Period: November 12, 2025 Total Commits: 12

TowerStorm Dev Update: Roads, Co‑op, and Smarter Spawns

Hey, here’s what we’ve been working on. Today’s changes focus on clearer pathing on road maps, better co‑op support for custom maps, smarter auto‑spawning, and a bunch of UI and placement fixes. Nothing flashy, just steady improvements that clean up rough edges and tighten PvP balance a bit.

What’s New

Road-first pathfinding on road maps

Minions now route in two stages on maps with roads: first to the nearest road entrance from their spawn, then along the roads to the castle. This makes lanes more predictable and reduces weird side-wandering. Non-road (mazing) maps still use direct routing, so your maze designs behave as expected.

Single‑team co‑op support for custom multiplayer maps

Custom maps can now enforce a single-team co‑op setup. The lobby and client UI adapt automatically:

This is already wired up for maps like “Protect The King.”

Endless mode survival screen

When an endless multiplayer run ends in defeat, a new survival modal shows your survival time, player count, and the map. The default game over overlay stays hidden so the focus is on your run stats.

Smarter auto‑spawners under pressure

Auto‑spawners now get decisive when spawn zones are full:

Map-aware unlocks and role clarity

The Level Up unlock menu now respects each map’s allowed towers and minions. On road maps, the wall tower is excluded by design since it doesn’t do anything there. You’ll see less noise and fewer trap picks, especially when learning new maps.

Income scaling tools for creators

We added two knobs that help custom multiplayer maps scale cleanly:

Both options are configurable in the level editor and preserved properly by validation.

What Got Fixed

Tower placement near castles on mazing maps

Fixed a long-standing issue where the castle position wasn’t registered on random (no-road) maps. The result was the placement grid going red when trying to place adjacent to the castle. That’s now corrected and placements behave normally.

Co‑op view quirks

Spawn point visual cleanup

Removed stray spawn point visuals that lingered after replacing or destroying a spawn. Old markers now despawn correctly when spawners upgrade/replace or when you clear them manually.

High-speed minion tuning

We shaved down the top-end of the fastest minions to reduce early burst-throughs and give mid-tier towers a fairer window. Expect fast lanes to be a touch more manageable without removing the “speed line” identity.

Under the Hood


That’s the lot for today. Thanks for the reports on tower placement and the co‑op view toggles—those made the fixes pretty straightforward. If you notice oddities with road routing or the new auto‑spawner behavior, ping us with a map name and a short description of what you saw.