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Hey rofltastic, thanks for the really detailed writeup. Honestly this list hit almost every sharp edge I'd been circling. Just pushed a patch that directly addresses every point.

Automation for overnighters

  • Auto-Dismiss Events (Settings, 5 / 15 / 30 / 60s). Dismisses the popup with no pick, no reward, no penalty. Click any option to cancel and resolve normally.
  • AFK Auto-Restart. If a wave stays active longer than 1 / 2 / 5 / 10 min, the run auto-ends, banks your RP, and starts fresh with your commander setup. No cap on frequency.
  • Offline progress. Closed-browser time now grants RP based on your last run's RP-per-minute pace. Welcome-back toast on return.
  • Wall Breached auto-retry. When AFK Auto-Restart is on, the gameover screen shows a 10s countdown and auto-restarts, so a breach doesn't stop the overnight loop either.

The wave-41 soft-lock story

  • Damage upgrades are +2% of base per level now (was flat +1). Late waves finally scale properly.
  • Bosses are fully immune to knockback. Cannon "concussive" and crossbow "heavy" builds can't shove bosses back faster than they advance. That was your stalemate path.
  • Sell Hero button. Every filled slot gets a 50% refund button with a confirm dialog. Mid-run pivots are real.
  • Priority targeting. Per-hero chip row: Closest / To Wall / Low HP / High HP / Tanks. CC-heavy builds can now explicitly focus bosses.

Commander auto-upgrade (the real fix)

  • You weren't imagining the damage-dumping. There was a literal typo on the progress-reset path that silently fell commanders back to dmg-first even when you'd set speed priority. Fixed.
  • Also rewrote the distribution: commanders now round-robin one upgrade each per cycle instead of slot 0 draining the treasury before anyone else gets a turn. Matched presets end with identical level counts.

Thanks again. Detailed feedback like this is the most useful thing a player can give a dev. Let me know if anything still feels off after the patch, especially how AFK Auto-Restart plays overnight for you.

(+1)

The archers' damage got way worse.  Instead of 4 => 5 => 6 damage now they do 4 => 4.1 => 4.2.

(1 edit)

Good catch, that was a bug. My last patch switched damage upgrades from flat +1 to "+2% of the hero's base damage" per level, meant to scale better at late waves. For the archer (base 4) that's only +0.08 per level. Effectively a nerf at every level for every hero in the game. Definitely not what I wanted.

Just pushed a fix. New formula is +1 OR +10% of base, whichever is larger:

  • Archer (base 4) gets +1 per level, same as the old chunky 4 → 5 → 6.
  • Cannoneer / Crossbow (base 10) also land on +1 per level at current stats.
  • Once prestige multipliers inflate the base (Sharpened Edge, Promotion stacks, class bonuses), the 10% kicks in and upgrades keep scaling. A 3x-dmgMul cannoneer gets +3 per level.

So the floor is the chunky feel you remember, the ceiling actually scales into late waves. Thanks for flagging it quickly, sorry for the break.