Tower of Guns is now in its first Steam Summer Sale. I'm pretty trilled!
However, when measured against bigger companies of hundreds of people, against marketing budgets in the millions, or even against the tide of like-minded Indies who have joined me in these last few months on Steam, it's easy to get lost in the crowd. While I don't need the crazy revenue those bigger companies need in order to survive, I would still love to keep making games for you, and so I need your help.
Tower of Guns is 55% off for the entire duration of the Steam sale ( http://store.steampowered.com/app/266110 ).
Please consider telling friends, posting about the game on Facebook, tweeting, adding the game to wishlists, etc. I'm grateful any and all the noise you can make about ToG!
I've had a lot of fun making--and refining--Tower of Guns. If you've enjoyed playing it, please tell a friend!
Thanks--and enjoy the awesome Steam Sale! :-)
-Joe
Tower of Guns 1.18 Update is Live! Hooray!
Hi Tog-players! This new update adds "Dice Roll Mode"...which is entirely unfair and incredibly silly, but just there for kicks. I also did a bunch of bug fixes and tweaks. Here's a long list of things I did:
Added DiceRoll (Silly) Mode.
Added a handful of new rooms
Fixed miswiring of some old rooms
fixed issue with loading bypassing battlements sometimes
Cleaned level kismet up a bit in all brain maps
Fixed the leveling cheat so it can target ANY equipped gun, instead of just starting guns
Added an official backwards mode cheat - “Tog_Imlame sdrawkcab” for you crazy people out there who play "backwards"
Potentially fixed (again..sigh..) the issue with mobs being stuck in “not-dead-but-still-unkillable-mode”
potentially fixed issue with the egg scrambler lowering below playing field ...maybe? This is a tricky one.
Tuned egg scrambler a little
Added a bunch of gunstats to Tog_hudstats reporting
Fixed a bunch of collision holes and gaps and population mistakes.
Fixed shading complexity issue in lx6
Added a failsafe to shops to recenter loot on encroachment, which allowed me to flip a collision flag that was causing loot to get stuck sometimes in gears/lava/etc. It might not be a 100% fix, but it’s a significantly lower incidence of failure now.
Nerfed XPPipe AOE damage slightly to prevent so many self-kills. Those will still totally happen, but if you have a few HP ups it won't still one-shot you
Adjusted max luck caps, and fixed bugged luck pickups
Please jump into the game and give the new stuff a try!
Tower of Guns 1.10 Update is Live! EDIT: make that 1.13
Hey Everyone,
I know I've been a bit quiet lately, but I've been plucking away on bugs and more Steam integration, and I'm happy to release Version 1.13 of Tower of Guns.
Thanks a lot for all your support and for helping to make the Tower of Guns community a decent place. Please stop by the Steam Forums if you'd like to discuss the update. You guys are awesome.
-Joe
EDIT: In addition to the changes below, I've also pushed a quick hotfix to fix a few issues with the Egg Scrambler and the Gumball Machine as well as a few other things.
Here's a probably uncomprehensive list of changes in 1.1:
Steam Achievements
Steam Cloud progression saving
More rooms, guns, secrets, and more silly surprises
A few additional 'silly dialog' stories
Gun/boss/mob/item/badge balance tuning
Additional controller support: while not complete support, you can now do most of what you need with a gamepad. Changing options and examining your collection still require a mouse/keyboard.
Fixed up some hugbot bugs
Fixed a major tilting bug
Fixed at least one of the on-death-game-freeze issues
Fixed a few bugs with the Egg Scrambler
Fixed some issues with spawncamps failing
Added magneting to HP items IF you're not at full HP
Fixed major issue with some bosses not properly triggering mines
Fixed issues with champion boss tinting on spawn
Added rollover descriptive text to the collection menu
Fixed a TON of collision issues, level holes, and art bugs all across the game
Fixed an issue with Environment damage not being correctly reported for some mobs
Fixed an issue with exit elevators being triggered from a limitless Z distance
Increased (very slightly) the gun drop rate
Maybe fixed an issue with boss loot vanishing in boss rooms where a floor raises to replace lava
Fixed major issue in how the game tallied your completion percent
Update to a new version of UDK, which should resolve some of the endless-mode crashes
Did a slew of performance tweaks
A LOT more bug fixes—both minor and major
V1.0G HotFix Incoming!
Hi All,
I've tried posting this announcement three times. Perhaps this time steam will let me? We shall see!
Anyway, rather than go a long time working on harder bugs I figured it made more sense to push a smaller update with some of the quicker bugs resolved. This lets me test a live patch as well.
Here's what I fixed:
fixed collision and gap issues in several rooms
fixed typos in dialog and perks/loadout text
fixed bug in secret-unlocking perk
tuned jump height and a few of the guns (very minor tuning)
fixed issue where egg scrambler never stops descending if you happen to shoot it with a stun mod gun or LHC gun
fixed bug: firemine never unapplies
fixed issue with "replay with same loadout"
fixed a peelletgun and blueshell bugs
fixed issue with jump sound sounds staticy..maybe?
sort of fixed bug where the slowcube could get stuck in a state where they never released their icyhold.
Because this is my first attempt at a live patch, I'm not sure how smooth it will go. I've done some testing and had pals do some stability checks, but please post in the forums if you encounter any (new) weirdness.
Thanks folks!
-Joe
V1.0G Hotfix Incoming!
Hi All!
So, rather than wait too long for a big build up of bugfixes, I decided to test a live hotfix of the game with a few, smaller, quicker-to-resolve bugfixes.
fixed collision/gaps/holes in a number of rooms
fixed a handful of typos in dialog and perk/loadout descriptions
fixed bug in secret-unlocking perk
tuned jump height and a handful of guns
fixed game-breaking issue where egg scrambler never stops descending if you happen to shoot it with a stun mod gun or LHC gun
fixed bug: firemine never unapplies
added something secret for MPM...SHHH YOU NEVER SAW THIS LINE.
fixed issue with "reply with same loadout"
fixed minor bugs in pelletgun and blueshell items
fixed issue with jump SFX turning all staticy
fixed issue with slowcubs never letting go of their icy grip on your time-slowed-soul.
The patch may appear to be rather large (380mb). Due to the patch/collision fixes all those rooms get repushed, along with a bunch of core UDK stuff that *always* gets pushed...unfortunately this will probably be standard: ToG patches may likely always be on the large side.
Also, because this is my first attempt at updating the game while it's live, there might be some issues. Hopefully it isn't catastrophic. I did my best to test things pretty thoroughly and had some folks sanity check for stability, but please post on the community page if you find any crazy new things popping up.
Thanks so much for your support. If you like the game, please tell your friends to pick up the game too! ToG needs all the help it can get!
--Joe