StackFortress cover
StackFortress screenshot
Genre: Simulator, Strategy

StackFortress

Update 1.18

New rocket model, new weapon, new type of enemy, background terrain.
Also with localization and fixed a long lasting bug that corrupt save.
Weapon will rotate and snap to socket automatically.







1.18 changes

  • Added Medium Socket
  • Added Howitzer
  • Added Lobber
  • Added background terrain
  • Added background crystal
  • Added Chinese localization
  • Added new rocket model
  • Increased crawler range
  • Increased zoom sensitivity
  • Increased block snap range
  • Improved weapon FX
  • Fixed game unable to save
  • Fixed null ref when showing PowerGrid
  • Fixed projectile weapon overcharge
  • Fixed shield generator range boost not using energy
  • Fixed overcharge flow animation
  • Weapon will rotate and snap to socket
  • Solar panel can only build on power node
  • Show basic range on weapon tooltip

StackFortress at HKACG2018

We are showcasing StackFortress at ACG 2018 in Hong Kong, visitor is trying out our new (buggy) build with new enemy, new weapon, localization and more.

Update 1.16



Visual update for shield and energy flow, now you can see at a glance what is working and connected properly.

It has been sometime since our last update, implementing this visual update took longer than expected, so we decided to pick up the pace!
From this update onward, we will only post announcement when the stable branch is updated.
The experimental branch will be updated more often and more unstable. Opt-in at your own risk.

1.16 changes

  • Added rocket explosion
  • Improved shield rendering
  • ShieldGenerator can now be overcharged
  • Changed cannon hitFX
  • PowerBettery light change according to charge level
  • Power line light change according to network power level
  • Socket extension show energy flowing visually
  • Stabilizer and Injector show energy flowing visually
  • Fixed sniper not shooting at target behind shield


1.17 changes

  • Fixed freeze when deleteing overcharge network with multiple endpoint


Save from old version will break, please start a new game

Experimental update 1.15



A new weapon, new power system block and a new enemy.

1.15 changes:

  • Added cannon
  • Added solar panel
  • Added a new type of enemy: Sniper
  • Replaced generator and capacitor
  • Power line tooltip display grid available power
  • Removed blur in UI that is slowing down low end system
  • Increased speed of flyer
  • Different type of enemy will appear after certain wave
  • Improved block placement

Experimental update 1.14


We have added stabilizer which boost range of your laser for the cost of some power. And a new type of enemy that leech energy and destroy block. It is very hard to kill, not because it is tough but it will goes into the blind spot of you base. And they can walk pass shield.

1.14 changes:

  • Added Stabilizer which boost range
  • Added a new type of enemy: Crawler
  • Added more tooltip information
  • Added next wave button
  • Game can now be paused by spacebar
  • Improved calculation of energy system
  • Changed cost of various block

Experimental update 1.12



Weapon overcharge is finally here!

This update only have energy injector with increase weapon damage and mining rate, but we will soon add range boost. Check out the manual page about overcharge as well.

There are no limit as to how much energy you can add to the weapon for now, the idea is that more energy will generate more heat, eventually overheat or even melt your system. Then you will need to install cooling to counter that. But that's another story.

For now, we will focus on adding more capability to the overcharge system, and more type of enemy. And of course bug fix.

1.12 Changes:

  • Implmentated overcharge system
  • Mining laser can now be overcharged
  • Small laser can now be overcharged
  • Added energy conduit block
  • Added energy injector block
  • Added manual page to explain overcharge system
  • Replaced TurretBase model
  • TurretBase and ShieldGenerator can no longer conduct power
  • Improved cable rendering
  • Changed price of various block
  • Changed enemy progression rate
  • Changed build menu to toggle instead of tab
  • Fixed spike not reaching target position
  • Fixed flyer not moving and not firing
  • Fixed pathing grid not updated after crystal has been mined
  • Fixed some destroyed object appearing after loading


1.13 Changes:

  • Fixed game fail to load
  • Regrouped build menu items
  • Changed manual page
  • Changed main menu buttons
  • Changed some block description

Status Report - Overcharge your laser


A quick report on what we are working on right now. As you may have guess from the picture, we are half way into implementing the first of our core game mechanic, which is overfeeding your hungry laser!

You can build energy injector that convert power from your generator into weapon energy which is feed through a special energy conduit into the turret and finally your laser.

There will be different type of converter that boosts different aspect of your weapon, increasing attack damage and range are the basics, eventually we will have more exotic one like giving armor melting or freezing effect.

The next update is going to be so exciting, it is every man's dream to build bigger laser. I can't wait!

Thanks for reading.

Experimental update 1.11



Added a new storage block that store resource, not the most exciting block.
But it is the first block that is bigger than 1x1x1, which is only possible only after implementing collision check in buildmode.

With good base to build on and a few issues fixed, we can finally start working on more exciting things like new enemy and weapons!

Also bumped default branch to 1.10


  • Implmentated collision check in buildmode
  • Added storage block
  • Reduced starting resource storage to 250
  • Added more information in build picture tooltip
  • Added wave interval slider to difficulty settings
  • Combined escalation settings into one slider
  • Persist difficulty settings
  • Removed blur background of tooltip for performance
  • Fixed shield sorting issues
  • Fixed shield generator not connecting to powerline with power socket model

Experimental update 1.10


  • Improved turret targeting performance
  • Turret targeting check for line of sight now
  • Fixed enemy not removed after destroyed causing invisible enemy
  • Improved serialization, save is less likely to break after update
  • Disabled power grid highlight in buildmode
  • Moved version label to lower left

Experimental update 1.09



We have replaced the ugly placeholder enemy model with new one

Changes:

  • Enabled procedural map generation
  • Decreased keyboard camera control sensitivity
  • New model for enemies