The Perfect Tower II cover
The Perfect Tower II screenshot
Genre: Strategy, Indie

The Perfect Tower II

v0.29.0

Changelog



New Stuff



  • added 'energy' tag to 'energy flow'
  • added perfect space to tutorial text of Arcade
  • added alternative ending to perfect space (pacifist)



Changes



  • AI now supports short-circuit evaluation wherever possible
  • updated description of refining infinity perk
  • rak's curse duration is displayed as infinite instead of 100 days
  • clamped minimum health for dark sacrifice after subtraction to double.epsilon (~1e-324)
  • power of the cat now displays infinite as duration instead of 1 hour
  • changed formula of kits toolkit to ensure bonus always stays above 1



Fixes



  • fixed jumble skillpoint reward issue
  • fixed enemies mimicking earthquake being able to damage each other
  • fixed Power Plant selection border positioning issue when grid is being rescaled
  • fixed immolation buff translation missing
  • potential UI display fix for Winter Wonderland bonus still showing multiplier despite not being active
  • fixed typo in immolation description
  • fixed tower sometimes moving during pause inside boss 3 fight
  • fixed typo in Power Plant floor 2 military perk description
  • fixed pressing the shooting key without having energy canceling idle regeneration in boss 1 fight
  • fixed buff display sometimes not properly refreshing
  • fixed spamming esc to exit perfect space returning more than 1 token


v0.28.2

Changelog



Perfect Space



  • enemy rockets stop homing a tiny bit earlier
  • rocket enemies no longer shoot when they are right next to you
  • increased 'Volatile Payload' explosion radius multiplier from 1.8 to 2
  • increased Plasma Cannon base explosion radius from 1 to 1.25
  • increase 'Energy Siphon' on Plasma Cannon from 1 to 2.5
  • increase 'Energy Siphon' on Pulse Laser from 1 to 3
  • decreased 'Energy Siphon' on Laser from 4 to 3
  • increased token gain from 1.4 per distance to 1.5
  • fixed x2 token multiplier from defeating the boss not applying for token gained in endless mode
  • changed debuff color of vulnerable, weakness and slow to represent the nebula color
  • changed nebula color alpha from 30 to 50
  • increased how fast enemies scale on endless mode
  • fixed not returning a token when exiting from select screen, but from other places instead



Fixes



  • fixed buildings being accessbile during construction without the exotic skill


v0.28.1

Changelog



Fixes



  • - fixed tooltips in Perfect Space not working on some aspect ratios


Arcade Update: Perfect Space


Start your engines and blast off into space!


Hi everyone,
we just came back from vacation last week and have prepared a small update for you.
We are thrilled to announce the release of an updated version of Perfect Space!
Perfect Space is a (previously hidden) mini-game inside the Arcade.

In this news post, we'll look back at Perfect Space's history and dive into the exciting new features added in this version.

We've included the Changelog and other important updates at the bottom of this post.


How it all began...


Perfect Space is based on a mobile game we created in 2015, which is based on a tiny game we created in high school many years before that. Didn't have time to look for this old game to take a screenshot, but if you want to see what it looks like let us know in the comments!

2015: Space - A Billion Stars


Space (working title) is a mobile game where you control a space ship with your finger, shoot at enemies and fight bosses. The game features 5 galaxies, each with 10 level and a unique boss at the end, upgrades, skills and achievements. It was never published.



Fast forward to 2019


August 2019, The Perfect Tower II had just launched into closed alpha.
One of the first changelog entries reads "Added PerfectSpace - Arcade Minigame".
We opted to reuse the assets from our previous project, "Space," for a mini-game within The Perfect Tower II. The end result is an exquisite blend of "Space" and our beloved high school creation. Even though it was far from balanced, it was a lot of fun to play.

With the Arcade revamp in v.0.9.8 B1 Perfect Space was no longer considered part of the main game. It was still accessible via a super secret key combination that nobody would eveeeeeer guess.

Why did we rework a mini-game that was no longer part of the main game?


Well... you see... Turns out people actually really liked playing Perfect Space and were still competing in getting better highscore or doing pacifist runs. Nothing to do with the fact that there was still a museum statistic that unlocks power stone slots.

The new Perfect Space


Perfect Space is no longer a secret mini-game and actually part of the game again!
You can unlock it by upgrading your Arcade - did we mention there is a new Arcade tier?
Once you upgrade your Arcade simply click the button titled "Perfect Space" and it will bring you to the game.



New Ships and Pilots


Instead of just one option you now have many options! Perfect Space features 3 pilots, 3 ships and 9 weapons. Each weapon that you defeat the boss with unlocks a new module or artifact. Yes, there is a boss and dedicated end now as well as an endless mode.
Here is a screenshot of Dragonfly with its 3 weapons as well as the pilot "Captain".
The text next to the image of the pilot is a direct reference to the original game "Space".



Gameplay


Welcome to the new and improved version!
The gameplay retains the familiar essence of the previous iteration, but we've taken it up a notch with a difficulty upgrade. Prepare for an enhanced experience as enemies boast new attacks and patterns. The upgrades have evolved, adapting dynamically to your chosen ship, weapon, and pilot, adding a layer of strategic depth.
Despite its apparent simplicity, the game now has a richness of depth, providing dedicated players with the opportunity to excel and achieve higher scores!

Since the data type of perfect space highscores changed from int to long, your current museum statistic will be reset. Don't worry all power stones in the now locked slots will continue to count towards your boosts and still be there when you get your highscore back. It's now much easier to get a bigger highscore.

What our supporters thought of the update after testing it:





In other news


Thanks to a ton of refactoring this update made it finally possible to add one of the most up voted suggestions:
All timers inside buildings will now continue to display real time after they are being boosted by the Power Plant. Additionally there is a small indicator in the top left corner of each building telling you if it's being boosted, the remaining duration of the boost as well as the time scale multiplier.

Various functions like the reward generation algorithm for asteroid clusters or the Factory auto-crafting system have been optimized which significantly reduces the processing time of these functionalities in performance critical sections (like offline processing and AI scripts using turbo exec.)

Jumble received some smaller changes and a better luck factor formula, making it easier in general to get unique/one-time rewards from it (either by playing manually or automatically by using a worker).



Changelog



New Stuff



  • added bonus at max. stack size to tooltip of boosters inside Factory
  • added tooltips to contract conditions
  • added icon next to blueprint header
  • added tooltip to max. button in the Workshop
  • added tooltip to town perk reset button
  • added option to quick select a town asset by using middle mouse button on an existing asset
  • added scaling option to town assets (between x0.5 and x2.0)
  • added AI action 'Factory: Cancel'
  • added AI function 'Factory: Machine Input'
  • added AI function 'Factory: Machine Input Count'
  • added additional tier to Arcade
  • added trading card set 'Fire some kinda laser thingie at em'
  • added trading card set 'They're not your crew any more'
  • added xp tag to 'Knights Boost of Power'
  • added indicator to buildings showing if they are being boosted by the Power Plant
  • added module 'Aura Enhancment'
  • added module 'Tactical Maneuver'
  • added module 'Kit's Toolkit'
  • added module 'Borf'
  • added module 'Immolation'
  • added module 'Cooling Cell'
  • added module 'Defense Overload'
  • added achievement 'Space Vanquisher'
  • added achievement 'Browncoat Triumph'
  • added artifact 'Celestial Tokens'
  • added artifact 'Antimatter Die'
  • added artifact 'Some kinda laser tingie'



Changes



  • refactored the Factory code
  • Factory items are loaded via files instead of being hardcoded
  • Factory recipes are loaded via files instead of being hardcoded
  • Power Plant grid scales better on higher resolutions
  • state of purchase multiplier and purchasing with gems during Tower Testing is stored persistently
  • slightly overhauled visuals of contract section in Headquarters
  • auto-fill inside Factory will attempt to fill as much as possible of a recipe if not all ingredients are present
  • auto-fill in Factory briefly highlights missing items of a given recipe
  • improved description of 'Unfolding'
  • blueprint header label properly displays casing of blueprint name
  • blueprint header has a more button-like look indicating that its clickable
  • Dr. Cubical dialog box for story text during endgame now uses the new UI style
  • slightly simplified jumble
  • buffed luckfactor formula for jumble
  • jumble instantly finishes its current round whenever a military tier up is initiated
  • signature of the Factory crafting grid is being cached
  • some town assets support tinting
  • optimized asteroid mining cluster generation speed
  • fit state of crafting recipes inside the Factory crafting grid is being cached
  • changed glacier spikes to ultimate module instead of offensive
  • changed glacier spikes armor multiplier (raised to the power of 0.5)
  • changed Perfect Space highscore statistic from int to long
  • replaced deprecated UI components
  • removed hints in arcade for unlocking space game (old Perfect Space)
  • increased 'full capacity' Factory skill bonus from 2% per unique item to 25%
  • all timers inside buildings continue to show real time duration when being boosted instead of just being faster
  • reduced price of manufacture level 1 from 1e12 to 1e10
  • reduced crafting price of production boosters t1 from 1e13 to 5e10
  • reduced crafting price of resource drop boosters t1 from 1e12 to 1e10
  • reduced crafting price of acceleration boosters t1 from 1e14 to 1e11
  • game now properly resets itself after attempting to load a broken/incompatible save
  • unlock condition for Daigo Parry changed



Fixes



  • fixed 'apply town bonus' setting in sandbox mode not being re-activateable after disabling it
  • fixed tooltips for ore reward slots in refining section of Factory not showing up properly
  • fixed raycast hitbox of Factory machines to prevent tooltips from appearing
  • fixed typo in darkness experiment worker task
  • fixed Winter Wonderland bonus still being active
  • fixed jumble sometimes not counting skillpoint rewards if the underlying reward is from a different set
  • fixed 'Token Rewards' perk typo



Perfect Space



  • removed space game (old Perfect Space codebase)
  • added Perfect Space (all new and improved)
  • added ship 'Dragonfly'
  • added ship 'Juggernaut'
  • added ship 'Reaper'
  • added weapon 'Railgun'
  • added weapon 'Pulse Laser'
  • added weapon 'Rocket Launcher'
  • added weapon 'Double Cannon'
  • added weapon 'Laser'
  • added weapon 'Drones'
  • added weapon 'Gatling Gun'
  • added weapon 'Plasma Cannon'
  • added weapon 'Gauss Cannon'
  • added pilot 'Captain'
  • added pilot 'Mechanic'
  • added pilot 'Securbot'
  • added boss fight
  • added proper ending
  • added endless mode
  • added ship skills
  • added pilot skills
  • added meta-progress through playing (unlocking weapons, ships, pilots)
  • added a module reward for beating the boss per weapon
  • added enemy 'Ballistic'
  • added enemy 'Kamikaze'
  • added enemy 'Laser'
  • added enemy 'Rocket'
  • added configurable hotkeys
  • added five upgrades per ship
  • added three upgrades per pilot
  • added three upgrades per weapon
  • added two abilities per weapon
  • added two abilities per pilot
  • added one ability per ship
  • added sound effects
  • added music (title, in-game, boss fight, game over)
  • added 'tutorial'
  • replaced the entire UI (keeping old sprites)



Wishlist The Perfect Tower remake


https://store.steampowered.com/app/2515620/The_Perfect_Tower

__
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Discord: https://discord.gg/fireswordstudios
Twitter: https://twitter.com/FireSwordStudio
Twitch: https://www.twitch.tv/fireswordstudios
Youtube: https://www.youtube.com/channel/UCDV-wwiAAic-OESAayfUz_Q
Reddit: https://www.reddit.com/r/PerfectTower

Q&A + Live Stream

Hello everyone,



We are thrilled to announce that we'll be hosting the first The Perfect Tower 1 live stream on the 3rd of August (this Thursday)!
On the same day we're also hosting a Q&A (Questions and Answers) event, where you will have the chance to get your burning questions answered, and gain insight into the future of the series.

Date: 03.08.2023

Q&A
Time:
18:00 CEST / 09:00 PT
Location: Discord (https://discord.gg/fireswordstudios)

Live Stream
Time:
19:00 CEST / 10:00 PT
Location: Twitch (https://www.twitch.tv/fireswordstudios)


Q&A



During the Q&A, XmmmX and SpeedyBrain will tell you a bit about the next steps for The Perfect Tower II and you'll have the chance to ask any questions you have regarding The Perfect Tower 1 or 2!
Whether you're curious about our design process, want to know more about upcoming updates, or simply wish to engage in a friendly chat, we are here to connect with you!

How to Participate:

  • Join our Discord server: https://discord.gg/fireswordstudios
  • Head over to the "AMA" stage channel at the scheduled time.
  • Ask your questions in the text chat or use the raise your hand function to ask via voice.

Even if you can't make it to the live event, we encourage you to drop your questions in the text chat of the "AMA" stage channel ahead of time. We'll make sure to address as many questions as possible during the Q&A and provide a summary afterward for those who missed it.

You can also subscribe to this Discord event, if you need a reminder when the event starts:
https://discord.gg/DjscZqD7?event=1135545909585903706


Live Stream



In this Stream we'll be taking a look at the survey results of The Perfect Tower I community survey, brainstorming a few ideas with you and rediscover the game by playing it on stream.
This is the first step towards deciding what The Perfect Tower 1 remake should look like.


You missed the announcement about the remake?

You can read more about it here:
https://store.steampowered.com/news/app/1197260/view/5519774550394756562

And don't forget to wishlist the game:
https://store.steampowered.com/app/2515620/The_Perfect_Tower/



Thank you for being an integral part of The Perfect Tower series. หdreamheartห
We hope to see many of you at the Q&A and Stream!

The Perfect Tower 1 Remake

Good news everyone!


The results of the survey are here! The Perfect Tower 1 is being remade, and we recently broke our record for most concurrent players.
Please note that The Perfect Tower II is not abandoned and still has the highest priority for us.

Welcome new Players!


The Perfect Tower II was recently taken up by YouTubers "DangerouslyFunny" and "EmeraldMasters" bringing in a new wave of people. With the addition of these new players, we reached an all-time high of 4,459 concurrent users! ๐ŸŽ‰
We are delighted to welcome you all! ๐Ÿ‘‹
Let us know if you came here through one of the videos and what you think of the game in the comments!





The Perfect Tower 1 Remake


Back in May, we reached out to our incredible community and asked if you wanted to see a remake of the original The Perfect Tower. Your reaction was overwhelmingly positive, and we were absolutely thrilled by your responses!





Here is a link to the news post about the survey: https://store.steampowered.com/news/app/1197260/view/5447711077260755291

and some impressions from the results:




Without further ado, let's dive into the specifics of this highly anticipated project!
We're excited to announce that development on The Perfect Tower remake will officially begin in August, though the exact date is yet to be determined. But here's the best part: You can be part of this incredible journey with us!

Initially, we're planning to live stream everything we do on The Perfect Tower 1, exclusively on our Twitch channel. You'll have a front-row seat to witness the entire process as it unfolds. From the conceptualization to the development, we want to share it all with you. Your help and feedback will be invaluable in molding this remake into something truly amazing!

By joining our Streams and Discord community, you'll have the opportunity to engage with us directly, exchanging ideas, providing suggestions, and sharing your excitement. We value your input and want you to be an integral part of this journey. Depending on how things progress and the response we receive, we'll adjust the frequency and extent of our live streaming sessions to ensure we strike the perfect balance between sharing and creating.

To stay connected and ensure you don't miss a single moment of this amazing adventure, make sure to follow us on Twitch at twitch.tv/fireswordstudios and join our vibrant Discord community at discord.gg/fireswordstudios and wishlist The Perfect Tower.

https://store.steampowered.com/app/2515620/The_Perfect_Tower

We couldn't be more grateful for your unwavering support, and we're genuinely excited to have you alongside us as we embark on this journey to bring The Perfect Tower back to life. Together, we'll create an experience that will surpass all expectations and honor the legacy of the original game.

๐Ÿ™‡๐Ÿ™‡

What about The Perfect Tower 2?



The Perfect Tower II will still be our highest priority and we're on a good way to releasing version 1 later this year!

The TPT1 remake will be a side project, and we want to be completely transparent with you. This is yet an additional reason for the streams. You'll be able to see how much time we spent on the game and how far we got. Please note that we have not set a release date for TPT1 on purpose.
It may be finished in two months or it could take more than a year to complete. The thrilling aspect is that we will embark on this adventure together and see where it takes us!

Additional Notes


As previously announced we're currently on a break during the month of July and therefor our responses might be a bit delayed. However, with the current spike in activity we didn't want to wait to tell you about these news!





FAQ?


In this next section we want to answer a few questions that you might have.
Please ask any additional questions you have either in the comments or on our Discord server and we'll be posting another update with a true FAQ in the next weeks.


What is The Perfect Tower 1?


The Perfect Tower is an idle strategy game that puts your tower defense and resource management skills to the test. As waves of enemies relentlessly approach, your task is to defend your tower by upgrading a variety of enhancements. Destroyed enemies yield resources that can be used to enhance town buildings, discover new technologies, and improve your tower. Although your progress within the tower testing segment resets upon the destruction of your tower, the town acts as a persistent hub where you can permanently enhance and upgrade your tower. These improvements empower you to tackle higher waves during subsequent tower testing sessions.

This prequel of TPT2 was originally published on Kongregate in 2016 and further developed together with our newly formed community.
You can still play it at kongregate.com/games/XmmmX99/the-perfect-tower.


What is the difference between TPT 1 and 2?


The Perfect Tower 2 plays after the events of the first game and even though both games share the same core ideas the sequel is much more complex and puts more focus on the town buildings. Therefore TPT1 is a very different experience. TPT2 features a better mix between idle and non-idle gameplay, a defined "end", a collection of mini-games and much more.
It was never our intention to replace one game with the other.


What is going to be part of the remake?


We have some ideas for adjustments, but the entire scope of changes and additions will be determined by the community. Our first live streams will be about revisiting The Perfect Tower and making a list of things you'd like us to fix. Then we might put some things up for vote and include you in our decision-making process.

The things that we already know we're going to change are:

  • UI
  • UX
  • performance improvements
  • bug fixes



Will The Perfect Tower be free?


Even though the majority of the people on the survey were willing to pay for the remake, we thought it would look weird if it actually comes with a price tag on Steam. So we decided that the game will be free to play with in-app purchases. We have no idea what you will actually be able to buy in the game at this time, but don't worry! We will not add any pay2win mechanics and the rest we're going to be figuring out on Stream.


Will I still be able to play the original?


Yes! It will definitely be up somewhere to play.
It is likely that we won't update the Kongregate version and keep it as it was.



Thank you for being a part of our community and for making the development of The Perfect Tower 1 & 2 possible!



https://store.steampowered.com/app/2515620/The_Perfect_Tower

v0.27.1

fixed era research worker not stopping at max. research level

v0.27.0

Hey yall,

We will be taking a break during the month of July and are returning in August.
However, before we go on our break, we have an update to share with you.

The most important change in this update is the removal of a deprecated damage multiplier function that was still being used by a few modules. This caused them to not properly calculate their effect values during infinity since they were not utilizing the new damage pipeline system that was implemented a while ago.

The following modules (including their elemental counterparts) are affected by this change and will now be a lot stronger against infinity enemies:

  • Incineration
  • Unholy Missile
  • Shatter
  • Nature Wrath
  • Daybloom
  • Impetus
  • Subsistence
  • Avalanche
  • Critical Strike
  • Synergies


Additionally the maximum power of synergy modules has been lowered in order to properly adjust them for their newly gained strength after the fix.

Changelog



New Stuff



  • added worker task 'Era Scientist'
  • added worker task 'Mixing Engineer'
  • added worker task 'Boiler Operator'
  • added worker task 'Forestry Technician'
  • added 'ronna' and 'quetta' to engineering notation



Changes



  • changed machine recipe duration for down-tiering dusts in the boiler from 20 + 10
  • tier to 6 + 3
  • tier
  • reduced maximum power of synergies from ^1 to ^0.8 (in order to slightly balance damage output due to the related fix in infinity)



Fixes



  • fixed various modules using a deprecated damage multiplier function
  • fixed a potential issue with graph chart UI components


__
Follow us on social media to not miss out on any news!
Discord: https://discord.gg/fireswordstudios
Twitter: https://twitter.com/FireSwordStudio
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Youtube: https://www.youtube.com/channel/UCDV-wwiAAic-OESAayfUz_Q
Reddit: https://www.reddit.com/r/PerfectTower

v0.26.1

Changelog



Changes



  • separated effects quality setting inside boss fights into its own setting



Fixes



  • fixed fracture having a module priority of -100 instead of 100
  • fixed exceptions during boss 3 fight


v0.26.0

Hey yall,

this update contains the updated boss 3 fight with new mechanics and boss modules!
If you're wondering why boss 3 comes before boss 2:
We were stuck on redesigning boss 2, but had a solid idea for boss 3, so we worked on that first.

During the refactoring process we found an issue present in the controller that checks if your inputs are timed correctly. If any peripheral device of your PC was sending an active input signal for any type of input during the time frame where input would be considered valid it will record it as a failed input attempt even if the input provided is not even a movement related key.

After fixing this issue the movement mechanics felt way easier to handle and were much more forgiving.

Additionally if you don't enjoy rhythm games at all there is now a new boss module that turns the movement mechanic into a queue where you can simply queue up actions which will then be executed on consecutive beats. There is no other penalty for using this boss module except that it takes up one slot.

Please let us know what you think of the rework!


Changelog



New Stuff



  • added 7 boss modules to Boss 3
  • added telegraphs to Boss 3
  • added sprite selector to AI window builder
  • added AI action 'Window: Set Sprite'



Changes



  • refactored Boss 3
  • missing a beat is less punishing [Boss 3]
  • particles in Boss 3 fight scale their amount based on your effects quality setting



Fixes



  • fixed typo in exotic experiment help page
  • fixed activating acrobatic plugin with 'S' key not working (Boss 1)




__
Follow us on social media to not miss out on any news!
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Reddit: https://www.reddit.com/r/PerfectTower