Daily Dev Update: Accurate Auras, Cleaner UI, Tougher Waves — January 9, 2026
Aura ranges now match visuals, onboarding is smoother, wave UI is unified, minions scale harder, plus a round of fixes and rendering cleanups.
Read More →Updates, insights, and community highlights
Aura ranges now match visuals, onboarding is smoother, wave UI is unified, minions scale harder, plus a round of fixes and rendering cleanups.
Read More →Bots now play with personality, onboarding is clearer with new highlight and pre-skirmish info screens, lobby shows levels, and a handful of tutorial and input fixes. Also squashed an auth rate limit bug.
Read More →Drag-and-drop placement, clearer auras and gold boosts, smarter single-board maps, and a bundle of UX fixes and bot/pathing improvements.
Read More →Electric nova readability pass, slower expansion with a higher starting radius, and a restart fix that clears out stale visuals. Also tidied up laser particles and adjusted the default starting tower for testing.
Read More →Laser AOE accuracy, a new debug mode, colored damage and stun feedback, an FPS counter, and a gold progress bar—plus performance and VFX cleanups.
Read More →Introduced the new Survivors mode with tileset visuals, combat/ progression, a smarter tower shop with upgrades, and difficulty scaling with elite enemies.
Read More →Road-map balance (-25% minion health), PVP map mode separation, smarter bots, safer pathing with water, and visual polish on final castles and spawns.
Read More →Hoppers gets smoother spawns and placements, castle captures now refund 50% of tower spend, unlock menus are smarter, and we split rendering from simulation for better performance and bots.
Read More →Custom maps load reliably in Battle Lab, PvP/skirmish boot flow is cleaner, and practice bots make smarter choices. Also tightened up logging to track down stubborn map issues.
Read More →Introduces the AI Battle Lab for head-to-head bot matches
Read More →Start of Battle Lab
Read More →New fort siege maps are in, Hoppers mode bots now understand castle control and dynamic spawns, and we fixed spawn indicators so they actually show up where you need them.
Read More →Hoppers, our territory-control mode, is now playable with capture-on-hit castles, clearer team tinting, dynamic road-based spawns, and a round of UI, pathing, and balance fixes.
Read More →Simplified onboarding on a single board with better camera framing, clearer end‑of‑match UI flow, accurate map‑driven unit picks, tutorial timer fixes, and some analytics housekeeping.
Read More →Scaled team income, five-unit starts, and a full pass on onboarding, profiles, and post-game rewards. Better bot placements, tighter UI, and a light balance touch.
Read More →Local profiles and unlock selection/celebrations are in, plus a new map and wave setup tweaks. Also added an FAQ entry explaining sessions.
Read More →Big FFA improvements: 8-team UI, fair elimination and buffs, smarter bots, and smoother rendering. Plus clearer InfoPanel stats and better replays.
Read More →Bot maze-building on non-road maps, smoother 60 FPS replays, goldflow accuracy in single-board mode, and a cleaner Map Settings workflow. Plus a few visual and tooling touches.
Read More →Single Board PvP lands with proper spawn/tower rules, cleaner selection visuals, fresh tilesets, and multiplayer settings in the level editor.
Read More →Per-tile quadrant spawns for tighter control, clearer spawn visuals, smarter bots, and cleaner pathing. Also a small damage pullback on spikes for PvP balance.
Read More →Minions stop looping castles, bots learn road-only towers and respect goldflow, and the bottom bar gets a clean hover preview. Also a handful of UI and test polish.
Read More →Eight-team FFA now runs end-to-end, a new single-board mode lands, bots get smarter, and we fixed a pile of targeting, spawn, UI, and large-map issues.
Read More →Custom tilesets across the board, per-board doodads with clean removal, and a handful of UI and rendering fixes.
Read More →Multiplayer cleanup to prevent ghost state, steadier movement at high speeds, and a more reliable lobby flow. A few UI and analytics tweaks too.
Read More →Unified GameView, offline skirmish with bots, faster lobbies, cleaner singleplayer flow, and a bunch of fixes for smoother matches.
Read More →Minion auras and survivability skills are live, DOT/true damage shipped with visuals, and the radial skill tree now syncs with the server. Plus UI fixes, bot behavior tweaks, and terminology cleanup.
Read More →Interactive skill tree lands in the encyclopedia, progression now starts at level 0, plus visual/UI fixes and a new client unit testing setup.
Read More →Visual clarity for stacked minions, a fully interactive tutorial with continuous waves, encyclopedia upgrades, and several PvP fixes for fairer matches.
Read More →Same-screen stability fix, frame-time overhead removed, smoother bot matches, and a tidier HUD. Plus testing and build reliability improvements.
Read More →Stabilized multiplayer flow with automated tests and launched a clean playtest landing page with clear steps and rewards.
Read More →Mobile landscape polish across the encyclopedia, main menu, and single-player browser, a graceful offline mode, and Playwright tests wired into CI. Also fixed a nasty tab-switch crash.
Read More →Today was housekeeping: we containerized the dev environment and clarified the project structure in the docs to make setup simpler and testing more reliable.
Read More →HUD overhaul with corner indicators and a transparent hold-to-view stats menu, a critical tower placement validation fix, smoother camera/input handling, and a faster map deployment target. Includes a small Protect the King balance tweak.
Read More →Spawn-safe targeting, clearer wave previews with level stars, smarter road pathing, cleaner visuals between matches, and a handful of UI fixes for small screens.
Read More →Road-based pathing, co‑op map support and survival results, smarter auto‑spawns, filtered unlocks, and a round of fixes including tower placement on mazing maps.
Read More →Multiplayer map selection and co-op lobbies behave correctly, bots use real config data and pathing across multiple spawns, towers respect spawn zones, and a stack of quality-of-life fixes.
Read More →Bots got a real brain upgrade, spawn areas now come from maps, goldflow is pathfinding-driven and visible, and we tightened up placement/targeting and editor behavior.
Read More →Towers now focus the real threats, campaign income respects your level settings, range indicators are back in campaign, and lobby joins use your actual username.
Read More →Unified tiles across editor and game, water now renders in Test Map, pathfinding respects roads and water, and wall towers scaled correctly to 1.0.
Read More →In‑game tilesets now match the editor with multi‑elevation support, plus a cleaner editor workflow and big progress in the AI Training Lab.
Read More →We simplified the match HUD by hiding experimental view toggles in production, standardizing minimap mode for all live matches and reducing confusion.
Read More →Same-screen dual-board view is in, multi-board rendering is cleaned up, and lightning damage now matches the visuals. Plus a pile of fixes to input, effects, and UI.
Read More →Road connectivity upgrades, reliable map generation, smarter bots, and stability fixes across client, server, and validation.
Read More →Procedural multiplayer maps now flow through the campaign map system, castles render correctly (including the main objective), and performance jumps to near-60 FPS with major renderer and material fixes. Plus lobby and campaign HUD polish.
Read More →Tightened up the Share to Reddit flow with a clearer text overlay, true preview in the modal, strict character limits, and a screenshot upload fix.
Read More →Smarter team-aware bots, cleaner restarts with fixed VFX/audio leaks, sharper damage feedback, and a bunch of small UX wins.
Read More →Campaign now matches multiplayer for info panels and range rings, endless mode gets auto-spawns, movement precision and flamethrower DPS fixed, plus a unified Official Maps browser and deployed level editor.
Read More →End-to-end community level sharing is live in the Reddit app, campaign gets freer tower placement and a proper border, and minions move smarter. Lots of asset and data plumbing cleaned up.
Read More →Visual clarity upgrades, a new campaign wave preview, major projectile performance fixes, and a more stable Reddit single‑player build.
Read More →Campaign progression landed, roads now constrain minion paths, the level browser got a split-pane redesign, and we shipped a big batch of placement/pathing fixes and editor QoL.
Read More →Beam towers got real targeting rules, AOE towers got smarter, the minimap/UI saw polish, and the level editor hit big milestones with sprites, camera controls, and one-click testing.
Read More →Cross‑platform desktop auto‑updates are in, plus a stability fix for a crashy background service. Mostly infrastructure today aimed at keeping matches smooth.
Read More →First functional desktop build with GPU acceleration, restored music/SFX across platforms, sturdier navigation, and better crash handling. Also cleaned up some noise and added Linux packaging.
Read More →Game speed controls, smoother minion paths, smarter camera swapping, quick-add bots, a small UX cleanup, and a refreshed Jobs page.
Read More →Laser and god-ray damage now line up with their visuals, new fire/laser/flame VFX, cleaner audio, and clearer castle impact feedback. Mostly feel-and-readability work today.
Read More →Big VFX pass, level-based tower scaling, depth sorting, and a round of performance fixes for smoother PvP matches.
Read More →Big usability pass on Test Arena (free placement, unlimited gold), a new Delete key for quick sell/destroy, clearer health bars, HUD sorting/layout tweaks, and a fix for projectile upgrades.
Read More →New game mode system with a dev-only Test Arena, lobby/UI polish, four new Lord minions, selection UX tweaks, and a pass on production stability and build paths.
Read More →Parallel asset preloading, reliable XP awards, new XP header UI, audio pooling, and a rendering cleanup for smoother matches.
Read More →Today’s work focused on making sign-in flows reliable, preventing server-start failures, and cleaning up the match monitor UI. XP awards are now correctly filtered to humans only.
Read More →Guest-first login is live with optional email registration for XP, plus a database upgrade to PostgreSQL 18 and sturdier Redis handling.
Read More →New in-game music with volume controls, cleaner mobile UI across Level Up and Bottom Bar, and backend monitor fixes for smoother event tracking.
Read More →Replays now process every tick with real timestamps for accurate gold, waves, and movement. Also fixed premature game shutdowns on disconnects and cleaned up Redis log noise.
Read More →Fixed a nasty server/client desync on tower placement, added clickable castle stats, and cleaned up a handful of reliability and UI issues.
Read More →Big pass on mobile landscape UI and touch controls, cleaner HUD, better local-network connectivity, and infrastructure fixes to keep matches stable.
Read More →Critical income desync fixed, cleaner minion pathing, a first pass on sound effects, and smarter bots. Also some balance tweaks to gold and health.
Read More →Spawn points can now be destroyed, ownership highlights are consistent, bots stay in sync, and the UI gets a few clarity boosts and hotkeys.
Read More →Critical pathfinding validation fix, new level bonus choices, smarter bots, and a round of UI + performance improvements.
Read More →Massive set of changes this week, making the game more fun and bug free
Read More →Team-wide income, a smaller battlefield, cleaner level-ups with playstyle filters, auto-balanced lobbies, and big CPU/GPU wins. Plus key aura and bot fixes.
Read More →Bots now self-identify through auth, lobby controls for bot teams/playstyles, and a wider, more stable lobby with clearer server status. Backend tightened to track bot vs human consistently.
Read More →Visual clarity pass (glows, ranges, auras), minion level rework with speed and health, and a big bot logic cleanup for better castle defense and upgrades.
Read More →Fixed a nasty resync desync, clarified combat info in the UI, added minion level stars and castle health bars, and shaved off GC spikes for smoother PvP.
Read More →We cleaned up the TowerStorm website routing, shipped a stable deploy, and tidied a small code issue. No gameplay changes today—just making links and pages load the way they should.
Read More →Tower selling now works end-to-end with 50% refunds, clean projectile cleanup, UI polish on the InfoPanel and How‑to‑Play page, plus some backend housekeeping.
Read More →Time-series performance graphs landed, bot reporting got accurate, and the bot service now launches from the right place. Mostly infrastructure today to keep PvP smooth.
Read More →Stabilized metrics routing and Redis connections, fixed major bot desyncs, and made Spikes AOE behave. Plus UI polish, deployment cleanup, and groundwork for matchmaking iteration.
Read More →Minions now gain 10% max health per enemy castle your team destroys, adding momentum to successful sieges and new counterplay windows.
Read More →New Turret and Super Laser towers, on-path Spikes/Wind control, electricity visual polish, and a new balancing tool to keep PvP tight.
Read More →Lobby stability fixes, clearer server-down handling, and a new Speed Booster tower with an attack speed aura. Also some quality-of-life polish in the games list.
Read More →Introduces the Soul Eater tower, a dark-themed unit Encyclopedia, two new minions, and a replay desync fix plus a small damage rounding tweak.
Read More →Economy-first bot revamp, a 120s pick-phase timer, lean 3v3 lobbies with auto-rejoin, and a few solid fixes to keep matches moving.
Read More →MTG-style color identity with resistances, a full spawn upgrade system with real income scaling, and a sturdier loading flow that actually tells you what went wrong.
Read More →Bot tower placement now considers coverage, new tower upgrading to level 5 with star visuals and UI, plus minion economy/health rebalance and monitoring tweaks.
Read More →Wave timer and level-cost desync fixes, smarter bot tower/spawn decisions, and a big red desync overlay. Plus monitoring, autoscaling, and a few quality-of-life touches.
Read More →Interpolation for 60 FPS visuals, shared path validation to stop bot grief placements, and clearer desync handling with deeper tick logging.
Read More →Deterministic pathfinding, fairer level-ups, a clearer win screen, and an early-game ice tower tweak—plus a big push on stability and networking.
Read More →Aura visuals moved to the renderer for smoother PvP, TypeScript cleanup across the board, and our first AWS/CDK deployment with Redis in place. Plus a handful of stability fixes on server boot and UI polish.
Read More →Bots now show up in lobbies in real time, replays capture both teams, and we cut all blockchain code while landing a cleaner AWS CDK v2 deploy.
Read More →Replays are in, games recover after restarts, and bots behave better. Plus structured logging, monitoring, and a new writer tool to keep updates flowing.
Read More →Real-time matchmaking lands, bots get personalities and better decision-making, and we fix projectile timing so mortars and boulders behave correctly.
Read More →We finished the shift to a centralized server, fixed multiplayer sync and gold/income tracking, overhauled the lobby flow, and got bots running on the server.
Read More →Big pathfinding and GC optimizations, smarter bots with a new modular brain, economy tweaks, and some post-match UI fixes. Smoother matches when building and better practice games.
Read More →Economy-minded bots, a cleaner match start flow and HUD, new grass battlefield with minion shadows, tower shoot VFX, plus on-chain usernames and stability fixes.
Read More →New Laser Beam tower, real spectator mode, smarter bot defense, and a pile of stability fixes. Keyboard controls and HUD tweaks round it out.
Read More →New Ice Tower slow, God of Justice instant smite, Gold Booster economy play, and a stack of VFX/animation fixes. Castle damage logic got stricter and fairer.
Read More →Earth, Fire, and Flamethrower towers hit the arena with stuns, explosive AOE, and continuous flame damage. Plus fairness fixes for bot income, HUD clarity, and a bunch of projectile and renderer improvements.
Read More →New multi-threaded bots with better brains, a simpler win condition, cleaner tower placement, and UI hints for tower progression.
Read More →Deterministic sim and high-latency event syncing, plus new damage-boost aura visuals and build cleanups.
Read More →Smarter minion pathing, a new death-and-decay tower, cleaner UI with team colors, and smoother guest onboarding. Plus a round of fixes and alpha infrastructure upgrades.
Read More →Damage booster tower with an electricity beam and aura system, smoother gold/wave sync, and a major rendering overhaul. Plus clearer placement rules for the new 7-castle layout.
Read More →Stabilized level-ups and the action queue, added an in-game Wiki, and split the core contract to stop random state errors. Smoother matches across the board.
Read More →Individual player economies are in, blockchain actions are now queued and seamless, and the new Corpse Exploder tower brings reactive area denial. Big performance gains and a round of UI polish.
Read More →Wave countdown now respects team selections, Shadow Bolt joins the roster, and we tightened the combat/rendering loop for smoother, more deterministic play.
Read More →Deterministic wave timing tied to blockchain blocks, animated minions, a full projectile system, and a big refactor into Tower/Castle/Minion managers—plus a lot of fixes to catch-up, placement, and rendering.
Read More →Minion spawning is live, tower animations are back, and the UI now supports a clean two-board PvP flow. Plus a deterministic sim core, rendering, and lobby foundations.
Read More →First day notes. We set the foundations, expanded the map, and dropped in three castles to shape early PvP flow.
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