Hi and welcome to the 24th development blog post for Unleash!
Unleash is coming out in Early Access tomorrow, on the 8th of May 2018. After almost two years of development, we are ready! A few smaller tasks still remain, but we have spent this weekend and today (Monday) on wrapping up as much as we can. This includes fixing a few things with the new global chat, testing the new Tower Defense end screen with ‘play next’ functionality, refining the ‘no armor’ balancing model, simplifying the ‘play now’ flow by removing the ‘create’ step, and animating the main menu buttons - additionally a horde of bugs were slain and smaller improvements were introduced. Furthermore, this dev blog reflects upon the ‘Marathon Day’ held on the 4th of May.
Unleash the Release
Tomorrow, on the 8th of May at 19.00 CEST / 10.00 AM PDT, Unleash will be released on Steam Early Access. It has been a super exciting journey, and we are very pleased with what Unleash has become, especially considering that it is our first game production together as a team.
We have had other release dates, both public and private, but something has always come in the way. We were missing the right trailer. We had desynchronization issues with the game. We changed our Art Director, which prompted a major overhaul of almost all graphics. This time we are finally confident that the game will be released as planned!
Immediately following the early access release, we are planning to have at least one or two Unleash devs available as often as possible (during our CEST timezone daytime mostly) for gaming, chatting and providing help to any new players who may arrive with questions or have feedback.
Global Chat
A ‘global’ chat has been added to the main menu start page. The global chat is accessed by anyone starting Unleash (unless in offline mode), and thus facilitates communicating with other players currently running Unleash, but not in a room or match currently. Additionally, the global chat can show the current count of players and rooms.
(The global chat facilitates communicating with other players in Unleash)
We are planning a range of improvements for the global chat, soon after the release. We want the global chat to be accessible from elsewhere than just the intro page, and it should offer more functionality. Stay tuned for more! And do not hesitate to bring on the ideas and suggestions to how we can improve.
Keep Playing Tower Defense
The Tower Defense game mode in Unleash has been improved with new overview and end-game screens. The new overview screen was done mainly to stay consistent with the end game screen. The end game screen has seen an overhaul making it possible to play the next TD scenario directly, as opposed to having to go back to the menu first - as previously. The next TD scenario to play can be chosen freely from the end-game screen directly.
(The new TD end screen enables players to continue on to the next TD scenario directly, without having to go back to the menus first)
No More Armor… For real
As mentioned previously in Dev Blog 22 (6th of April), we have been experimenting and testing with a ‘no armor’ balancing model. Previously, monsters would have an armor value of 0 / 2 / 4 / 8 for levels 1, 2, 3 and 4, respectively. This ensured that level 1 towers could not damage level 4 monsters, except for a few cases (e.g. Mortar and Flak 88). This new balancing model ends that tradition, in order to simplify what happens in-game when monsters receive damage.
Previously, players would sometimes see their towers not being able to damage the monsters, due to armor. With this reworked balancing model, towers will always deal some damage (barring high resistances), but monsters gain a lot more health points as they increase in level.
As the ‘no armor’ balancing model has matured over the past weeks, we feel that it is ready for the Early Access release. It will be simpler and easier to understand for players, hopefully making it more straightforward for new players to get started with Unleash.
Play Now Faster
As anyone who have opened up Unleash will have seen, we have a ‘Play Now’ button in the main menu that is meant to simplify the process of matching with someone and playing. Previously, it would send players either to a game room (if one was available) or to the ‘Create’ menu. This resulted in confusion for some, especially new players, as the Create menu has settings and options open for tweaking the match. Now, ‘Play Now’ will immediately send players to a game room, regardless of whether they create one themselves or join an existing, open one.
(Play now will send players directly into a game room now, making it faster and simpler)
Prettier Buttons
The buttons in the intro page of the main menu are now animated. Although the effect is quite subtle, the animation makes the buttons feel more alive and vibrant. Currently, only the intro page of the main menu has animated buttons, but the plan is to roll them out everywhere in Unleash if both the players and we are happy with how it looks and feels.
(The intro page of the main menu now has subtly animated buttons)
Reflections on Marathon Day
On Friday the 4th of May, as one of the last acts in the beta phase of Unleash, we held a so-called ‘Marathon day’. During this day, almost all Unleash developers were available at some point during the day for matches and chatting. We had countless games played during the day and a heap of feedback being reported back to us. It was fun and enriching to meet our community in online battle and we want to thank all participants wholeheartedly for playing, chatting, watching our streams and reporting feedback!
Closing Remarks
Unleash is being released on the 8th of May, 2018 in Steam Early Access! Thus, the past two weeks have been all about wrapping up, including the implementation of a global chat, improving the Tower Defense game flow, polishing the ‘no armor’ balancing model, making it easier to ‘Play Now’ and animating main menu buttons - among a slew of bug fixes and other smaller improvements. Also, we want to thank all participants of our ‘Marathon Day’ for helping to test Unleash and provide feedback!
Get in contact with us through Discord, or any of our other social media channels. You can find all of them through our website. Also, you can watch our internal gameplay sessions over at Twitch.
And remember… Monsters never come alone.
Game Update :: 0.1.0305.192
Additions:
Discord Rich Presence shows more detailed information in Discord when playing Unleash, including the game name, game mode and amount of players. Additionally, players can invite others to join their room through Discord.
First version of a global chat in the menu has been implemented.
Corner pieces to the lanes have been added.
A text announcement is shown when a structure or monster is researched.
The first map props outside of the buildable lanes have been added.
Sounds in the lobby for players joining and leaving a room.
New brutal TD scenario - but it is still a WIP and may be unbeatable.
Changes:
Electrical Towers and Tesla Coil AA VFX have been changed, especially the connection VFX between linked electrical towers has a drastic new look.
Mass selection rectangle/marquee selects structures that it touches, not necessarily encompassess - making it easier.
Tesla Coil AA idle VFX is hidden when the tower is disabled (or out of view frustrum).
Structure action 'sell' button tinted yellow.
Tweaked difficulty setting of several TD scenarios, and "Avalanche of Ice" no longer includes Guardhorns - which made the scenario very brutal.
All TD scenarios have been enumerated, creating a continuous flow.
Bug Fixes:
Fixed calculation of UI scale to account for height in addition to width (which should support other aspect ratios than the default 16:9).
Fixed a wrong tooltip on Options / UI Positions / Reset button.
Description cards for structures and monsters can no longer be placed outside of screen.
Fixed an exception in the chat that sometimes occurred when a player left a game.
Fixed text alignment on TD Game End screen buttons.
Fixed a bug where kicking a player simultaneously with players swapping positions would write the wrong message in the chat box.
Fixed missing range indicator for Mortar and Flak 88.
Fixed several bugs with the chat: Old messages would show new timestamps as these were local, players inform others when they arrive in and leave a chat channel, the global chat will write how many players are in the lobby when arriving, attempted to fix chat scrolling bugs and the global chat box does not have a commands button, like the lobby- and in-game chats do.
Projectors (e.g. range indicators) should not project on map props.
Fixed TD End Screen 'Leave Button' flare anchor.
Fixed some issues with the chat - especially the global chat, and it will also write more information now when joining.
Unleash Release Announcement
Unleash is coming to Early Access May 8th, 2018!
Unleash is arriving...NOW. We’re very happy to say that we have set a release date for the game. The bugs that postponed the launch are fixed and Unleash is now coming to Steam's Early Access this following Tuesday, May 8th, 2018.
The journey was long and full of obstacles, but we can proudly say we have made it. What started off as a passion project for the first few of us, has evolved from dream to idea and now to reality. To all that stood beside us and played our game, tested it, and provided feedback, we thank you. To those just discovering Unleash, we hope you enjoy it and that you join us in our journey to improve it and make it the best Tower Wars game it can be. Launching is the current stepping stone that we’ve reached, but the adventure doesn’t end here, it’s just starting…..on May 8th.
Second Wave of Free Pre-Release Keys
All awesome people,
We’re very happy to say that all the 1000 pre-release keys we offered have found loving families in our beta testers’ Steam libraries. The first wave of Unleash beta keys has officially ended. The feedback was awesome, and crucial in improving the game and solving bugs. But we want more!
We are starting our second wave of pre-release keys. We will be giving 100 pre-release keys a day, everyday, until Friday (May 4th) . Write us a motivation at hi@unleashgame.com describing why you are the perfect guy or girl to test out Unleash. Make it funny, creative, objective, subjective, etc. your choice. It must be around one paragraph long, 5-7 sentences. After thorough examination, the best of them will receive a confirmation email. We will be accepting only the most dedicated testers who will provide us with essential feedback.
P.S: We will be holding a Marathon day on Friday, May 4th. Apply quickly to get a pre-release key before Friday, and you can get the chance to play against all the Unleash devs throughout the day.
Game Update :: 0.1.1804.184
Additions:
Esc (or whatever is mapped) now navigates backwards in the menu.
Added option to edit loadouts from the game lobby.
Changes:
In-game chat log (floating) shows up while chat input is active and shown.
Hellmask burning effect radius increased for levels 2-4 and level 4 damage increased as well.
Clicking a multi-selection entry will display more individualized information about that entry, first by filtering the type and secondly by selecting an individual entity.
Tooltips on creature and monster icons show name and level.
Workshop idle & repair VFX optimized.
TD Scores are only registered on scoreboard if victorious.
Bug Fixes:
If no resolution matches the minimum suggested, the current resolution is added in the resolution options list.
Removed spawn effects from maggots spawned by the Splittercritter and Grumperjumpers spawned by the level 4 Grumperjumper.
Fixed overview and end screens not showing the 'Status' text.
Monsters are affected by the spawn portal's projector.
TD end screen and overview screen shows elements again.
Fatquack heal VFX is only applied to other monsters that actually heal.
Fixed Time control UI anchoring to the center bottom.
Fixed an issue with the Regions selection UI after single player games.
Structure upgrade cost text width expanded to avoid breaking lines.
Removed unnecessarily heavy materials, which should improve load time of the game.
Fixed TD end screen button sizes and placement.
Dev Blog 23 :: April 20, 2018
(Showcase of the current state of the game)
Hi and welcome to the 23rd development blog post for Unleash!
The past two weeks have been a bit of an emotional rollercoaster for the Unleash development team. At the beginning of last week, we were optimistic and excited looking forward to the release. Then, the discovery of a desynchronization issue gave us a bunch of extra gray hairs and resulted in several extraordinarily long days hunting down that hard-to-squash bug. By Friday last week we realized that we had no choice but to postpone the release of Unleash. The upside of that was an extra chance to build up more of a beta community, as well as finishing our list of ‘polishing’ tasks, including visual improvements and bug fixes.
Multiplayer Desynchronization
Exactly one week before our intended Early Access release date (17th of April), we discovered a critical desynchronization issue. It broke all our hearts. Unleash is based on a deterministic network architecture. This means that all computers running the game in a multiplayer setting must always come up with the exact same calculations - not a single decimal may be off. Errors accumulate fast and thus result in players seeing things on their screens differently, essentially breaking the multiplayer experience completely. Throughout the process of developing Unleash we have learned that maintaining determinism between players’ machines is hard. An otherwise simple bug can suddenly become crucial.
That is why we couldn’t in good conscience release Unleash when we were aware of a desynchronization bug, which is why our collective hearts broke as we discovered the bug merely one week prior to release. The rest of the week we fought fiercely against the many-headed demon-monster that is desynchronization. Our lead programmer was out with illness the first couple of days, and we have so many other tasks that needed completing before release. As we reached Friday we took a long hard look at each other and agreed that it did not make sense to release the game under these circumstances. Even if it shattered our hearts and brought tears to our sleep-deprived eyes.
This week we managed to find and fix two separate issues, which could each lead to desynchronization. Since then we haven’t seen any desynchronization in our game tests and we are thus confident enough that there are no more bugs that may lead to desynchronization.
Discord Community
One of the positives from postponing the release of Unleash is that it gave us one more chance to try to drum up attention and hype for the game. As a part of this process we are giving out 1,000 Steam keys which are valid immediately, and will roll-over to the Early Access and beyond. Anyone can write us an email (to hi@unleashgame.com) with a short motivation for why they should be given one of these keys and become a beta tester for Unleash. The best motivations are rewarded with a key. The key is redeemed through our official Discord bot, which requires aspiring beta testers to join our Discord server.
As a result, it feels like the Unleash community is growing - players are chiming in with feedback and helping each other getting started. We love and appreciate all our beta testers and we are so thankful for their willingness to help us achieve the best possible Unleash game. If you would like to join our growing community and help with the development of Unleash, don’t hesitate to send us an email.
Eventually, we are hoping that our community will move most of the longer discussions to our subreddit, which we feel is a more appropriate place for longer discussions. We appreciate any and all feedback and welcome anyone to the Unleash community!
New Spawn Portals
For our latest Early Access trailer we included a new spawn portal, visually inspired by black holes. It took us a few weeks, but the spawn portals have now been optimized sufficiently to be included in-game. This work also included making new spawn particle systems for monsters spawning and ensuring that spawn portals can be color tinted by player colors. The new spawn portals will start their animation shortly before the ‘grace period’ runs out, which marks the time where players may begin spawning monsters.
(The new spawn portals are visually inspired by mystical black holes)
Wardworm VFX
Wardworms have recently new aura visual effects inspired by the Fatquack’s effects. While the Fatquack heals other monsters, shown with green colors, the Wardworm shields other monsters - we decided on a blue color for that. The depiction of shield in the UI is also blue, so the color is consistent and hopefully intuitive. The size of the effect matches the actual effect’s radius.
(The Wardworms have received a new shield aura VFX in blue colors)
Closing Remarks
Even though we were absolutely devastated that we had to postpone the release of Unleash, it may in the end turn out to be a good thing for the game. Releasing a game with a desynchronization issue would obviously have been a problem, and the extra time has enabled us to build up a bit more community, especially on Discord. Additionally, we now have time to implement small visual improvements and fix more bugs.
Get in contact with us through Discord, or any of our other social media channels. You can find all of them through our website. Also, you can watch our internal gameplay sessions over at Twitch.
And remember… Monsters never come alone.
Game Update :: 0.1.1804.183
Additions:
Players now get an announcement text when a structure is destroyed.
The income leader of a Line Tower Wars game is now denoted in the overview screen with a special icon.
Flak 88 AA, Quadmount AA and Mortar Tower now play a recoil animation when firing.
New Top 20% LTW Scoreboard achievement.
Unleash can now be played under offline conditions (with no Internet connection).
Changes:
Tesla Coil is now called "Electric Tower".
Lightning Tower AA is now called "Tesla Coil AA".
Completely reworked map design (again).
In Game UI has new icons for Structures
Reworked damage, attacks per second and armor penetration for: Quadmount AA, Machine Gun, Tesla Coil AA, Electric Tower, Flamethrower and Frost Cannon.
Bumblebeasts no longer knock down the cheapest walls - in return they have received a small HP boost.
Electric Tower no longer shows an extra lightning bolt when connected.
Boombelly no longer costs more than other monsters to spawn.
Mortar Tower has new impact VFX.
Updated descriptions for several structures and monsters.
Boombelly now takes damage over time while ignited.
Range indicator, in particular Tesla links indicators have changed.
Top-X scoreboard achievements are now in percentages (%) instead of absolute placement.
Quadmount AA tower has new impact VFX.
Machine Gun has new attack VFX.
Monster strength and weaknessess has more helpful tooltips.
Boombelly has double HP and normal movement speed.
Very Hard AI now sends combination of monsters when relevant, along with a lot of AI tweaks and small improvements.
Guardhorn has had its HP reduced.
Gemjuggler affords up to half as much bounty as previously (up to 50% of its spawn cost) and it takes longer for it to max the bounty.
New structure sell VFX.
Chat uses proper player UI colors.
Monster spawn buttons flash when spawning that monster.
New monster and structure description cards UI.
New spawn portals with new spawn VFX.
Minor tweaks of several monsters.
Towers no longer have "Advanced" or "Heavy" in their name when upgraded.
Major performance improvement by culling code running outside of view frustrum.
Major rebalancing of multiple TD scenarios to make the difficulty levels more appropriate again after many balancing tweaks.
All content text is now 'Noto' font.
Bug Fixes:
Fixes for Mortar tower models to show proper progression.
Teleporter tower no longer plays its attack sound when it does not actually teleport its target.
Fixed a bug with Boombelly's ignited VFX not disappearing when receiving frost damage (thus extinguishing it).
Fixed an issue where pipetting could lead to instant building.
Fixed an issue with drag/drop of entity buttons in in game UI.
Fixed some bugs related to Loadout randomization.
Fixed a bug where cancelling research on the first structure or monster would return it to the wrong place in the list.
Guardhorn radius fixed for steering purposes.
Towers reset their rotation when being built.
Fixes for lobby chat commands text not being visible.
Fix for walls' healthbar placement.
Player being kicked from a lobby will leave the lobby correctly and receive a message.
Fix for Moleclaws VFX and animations.
Create panel no longer shows numbers with thousand separators.
Overview and end-screens show more clearly who is the local player.
Fixed a bug with Electrical Towers, where the visuals of connected towers would not be hidden if the connection was broken under certain circumstances.
Corrected a bug that would cause desynchronization in rare cases when the Workshop did repairs.
Prevented a potential file inconsistency that would cause desynchronization.
Critical fixes to prevent desynchronization.
Fixed a bug with connected electrical towers.
Dev Blog 22 :: April 6, 2018
(Showcase of the current state of the game)
Hi and welcome to the 22nd development blog post for Unleash!
Over the course of the past two weeks, we took a few days’ vacation in conjunction with the Easter holidays here in Denmark. However, there has still been plenty of developments on the game. Of the larger topics, we have been testing a new balancing model without any armor, we have been working on trading card assets, implemented real offline gameplay as a possibility and added new visual effects for selling structures in Unleash.
No More Armor… Maybe?
We are currently testing yet another new balancing model for structures and monsters. Up until now, all structures and monsters have had: Shield, armor, resistance/vulnerability and health. When an entity received damage, first its shield would absorb as much damage as possible. Afterwards, the armor would soak a flat amount of damage. Armor penetration would effectively reduce the armor of the damage receiver. Afterwards, damage is multiplied by a resistance/vulnerability factor - either increasing or decreasing the damage. Finally, the damage was subtracted from the entity’s health.
Currently, we are testing a new balancing model which does not include armor and therefore no armor penetration either. This makes for a simpler damage and balancing model. Shield will still absorb whatever damage it can, afterwards resistance/vulnerability multiplies the damage and then health is decreased by the resulting amount of damage. This should be simpler to understand, easier to convey in the UI and simpler to balance moving forward.
We have not decided yet whether we want to keep this new balancing model, but the first playtests have been encouraging.
Trading Cards, Badges, Emoticons and Profile Backgrounds
When Unleash is released in Early Access on April 17th, the game will include Steam trading cards. This means that we have made artwork not only for the trading cards themselves, but also for the badges, emoticons and profile backgrounds that players can get through collecting the cards.
(The badges feature the ‘Dreamer helmets’ in different progression variants)
(The emoticons feature monsters and towers from the game, as well as the ‘Dreamer helmet’ - these are just a few examples)
(The profile backgrounds feature monsters, champions and Dreamers - these are two examples overlayed)
(The trading cards feature monsters, a champion and a Dreamer - here are two examples)
Real Offline Singleplayer
While Unleash has been playable in singleplayer for a long time, we have recently made it possible to play while offline - without any Internet connection. Previously, players were required to be connected to the Internet to be able to play any Unleash, even if playing alone or versus bots. Now, it will be possible to play Tower Defense, Line Tower Wars against bots and the tutorials and sandbox modes without any Internet connection. Only actual multiplayer gaming will require players to be online. Thus, you will be able to play Unleash on airplanes, trains, remote cabins in the woods or anywhere else where Internet is poor or non-existent. You will however still need an Internet connection and a Steam account to actually download Unleash.
Sell Structure VFX
Selling structures has become more visually pleasing to look at. Previously we had a very simple ‘gold coins’ effect on the structure, and it would use the same ‘smoke cloud’ as when destroyed. Now, structures sold will be dissolved nicely together with a floating VFX above the structure. The sell icon is shown instantly, while the rest of the sell VFX happens when the sell is confirmed over the network.
(Selling structures in Unleash has never been prettier)
Closing Remarks
The past two weeks has seen several improvements to the game and the features it offers, including a possible new balancing model without any armor, which may prove to be easier to understand and simpler to balance. We have drawn, tweaked and discussed trading cards and their associated assets. Unleash can now be played under ‘real’ offline conditions - without any Internet connection at all, and last but not least, a new selling visual effect has been implemented for all structures in the game.
Get in contact with us through Discord, or any of our other social media channels. You can find all of them through our website. Also, you can watch our internal gameplay sessions over at Twitch.
And remember… Monsters never come alone.
Monsters, Guns and Concrete Walls ~ Unleash, a passion project
Unleash is almost here. Get a sneak peak with our new teaser trailer and prepare for the Early Access release on April 17, 2018.
Unleash is bigger, better and more awesome than ever. It’s here to kick ass and take names. Experience our fresh take on Tower Defense and Tower Wars.
Massacre swarms of monsters in a symphony of overkill. Attack the enemies. Outsmart and overrun their bases until nothing is left standing.
Many enter the gauntlet. Only one leaves.
Dev Blog 21 :: March 23, 2018
(Showcase of the current state of the game)
Hi and welcome to the 21st development blog post for Unleash!
Over the past two weeks we have carried out a number of tasks, the most noteworthy of which include a drastic rebalancing of the attacking behaviour of a number of damaging towers in the game. A lot of graphical changes and improvements have been happening and are happening in these weeks, including a completely new map design, recoil animations for some towers and new structure icons. Finally, the Top-X scoreboard achievements are no longer based on absolute numbers, but the probably more achievable Top-X percentages.
Damage Towers Balancing Model
Previously, the majority of damage towers (Quadmount AA, Machine Gun, Tesla Coil AA, Electric Tower, Flamethrower and the Frost Cannon) have seen their attack speed decrease as they upgrade, while their damage increases. Coupled with the fact that the armor of monsters doubles for each upgrade level (0 / 2 / 4 / 8), this balancing model ensured that non-upgraded towers generally did not deal damage to level 3 monsters or above. Therefore requiring the player to upgrade towers.
However, the decrease in attack speed meant that visually rapidly firing towers, such as the Machine Gun, Flamethrower and Frost Cannon, in reality ended up attacking relatively slowly (once per second) on the last upgrade level. This resulted in healthbars slowly decreasing in chunks, rather than smoothly ramping down as one would probably expect based on the visual appearance of the attacking VFX.
Therefore, these towers now deal a fixed amount of damage across levels (6 for single target, 5 for splash damage ), while increasing their attack speed (5 / 5 / 6) and armor penetration (0 / 3 / 5 or 6). This new balancing model results in almost the same damage-to-cost ratio for the affected towers, but means that damage is applied much more smoothly and the visual effects seem to match the behaviour of the tower better.
New Map Design… again
Once again we have revamped our map design drastically. While the current version is still a work in progress, it features a dramatically different look and atmosphere compared to the previous ‘arena-style’ map design. The new maps are set in an industrial setting, where each lane is a type of platform elevated high above the ground. The arena-style maps tended to steal attention from the towers and monsters - the actual action - with too many details and moving parts in the stands. This new design places all the focus on the battle, while providing a simple and somewhat ominous backdrop.
(The new industrial map design helps bring focus to what matters: the war)
Top-X Scoreboard Achievements in Percentages
Based on feedback from some of our players, as well as reflection and discussions in our team, we have decided to change the Top-X scoreboard achievements (Top-1, Top-10 and the new Top-20) to be in percentages, rather than absolute numbers. The feedback was that a “Achieve Top-1 on Scoreboard” achievement is basically unachievable for most players, and thus could be a nightmare for completionists. A Top 1 % achievement should be easier to reach, and the threshold for it will naturally increase as the player base grows.
Tower Recoil Animations
Some of our towers have barrels that were meant to recoil when firing - and now they finally do! The recoil animations help make the towers look more powerful, providing an elegant visual feedback to accompany the existing muzzle flashes. Also, moving parts on the towers help make the base feel more alive and responsive, when the hordes of monsters come running, flying, walking, hovering, jumping and digging.
(Tower recoil animations make towers look more impactful and provides visual feedback)
UI Structure Icons
We have reworked all structure icons in the HUD to make them more easily recognizable. The new icons use the structure’s damage type as their outline color, which should aid in easier recognition and a more intuitive understand of the role of different towers. The new structure icons are slightly more caricatured than the old ones, hopefully making them easier to learn and remember. We are currently working on replacing the monster icons too, although that work has only just begun today.
(New structure icons with damage type outline colors should hopefully be easier to learn and recognize)
Closing Remarks
A rebalancing of a number of central damaging towers have resulted in a more smooth application of damage. A new map design in an industrial style affords a more clean battlefield and a more ominous setting. Top-X scoreboard achievements should be more achieveable as percentage-based, rather than absolute ranks. Tower recoil animations provide feedback and make the towers seem more impactful. A new set of structure icons for the HUD hopefully aids in visual recognition and intuitive understanding of the icons.
Get in contact with us through Discord, or any of our other social media channels. You can find all of them through our website. Also, you can watch our internal gameplay sessions over at Twitch.