gradually added new refactor recipes and enemies
3. Skill Design
The existing element skills have a fairly similar mix of effects in terms of experience, and we want to rework about 50% of the skills so that they have a relatively different experience.
4. New Mode
Endless mode is often too long a challenge for experienced players, and a shorter, strategy-focused mode is planned for the future.

v0.62 Small Update

Bug Fixed
1. Fixed an issue where Perfect Rhythm would retain a perfect element even after save and load
2. Fix an exception that may occur when pressing the next wave and build module buttons at the same time
3. Fixed an issue where undoing refactor would still trigger Perfect Loop and Recycle Plan's effects

Other Optimization
1. Adjusted the selection interaction of the handbook system

V0.61 Medium Update

Hi, I'm the developer of Refactor, Backhand!

Refactor has been loved by a lot of players since its launch, which gives me a lot of inspiration. Tower Defense is one of my favorite genres, and I'm glad to be able to share the joy I feel with you. At the same time, I received a lot of valuable feedback, and it made me realize that the game still has a lot of room for improvement. Here are some of my thoughts:

Game Balance


Most of the content is in a balanced position at the moment, but there are definitely some towers/element skills/technologies that are significantly stronger or weaker than others. In version 0.61, I will try to bring these deviations back to a reasonable range.

Endless Mode


The difficulty curve of the Endless mode is still tight in the first and middle stages, but once the turrets are formed, the difficulty curve becomes less challenging in the later stages, making the overall playtime very long. In version 0.61, the difficulty curve of the Endless mode will be much tighter, the difficulty will be significantly higher in the later stages, and the leaderboard will be reset weekly.

Future Plans


This update is still focused on improving the existing experience and fixing bugs, so it probably won't come as much of a surprise to veteran players. The adjustment is a slow process that will continue in the future. As for the new content, thank you very much for giving us a lot of ideas. We are also doing design planning and development based on our own considerations, so we will gradually add new content in the subsequent version.
If you have a unique design idea to share, welcome to join our Discord: https://discord.gg/EbMcRFB8.

Note:
After this update, the old save will be unavailable and you will need to restart a new game!

I. Optimization and Rules Changed



1. New: When selecting technology, you can spend tokens to manually refresh
2. Update: Endless leaderboards will reset and automatically reset every Monday at 00:00 UTC
3. Update: Increased difficulty in the middle and late stages of Endless Mode
4. Update: The relocation price of the refactor turret to reduced: 100 -> 50
5.Update: Base splash damage rate: 25% ->35%; Every 1 splash increases splash damage rate:25%->10%
6. Update: Balance Path now will trigger before other skills.

II. Art & Optimization


1. Simplified the bullet particle effect of Spinner
2. Fix Spinner's bullet blocking the grid and making them unselectable
3. Simplified the storm particle effects of Benemoth
4. Improved the scroll wheel sliding too slowly on the map/language/resolution interface
5, Support for refactoring, relocation, placement, and other operations to withdraw
6, Support in the selection of modules/technology, in advance on the field turret relocation operation

III. Adjustment of balance


Refactor Turrets
1. Update: Sniper, increase skill bonus and basic attack
2. Update: Rapider, decrease basic attack and skill growth cap, increased basic fire rate and skill bonus
3. Update: Spinner, increased bullet size, basic attack, and skill growth cap
4. Update: Coordinator, skills have been changed to gradually increase the attack instead of immediately
5. Update: Hrimthur, skill has added an additional freeze bonus
6. Update: Benemoth, increase basic attack, and storm area damage increases gradually
7. Update: Ultra, change the range to circle, increase basic fire rate, and attack
8. Update: IceBreaker, Ice breaker can now unfreeze other allied turrets

Element Skills


1. Update: BBB Balance Path, now only applies to elements it already has
2. Update: CCC Frozen Throne, will now freeze enemies entering the area based on the Chill of the turret, and will reset periodically
3. Update: DDD Transfinite Crit, increase the upper limit of random values, add a negative effect of increasing the freeze time of this turret
4. Rework: ABD Center base, continue to increase its attack while it can attacks
5. Rework: ABE Counter Bomb, increase their splash when fired a certain number of times or after being frozen
6. Rework: ACD Control Base, increases its chill based on the number of enemies in range
7. Rework: ADE Energy Base, increases crit based on the time interval from the last shoot

3. Technologies


1. New: Recycle Plan
2. New: Lightweight Technology
3. Update: Element Overload, increase the number (1->2) of refactor turrets with 4 skill slots
4. Update: Cold Environment, change the data exception effect to increase turret's frost time
5. Update: Joint Fighting, damage bonus reduced by 1%; Change data exception effect to decrease all turret's damage bonus
6. Update: Ice Bullet, change the data exception effect to increase the number of layers required to freeze enemies
7. Update: Prism and Amplifier, change the data exception effect to freeze adjacent turrets once a while
8. Update: Management Garu, add new effect: add 1 shop recipe
9. Update: Tiny Map, damage bonus increased by 10%, distance reduced by 5

IV. Bug Fixed


1. Fixed: Non-tutorial level may prompt "please follow the instructions of the tutorial" tips
2. Fixed: An issue where quitting in combat could retain the bonus of Coordinator
3. Fixed: Part of the sound disappeared after loading a save
4. Fixed: The attack range of the selected turret may automatically be closed
5. Fixed: The enemy's immunity freeze time does not take effect when frozen for a long time
6. Fixed: Execution trap damage calculation error
7. Fixed: Can't save the technology selection while exit during selecting technology
7. Fixed: If the damage to the Supply Truck is too high in a single attack, it may cause the wrong number of tokens taken

Enter the Dragon is Live!

Our livestream as part of Enter the Dragon is about to begin! We'll be streaming [Refactor] for one hour over on the Enter the Dragon Steam event page, and we would love for you to join us. See you there!

V0.58 Small Update and New Features

BUG Fixed
Traps are not revealed when directly purchasing a tile connected route
Prisms, amplifiers may not be relocated
Fixed an issue with the wrong number of locks that could be caused by technology related to store locks
Tokens, perfect elements gained in battle are still saved while reloading a game
Relocation of refactor turret will trigger additional "Joint Operations" issues
Fixed Turret's turn damage display overflow

Other optimization
Nacho no longer pops dialogue when refreshing the store, but will do while refactoring

New features
Supports setting volume, resolution during battle
Supports custom shortcut keys