Tower Tactics: Liberation cover
Tower Tactics: Liberation screenshot
Genre: Strategy, Indie

Tower Tactics: Liberation

early access 1.30.1

Highlights



  • Now most towers show relevant information without having to hover them. For example, Crystal Miners show how many crystals they give, Sledgehammers show if they have been used this wave or not, towers that shoot show their shooting progress...
  • MANY bug fixes! Check them out below.


Bug fixes



  • #7: The upgrade basic card button is still active when the last basic card gets removed in a shop.
  • #15: If you have 2 crystal miners and place a third during the wave to combine into a level 2, you receive more crystals than expected.
  • #23: Right after building a 3rd extractor and then combining into a 2-Star extractor, the 'mana next turn' went to 7 mana. However, when I just slightly moved the 2-Star extractor from one tile to another, the 'mana next turn' went down to 5.
  • #27: If multiple Mystery Boosts are used too quickly, all of but the first Mystery Boost is wasted.
  • #50: Mystery Box can spawn another Mystery Box.
  • #58: If you save&quit from a battle, when you load the save you don't get the mana from Teardrop Bracelet.
  • #60: A resonator going off with something that will cause a card draw while you're trying to cast something will empty your hand
  • #62: If tower is moved to grey tile and then back to gold tile it loses the boost from Rage
  • #69: The new mouse cursor for dragging towers sometimes bugs out. In addition, it isn't centered
  • #70: Effects that activate at the start of each wave don't work in Hordes
  • #71: Sledgehammers have infinite activations each wave in Hordes
  • #72: On PCs with multiple monitors, the game sometimes starts up uncentered

early access 1.30.0

Highlights



  • A new node has been added to the game, Hordes! Hordes are special combats that challenge you to survive a big swarm of enemies for three minutes. Dont forget to bring area damage towers to them! The spacebar hotkey to toggle the game speed between the default and 0 comes in handy to stop and think your next move!
  • Two new card types have been added to the game, Curses and Emblems! Curses are unplayable cards meant to punish very small decks and appear only in certain conditions and Emblems are also unplayable cards, but they give a passive effect as long as they are in your hand! As such, 8 new cards have been added to the game!


  • Some changes have been made to incentivize large decks. The addition of Curses is one of those changes, but there are more, you can see the full details below.


Balance changes


Incentivizing large decks


As it stands right now, sometimes it's not worth it enough to pick many new cards because the starting decks are too consistent. This isn't too healthy for the game, so there have been some changes to alleviate this issue. More incentives are coming in future patches.

  • You now draw 5 cards each round by default instead of 4.
  • The ascension 6 debuff has been changed from "+25% card and trinket cost in shops" to "you start with a curse in your deck".
  • The "draw one fewer card each round" boss modifier has been changed to "add a curse to your deck during this combat"
  • Almost all of the decks now start with more cards.
  • The Transcend mechanic has been added, which rewards you for having 25 or more cards in your deck. More cards with Transcend will be added soon.


EXP Gain


If you're really good at the game, you should unlock new content much faster.

  • Bonus EXP for each Ascension: +10% -> +20%


Cards



  • Luck Synthesis

    This card should be a bit more viable without an Arcane Resonator


    • Mana cost: 8 -> 6
    • Luck gained: 2 -> 3



Bug fixes



  • #69 (nice): When the range multiplier is a fractional number the stats window doesn't close.

early access 1.29.0

Highlights



  • A new unlockable deck has been added to the game! To unlock it, you have to reach level 40 and then win a game without healing! (the healing between sectors doesn't count)

    You can use any offerings and any ascension for this challenge! When reaching level 40, there will be a small indicator in the top bar while playing that will remind you of that objective, and if you're on track to complete it. (If you heal, the indicator will disappear).

  • Now cards can't draw themselves! No more casting the same Foresee infinitely when it's the only card left in your draw pile and you have a way to obtain infinite mana. This change has opened some design space for some new cards!
  • Now cards and trinkets have a small fade in/out animation when showing their descriptions. Much easier on the eyes!
  • A toggle to display the level 3 tower art instead of the level 1 art in tower cards has been added to the Options menu!
  • A toggle to enable or disable vsync has been added to the Options menu!
  • Two trinkets have been added! Say hello to Inflict Fear and Predator Instinct (the trinket that the new deck starts with).
  • Four new cards have been added! Say hello to Night Crawler, Luck Synthesis, Reckless Search and Divination!



  • Now you can search cards in every card list through their descriptions and not only through their title!
  • A toggle that lets you filter basic cards have been added to card lists.
  • Tower cards now have an additional icon that shows at a glance the damage type that tower deals.
  • Basic cards now have a small indicator of their basic status on the bottom of the card.
  • Many balance changes and bug fixes! Check them out below.


Balance changes


Enemies


All enemies now have an additional 5 speed for each level above 1 they have.
<*> EMP Bomber

This enemy is too strong on its own compared to the others.


  • Health: (75, 150, 300, 1200) -> (60, 120, 240, 960)

<*> Infiltrator

When you don't have any way to uncloak this enemy, waiting for it to go away can be painful due to its low speed. Also, it shouldn't be that tanky.


  • Health: (100, 200, 400, 1600) -> (90, 180, 360, 1440)
  • Armor: (8, 16, 32, 48) -> (0, 0, 0, 0)
  • Magic Resist: (10, 20, 40, 60) -> (0, 0, 0, 0)
  • Speed: (45, 45, 45, 45) -> (70, 75, 80, 85)


<*> Runner

Its high speed and tankiness can make these a bit unpredictable.


  • Health: (55, 110, 220, 880) -> (50, 100, 200, 800)
  • Speed: (105, 105, 105, 105) -> (100, 105, 110, 115)


Forge


Usually when you buy stat upgrades in a forge the changes don't seem too meaningful. These buffs aim to alleviate that issue. The prices of the stats listed below have increased a small bit, but the changes are considered as big buffs overall.

  • Max health earned when upgrading: 1 -> 2
  • Luck earned when upgrading: 1 -> 2
  • Fire rate multiplier earned when upgrading: 1% -> 3%
  • Range multiplier earned when upgrading: 1% -> 3%
  • Flat armor pen earned when upgrading: 3 -> 6
  • Flat magic pen earned when upgrading: 3 -> 6


Crystals earned


The crystals gained by default can make many shops, forges and events useless. Let's give you more crystals!

  • Crystals gained after each battle: [18, 26] -> [20, 30]


Offerings



  • Fire rate

    • Mythic: +10% fire rate -> +9% fire rate

  • Armor penetration

    • Mythic: +25 armor penetration -> +30 armor penetration

  • Magic penetration

    • Mythic: +25 magic penetration -> +30 magic penetration

  • Crystal multiplier

    • Mythic: +25% crystals gained -> +30% crystals gained

  • Crystals

    • Mythic: +60 crystals -> +90 crystals

  • Luck

    • Mythic: +8 luck -> +12 luck



Cards



  • Overwhelming Support

    As this card can win you the game by itself, you should have to struggle to cast it without the proper setup.


    • Mana cost: 8 -> 9

  • Avid Reading

    Too easy to cast since the spell mana changes some patches ago.


    • Mana cost: 3 -> 4

  • Barricade

    Lowering a bit the mana cost will make it a bit more flexible to cast, and that's something that this card needs quite a lot.


    • Mana cost: 6 -> 5

  • Mana Potion

    No more infinite combos with Foresee. Also, making it dispel allows it to have a mana cost of 1, making it more useful in most scenarios.


    • Mana cost: 2 -> 1
    • Now dispels.



Bug fixes



  • #64: The text of the first card sometimes runs over the mana counts.
  • #66: Dragon Egg sometimes spawns towers in blank tiles and makes them not movable.
  • #67: The "tower level up progress" popup blocks mouse input.

early access 1.28.0

Highlights



  • A new unlockable deck has been added to the game! To unlock it, you have to reach level 40 and then win a game without leveling up ANY tower!

    You can use any offerings and any ascension for this challenge! When reaching level 40, there will be a small indicator in the top bar while playing that will remind you of that objective, and if you're on track to complete it. (If you level up any tower, the indicator will disappear).

  • The EXP gained has been greatly buffed again! Reaching level 40 might take less time than you think.
  • Mythic offerings have been buffed again overall.
  • Many other balance changes! Check them out below.


Balance changes


Offerings



  • Fire rate

    • Mythic: +10% fire rate -> +9% fire rate

  • Armor penetration

    • Mythic: +25 armor penetration -> +30 armor penetration

  • Magic penetration

    • Mythic: +25 magic penetration -> +30 magic penetration

  • Crystal multiplier

    • Mythic: +25% crystals gained -> +30% crystals gained

  • Crystals

    • Mythic: +60 crystals -> +90 crystals

  • Luck

    • Mythic: +8 luck -> +12 luck



EXP Gained



  • EXP gained for each node visited: 8 -> 10
  • EXP gained for each elite fought: 30 -> 40
  • EXP gained for winning: 150 -> 200
  • EXP gained for winning fast:



    If you're winning runs a lot, that means that you're mastering the deck you're playing, and you should be going up in level faster to unlock more content! (Even faster if you win them quickly!)


Cards



  • Rebound Shock

    As other damage spells got eventually buffed, Rebound Shock was left behind. Now it should be quite strong again in more scenarios.


    • Base magic damage: 30 -> 40 (change already in the game through a hotfix)
    • Damage increase for each cast: +7.5%-> +10%

  • Sword of the Meek

    Sword of the Meek is a really powerful card in the right deck, but it can win the game on its own too frequently. At 5 mana the card will remain extremely strong.


    • Mana cost: 4 -> 5

  • Angelic Catalyst

    A really fun card to play, but a bit overtuned when compared to a BF Rifle. Angelic Catalyst will still be very powerful after this nerf, but now the decision to pick one between this and a BF Rifle will be a bit harder.


    • Range: (400, 400, 400) -> (350, 400, 450)
    • Fire rate: (0.7, 0.8, 0.9)-> (0.4, 0.6, 0.8)

  • Arcane Rifle

    After the spell mana recharge buffs, this tower scales too well.


    • Fire rate increase for each spell mana spent: +20% -> +15%

  • Lightning Rod

    One of the best cards in the game, and almost game-breaking in some decks. Even after this nerf many decks will want this one.


    • Range: (350, 375, 400) -> (325, 350, 375)
    • Mana cost: 3 -> 4

  • Purifier

    This change doesn't aim to increase or reduce the power level of this tower, it's aimed as a quality of life change. Its extremely low range at level 1 made it feel bad to play sometimes.


    • Range: (90, 120, 210) -> (120, 150, 270)
    • Fire rate: (1, 1.6, 2.2) -> (0.7, 1.4, 2.1)



Bug fixes



  • #63: Some events can choose indestructible trinkets.
  • #65: The forge sometimes resets its prices when saving and quitting.

early access 1.27.0

Highlights



  • You can now specify a seed when starting a run. All runs with the same seed are identical. You can see the seed used for a run in the pause menu.


  • Offerings have been buffed in general. The objective with these changes is making them feel more meaningful (especially common offerings) and also making the game a little bit easier for the people who use them.
  • Modifiers now have unique icons. Also, the modifiers that affected the enemy resistance to stuns, slows and teleports have been removed.
  • The mana indicators have been improved a lot. Now there is a bar indicating your spell mana, and both mana bars have animations when gain or lose mana.
  • Many balance changes! Check them out below.


Balance changes


Offerings



  • Fire rate

    • Common: +1% fire rate, -1 luck -> +2% fire rate
    • Uncommon: +1% fire rate -> +2.5% fire rate
    • Rare: +2% fire rate -> +3% fire rate
    • Mythic: +8% fire rate -> +10% fire rate

  • Armor penetration

    • Common: +3 armor penetration -> +6 armor penetration
    • Uncommon: +6 armor penetration -> +8 armor penetration
    • Rare: +9 armor penetration -> +10 armor penetration
    • Mythic: +20 armor penetration -> +25 armor penetration

  • Magic penetration

    • Common: +3 magic penetration -> +6 magic penetration
    • Uncommon: +6 magic penetration -> +8 magic penetration
    • Rare: +9 magic penetration -> +10 magic penetration
    • Mythic: +20 magic penetration -> +25 magic penetration

  • Crystal multiplier

    • Common: +3% crystals gained -> +6% crystals gained
    • Uncommon: +6% crystals gained -> +8% crystals gained
    • Rare: +9% crystals gained -> +10% crystals gained
    • Mythic: +20% crystals gained -> +25% crystals gained

  • Crystals

    • Common: +10 crystals -> +20 crystals
    • Uncommon: +20 crystals -> +25 crystals
    • Rare: +30 crystals (unchanged)
    • Mythic: +60 crystals (unchanged)

  • Max health

    • Common: +1 max health, -2 luck -> +1 max health
    • Uncommon: +1 max health, -1 luck -> +1 max health, +1 luck
    • Rare: +1 max health -> +1 max health, +2 luck
    • Mythic: +3 max health -> +4 max health

  • Luck

    • Common: +1 luck -> +2 luck
    • Uncommon: +2 luck -> +3 luck
    • Rare: +3 luck -> +4 luck
    • Mythic: +7 luck -> +8 luck

  • Starting mana (unchanged)
  • Range

    • Common: +1% range -> +3% range
    • Uncommon: +2% range -> +3.5% range
    • Rare: +3% range -> +4% range
    • Mythic: +10% range -> +12% range

  • Health regeneration

    • Common: +1 health regeneration, -3 max health -> +1 health regeneration, -1 luck
    • Uncommon: +1 health regeneration, -2 max health -> +1 health regeneration
    • Rare: +1 health regeneration, -1 max health -> +1 health regeneration, +1 luck
    • Mythic: +2 health regeneration -> +3 health regeneration



Cards



  • Pollination (change already in the game through a hotfix)

    • Gray tiles converted to yellow tiles: 6 -> 7

  • Self Wound (change already in the game through a hotfix)

    • Health lost: 4 -> 3
    • Health recovered: 3 -> 2

  • The Pact
    The purpose of these changes is to make the card more meaningful on each use. But be careful, now you have to pay a small amount of health to cast it.


    • Mana gained: 1 -> 2
    • Modifier spawned: Elite -> Boss
    • Now you lose 2 health on cast.

  • Atomic Orbiter

    • Magic damage: (5, 15, 45) -> (3, 9, 27)
    • Magic penetration: (20, 20, 20) -> (100, 200, 300)
    • Slow: (6%, 15%, 37.5%) -> (7%, 15%, 45%)

  • Exhauster

    • Range: (200, 225, 250) -> (250, 275, 300)
    • Fire rate: (1.5, 1.75, 2) -> (1.8, 1.9, 2)

  • Infernal Beam

    • Range: (200, 225, 250) -> (225, 250, 275)



Bug fixes



  • #61: The mana you will gain next turn indicator doesn't update after selling your last Beam Cannon.

early access 1.26.0

Highlights



  • Three new cards! Meet the Exhauster, Resistance Break and Pollination!


  • Events have been improved. Most of the effects that reference random trinkets (lose/gain a random trinket) now specify what trinket you will get, and a tooltip with a description of what the specified trinket does is now shown on hover.
  • The overload indicators have been improved a lot. Now there is a bar for each single overload up until your maximum overload, and each bar shows its current progress. The bars also get longer or shorter depending on your overload threshold.


  • Two new maps! One in Sector 2 and the other in Sector 3.
  • Many bug fixes and balance changes! Check them out below.


Balance changes


Cards



  • Dragon's Breath

    • Fire rate: (5.5, 6, 6.5) -> (3, 3.25, 3.5)
    • Magic damage (for each of the 9 projectiles shot): (1, 3, 9) -> (2, 6, 18)

  • Gatling Gun

    • Range: (140, 140, 140) -> (140, 150, 160)

  • Infernal Beam

    • Range: (175, 175, 175) -> (200, 225, 250)

  • Mini Inferno

    • Range: (110, 110, 110) -> (120, 120, 120)

  • Tesla Coil

    • Fire rate: (0.4, 0.42, 0.44) -> (0.36, 0.38, 0.4)



Bug fixes



  • #48: Having 2 sword of the meeks upgrade 2 level 1s of the same tower while there are 2 other level 2s, you end up with 2 level 3s instead of a level 3 and a level 2.
  • #59: Ponder and Backup Plan sometimes only draw 2 cards when draw pile is empty.

early access 1.25.0

Highlights



  • Many changes have been made to reduce the amount of time needed to unlock everything! More EXP and Astral Dust is now gained at the end of each run, offerings give more Astral Dust, each deck now has 10 ascensions instead of 20 and the cost of early unlocking new ascensions has been reduced from 150 to 50 Astral Dust.
  • The forge is now cheaper overall.
  • The name of the card being played now is shown just above the mouse. This makes casting cards feel a lot better in general.
  • Many bug fixes and balance changes! Check them out below.


Reducing the grind


Ascension changes


Now each deck has 10 ascensions instead of 20. The difficulty in ascension 10 is intended to be more or less the same as it was in ascension 20 before this patch.

Also, the cost of early unlocking new ascensions has been reduced from 150 to 50 Astral Dust.

The new ascensions are as follows:



EXP Gain



  • EXP gained for each node visited: 7 -> 8
  • EXP gained for each normal combat won: 15 -> 20
  • EXP gained for each boss combat won: 75 -> 80
  • EXP boost for each ascension: 5% -> 10% (which means double EXP while playing at the maximum ascension, as it was previously)
  • Base EXP for winning the run: 100 -> 150

The EXP gained for winning a run fast has also been buffed as follows:



Astral Dust gain


The Astral Dust gained has increased by approximately 30% in early levels. There is no change when the player reaches level 30.

Offering disenchant values


Now the player gains +25% extra Astral Dust when reaching levels 7. 14, 21 and 28 instead of +100%, and the base disenchant values are now the following:



Balance changes


Systems



  • Some combats have been made longer:

    • Sector 3 normal combat: 4 waves -> 5 waves
    • Sector 3 elite combat: 10 waves -> 15 waves



Decks



  • Leading Legacy

    • Luck: 0 -> 1

  • Wandering Colossus

    • Max health: 17 -> 18
    • Luck: 0 -> 1

  • Deprived Soul

    • Now also starts with Book of Virtues
    • Now starts with an Electric Beam instead of a Thunder



Cards



  • Delirium

    • Mana cost: 3 -> 2

  • Mana Impulse

    • Mana cost: 2 -> 3

  • Self Wound

    • Health lost: 3 -> 4 (health recovered is still 3)

  • Archer

    • Range: (125, 145, 165) -> (130, 150, 170)

  • Basic Archer

    • Range: (120, 140, 160) -> (125, 145, 165)

  • Extractor LX-2

    • Now dispels.
    • There's no longer a mana cost penalty for each Extractor LX-2 played.
    • Mana cost: 3 -> 4

  • Magic Launcher

    • Range: (110, 120, 130) -> (115, 125, 135)

  • Reaper

    • Range: (140, 150, 160) -> (170, 180, 190)

  • Static Ionizer

    • Range: (140, 160, 180) -> (170, 190, 210)



Trinkets



  • Angelic Form

    • Extra cards drawn every wave: 2 -> 1

  • Aura Shots

    • Extra flat magic penetration: 20 -> 30

  • Penetrative Shots

    • Extra flat armor penetration: 20 -> 30

  • Platinum Spear

    • Extra flat armor penetration: 10 -> 15
    • Extra flat magic penetration: 10 -> 15

  • Crystal Ore (these changes were already in the game through a hotfix)

    • Crystals gained when receiving damage: 15 -> 10



Bug fixes



  • #4: The extractor mana cost in the main menu card list does not refresh after a game.
  • #5: Ascension unlock button will not display won't show when having enough Astral Dust
  • #56: The forge doesn't show any text on Chinese.
  • #57: Storm Conduit sometimes showed a negative card count when starting combats.

early access 1.24.1

Highlights



  • 13 new maps have been added to the game! Now sector 1 has 27 maps, sector 2 has 28 maps and sector 3 has 21 maps! Also, some already existing maps have been updated to be more fair to the player.
  • One new tower, Angelical Catalyst! You'll love this one when you see it in action! It's included in the following card pools: Holy Guild, Everchanging, Air Support and Deprived Soul.
  • Elite combats have been made shorter overall. This will help reducing the mean run completion time, and as the catch with elites resides in the fact that their early waves are much stronger than usual, cutting off the later waves won't make much of a difference difficulty-wise.
  • Beam Cannon and Sledgehammer have been removed from Air Support's card pool. Yay!
  • The lose streak indicator font color is now brighter.
  • Many bug fixes and balance changes! Check them out below.


Balance changes


Systems



  • All combats are now about 5% harder.
  • Elite combats have been shortened:

    • Sector 1: 6 waves -> 5 waves
    • Sector 2: 15 waves -> 10 waves
    • Sector 3: 15 waves -> 10 waves

  • Also, normal combats have been slightly shortened in sectors 2 and 3:

    • Sector 1: 3 waves (unchanged)
    • Sector 2: 5 waves -> 4 waves
    • Sector 3: 5 waves -> 4 waves



Cards



  • Mana Impulse

    • Max spell mana given: 3 -> 2



Trinkets



  • Clearance Sale

    • Cost reduction of trinkets and cards in shops: 50% -> 40%



Bug fixes



  • #12: Sledgehammer should be movable when you have Fateful Defense.
  • #43: Mystical Feather doesn't stack.
  • #44: Default custom runs have wrong modifiers.
  • #47: Dragging towers to the sell area sometimes show that they give mana when they don't.
  • #54: White Silk trinket doesn't work with towers.
  • #55: Overload threshold can reach 0.

We're close to one year of Early Access!

Hello everyone! The game has sure come a long way since the Early Access release back in September 2021. To celebrate, the game is now on sale until August 29th!

In this year of development, the game has been improved greatly in all aspects, and for this reason, on September 1st, the game's price will rise to $12.99 USD, so get the game now while it's on sale!

There's still a long list of features planned for the future, so I hope you all stay with us as the game improves! Thank you all so much for the continued support, it's time for me to get back to work on the game!

early access 1.24.0

Highlights



  • There is now a new node type in sector maps: Forges! In there, you'll be able to upgrade basic stats, and restore health! Like the Rest Site and Shop, there's always a guaranteed Forge before the final boss in Sector 3!
  • Shops and Rest Sites have now new UI, with 4 unique background illustrations for each! (All forge, rest site and shop illustrations were made using DALL-E 2 by OpenAI).
  • 5 new trinkets, and some balance changes for existing ones!


Balance changes


Cards



  • Sentry

    Buffing the range a bit in case they spawn in a tile that's far away from the enemy path.


    • Range: (180, 200, 250) -> (200, 220, 300)
    • Fire rate: (1, 1, 1) -> (0.9, 0.9, 0.9)
    • Physical damage: (6, 21, 90) -> (6, 21, 81)



  • Sacred Punishment

    • Complete card rework, now the effect is: "Deal 60 magic damage. Deal 180 true damage instead if the enemies have less than half health."

  • Star Power

    • Now dispels.

  • OVERLOAD!

    • Now the card is called "Beyond all limits!".



Trinkets



  • Storm Conduit

    • Cards played in the same turn needed to activate the effect: 5 -> 6

  • Topaz Gem

    • Chance to gain one crystal whenever a tower deals a critical hit: 50% -> 33%



New trinkets


Common trinkets



  • Black Grapes: Restoring health in forges is now 40% cheaper.
  • Forged Crown: Forge upgrades are 20% cheaper.


Uncommon trinkets



  • Forger's Whip: You can now upgrade spell mana recharge in forges. Forge upgrades are 15% cheaper.
  • Forger's Warhammer: You can now upgrade the overload threshold in forges. Forge upgrades are 15% cheaper.


Rare trinkets



  • Forger's Emblem: The price of upgrading stats in forges scales half as fast.