Tower of Ascension cover
Tower of Ascension screenshot
Genre: Strategy

Tower of Ascension

Weekly Update #6

Small update this week, the most noteworthy change is that runs now start with a forced weak fight. This should be a small step in solving how the start of a run is much harder than the end.

Major Changes



  • Added 3 new items: R Volatile Formula, C Porta Wall, C Damage Up+
  • First node of the map is now a forced fight where enemies have 75% hp


Minor Changes



  • Targetable items with no cost now show 0 energy cost
  • Towers now deal a minimum of 10% damage against armoured targets
  • Enemy descriptions no longer show armour or damage if they have baseline values
  • Cleaned up some code


Next week's update will be large and focus on reworking events. Functionally they should remain mostly the same, my goal for the update is to make them more impactful and much higher quality. Some ideas I have are event specific items or each event having its own art, but neither of those are set in stone yet.

If you want to help with the game, leave your bug reports and feedback in the Discord

Weekly Update #5

This week's update ended up being on the small side. The main changes are a few new items, updated map visuals, and quality of life when selling things out of combat.

Major Changes



  • Added 3 new items: R Leaf, A Shock, T Mercenary


Minor Changes



  • Several improvements to map visuals
  • Previews now show enemies that spawn from other enemies
  • Can no longer start a wave while previewing a wall
  • Can no longer sell walls during combat
  • Walls are now refunded if sold the same wave they are placed
  • Towers are now fully refunded if placed and sold out of combat on the same wave


Bug Fixes



  • Fixed interaction between anergy tower and beam converter
  • Fixed potential issues with selling towers near beacons


Next week's update may potentially be even smaller than this one. However, the week after I'll try to tackle something larger like reworking events.

If you want to help with the game, leave your bug reports and feedback in the Discord

Weekly Update #4

No major changes or additions with this update, just some standard polish and items. The new items need to be unlocked with the meta progression experience that was added last update.

Major Changes



  • Added 3 new items: T Ganerator, T Bank, A Magic Wall


Minor Changes



  • Generator: Cost 4 -> 3, Sell Price 0 -> 2
  • Changed pierce so that a value of 1 pierces 1 enemy
  • Pierce and burst count are now hidden if they have baseline values
  • Upgrade cap is no longer shown as a stat when inspecting a tower
  • Beam towers no longer have projectile speed
  • Generator now uses "Income" rather than "Energy Per Wave"
  • Added update_tower_ids debug command


Bug Fixes



  • Fixed bug where the enemy path preview didn't show on some (most) maps
  • Fixed issues with Generator tower preview
  • Fixed several issues with inputting debug commands


At the moment I don't have any urgent ideas to put into next week's update, so it could be anything from a new or reworked feature to just a larger version of this update.

If you want to help with the game, leave your bug reports and feedback in the Discord

Weekly Update #3

Late on the update this week but it's the first bit of added content since launch. The main feature of this update is the addition of meta progression. Throughout runs you will gain experience and level up to unlock new items. Speaking of unlock, there are now 5 new items gained from this system.

Going forward with unlocks, I plan to have it where most new items that are added need to be unlocked first. This may change in the future, but I believe that a fairly large pool of items to unlock adds replayability to the game, or at the very least gets the player encouraged to keep playing. The same could be said for achievements, but that's for down the road. On the other hand I don't believe in pure stat bonuses from meta progression.

Major Changes



  • Finishing a run now shows a score screen with actions done in the run
  • Score unlocks items for future runs
  • Added 5 new items (C Health potion, A Awaken, T Assasin Tower, U Growth, R Restock)
  • Elite fights now drop a choice of relics


Minor Changes



  • Enemies now hide auras during death animations
  • Removed burst tag
  • Can no longer click on a tower through UI
  • Fixed health bar on Triangulator spawns
  • Added debug commands for die, give_score, unlock_all, and lock_all


Next update should be on Monday like usual and will mostly be polish and bug fixes since this update was light in the regard. Now that there is meta progression, I'm fine with some updates being purely polish with some new items. I'd love to be able to work on new things like act 2, but there are so so many existing features, such as events, that need love before that.

If you want to help with the game, leave your bug reports and feedback in the Discord

Weekly Update #3 Delayed Until Wednesday

Weekly update 3 is going to be delayed until this Wednesday. Although a 2 day delay is rather small, I want to avoid this becoming common practice if I can help it.

The main change in update 3 is adding meta progression. You gain experience from doing runs and unlock items from your level. Currently the meta progression system is fully functional, however I want to make some new items that will be unlocked by it. Furthermore I want to include some more general polish and quality of life improvements.

Weekly Update #2

It's a new week and that means a new update for the game. My goal for balance was to make it so that the game can be won at least most of the time on each class. In general, classes now start with more towers and upgrades, since the first few combats are the hardest. Ideally the first few combats of the game, or each act, would be weaker than the rest, but that's something for down the line. Weaker items got buffed, a few strong items got slight nerfs, and some waves got nerfed. There's also a handful of minor changes and bug fixes in this update.

Minor Changes:



  • Enemy death animation now plays when the game is paused
  • Displayed ability costs now round to the nearest integer
  • Enemy path preview now shows when the game is paused
  • If a combat is cleared while paused, new combats start at 1x speed
  • Spread shot tower with the beam converter upgrade now shoots 3 beams at the target
  • Slight tooltip and description changes


Bug Fixes:



  • Fixed a crash when previewing the final wave mid combat
  • Fixed mine being invisible
  • Fixed mine dealing damage to all enemies that touched it at any point in time
  • Fixed anergy tower not shooting
  • Fixed anergy tower showing it's range by default
  • Fixed problems with projectile AoE scaling size
  • Fixed energy conversion not being usable
  • Fixed DoT on hit upgrade crashing the game
  • Fixed projectile wall not being usable
  • Fixed crash when gaining overshield relic
  • Fixed overshield not blocking damage at full health


Balance Changes:



Towers



Basic Tower

  • Cost 3 -> 2
  • Upgrade cap 4 -> 2

Sniper Tower

  • Damage 75 -> 80
  • Projectile speed 15 -> 20

Cannon Tower

  • Damage 20 -> 25
  • AoE size 1 -> 2

Anergy Tower

  • Cost 2 -> 0
  • Reload time 2 -> 1.5
  • Cost per shot 2 -> 1

Beacon Tower

  • Cost 5 -> 4
  • Effect strength .5 -> .75

Triple Shot

  • Damage 15 -> 25

Sawblade Tower

  • Upgrade cap 4 -> 2

Abilities



Smite

  • Cost 10 -> 8
  • Damage 50 -> 120

Zap

  • Cost 0 -> 2
  • Damage 25 -> 50

Explosion

  • Size 3 -> 2
  • Damage 50 -> 75

Projectile Wall

  • Damage 25 -> 50

Overclock

  • Effect strength 3 -> 2

Land Mine

  • Cost 15 -> 5
  • Damage 50 -> 100

Upgrades



Twin Strike

  • Damage .8 -> .7

Add Projectile AoE

  • Size 1 -> 2

DoT on Hit

  • Damage .2 -> .1


Relics



Gold Tooth

  • Money no longer needs to be gained all at once to get the heal

Waves



Normal Wave 3-1

  • Enemy delay .3 -> .5

Normal Wave 3-3

  • Added enemies between the mega tanks

Level 6 (2 converging spawners)

  • Increased enemy delay on top spawner for the final wave

Level 9 (2 separate spawners) Wave 4-2

  • Enemy delay 1.75 -> 2

Level 11 (3 long pillars)

  • Increased delay between enemies for all waves

Elite 2 (2 spawners elite)

  • Starting energy 20 -> 12
  • Starting ability energy 60 -> 40
  • Energy per wave 8 -> 4

Boxer (level)

  • Starting energy 25 -> 20

Boxer (enemy)

  • Health 1200 -> 3000
  • Speed .3 -> .2

Classes



Vagrant

  • Now starts with mine
  • Now starts with freeze tower
  • Now starts with 2 nukes
  • Starting damage upgrades 3 -> 4
  • Starting fire rate upgrades 2 -> 3
  • Starting basic towers 2 -> 4
  • No longer starts with cannon tower

Merchant

  • Now starts with sell bandages
  • Starting damage upgrades 1 -> 2
  • Starting fire rate upgrades 1 -> 2
  • Starting basic towers 1 -> 3

Rogue

  • Now starts with gatling lazer tower
  • Starting money 50 -> 40

Other



Shop

  • Max hp cost 10 -> 5
  • Tower cost 15-20 -> 18-24
  • Ability cost 15-20 -> 18-24

Map

  • Shop weight 5 -> 3
  • Event weight 10 -> 7


These changes by no means solved the issues with the game, but hopefully it's a nice step in the right direction. Balancing and bug fixing are going to be an ongoing fight that I'll chip away at with each update. Speaking of future updates, next week's update will likely be less focused on a certain topic like the first two updates were. Next update may also introduce some new items but no guarantees.

If you want to help with the game, put you bug reports and feedback in the Discord

Weekly update #1

The people have spoken and the game is objectively not enjoyable. I fully intend to continue working on this to make that no longer the case, no matter how long it may take. That will come in the form of weekly updates each Monday such as this one.

Addressing some problems with the game:

  1. The game looks bad
    There isn't much I can do about this especially in the short term. Eventually I hope that the gameplay is fun enough that the graphics take a back seat.
  2. The rules aren't clear
    This was the main focus of this week's update. The main feature of this update is a tutorial that plays at the start of the first combat on a save. Hopefully that helps a bunch with explaining game mechanics, however the game could stand to be more intuitive. Also, it would be nice if the tutorial guided the player through actions rather than just saying them, but that's something for down the line.
  3. The game is horribly unbalanced
    Yeah... this is going to be the main thing that the next update focuses on.


Major changes:

  • Added tutorial
  • Added map key


Minor changes

  • Added more tooltips to the top UI
  • Can no longer open inventory from character select
  • Fixed crash when reverting some settings


If you played the game prior to this update, you may need to enable the tutorial under settings.

If you want to help with the game, put you bug reports and feedback in the Discord