SPSTEAMPULSELIVE ANALYTICS
Tower of Ascension

Tower of Ascension Steam news

OwOInteractive | Jul 19, 2022 | game

Released

0players observed · 6 October 2026 - 18:48:48 UTC

StrategyEarly AccessSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score50% positive

Tower of Ascension news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score50% positive
  • Total reviews8
  • Release dateJul 19, 2022
  • DeveloperOwOInteractive
  • PublisherOwOInteractive

Genres: Strategy, Early Access

Company pages: Developer: OwOInteractivePublisher: OwOInteractive

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Tower of Ascension Steam news

Tower of Ascension news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Weekly Update #6 - 29 August 2022

    Small update this week, the most noteworthy change is that runs now start with a forced weak fight. This should be a small step in solving how the start of a run is much harder than the end. Major Changes Added 3 new items: R Volatile Formula, C Porta Wall, C Damage Up+ First node of the map is now a forced fight where enemies have 75% hp Minor Changes Targetable items with no cost now show 0 energy cost Towers now deal a minimum of 10% damage against armoured targets Enemy descriptions no longer show armour or damage if they have baseline values Cleaned up some code Next week's update will be large and focus on reworking events. Functionally they should remain mostly the same, my goal for the update is to make them more impactful and much higher quality. Some ideas I have are event specific items or each event having its own art, but neither of those are set in stone yet. If you want t…

  • Weekly Update #5 - 23 August 2022

    This week's update ended up being on the small side. The main changes are a few new items, updated map visuals, and quality of life when selling things out of combat. Major Changes Added 3 new items: R Leaf, A Shock, T Mercenary Minor Changes Several improvements to map visuals Previews now show enemies that spawn from other enemies Can no longer start a wave while previewing a wall Can no longer sell walls during combat Walls are now refunded if sold the same wave they are placed Towers are now fully refunded if placed and sold out of combat on the same wave Bug Fixes Fixed interaction between anergy tower and beam converter Fixed potential issues with selling towers near beacons Next week's update may potentially be even smaller than this one. However, the week after I'll try to tackle something larger like reworking events. If you want to help with the game, leave your bug reports an…

  • Weekly Update #4 - 15 August 2022

    No major changes or additions with this update, just some standard polish and items. The new items need to be unlocked with the meta progression experience that was added last update. Major Changes Added 3 new items: T Ganerator, T Bank, A Magic Wall Minor Changes Generator: Cost 4 -> 3, Sell Price 0 -> 2 Changed pierce so that a value of 1 pierces 1 enemy Pierce and burst count are now hidden if they have baseline values Upgrade cap is no longer shown as a stat when inspecting a tower Beam towers no longer have projectile speed Generator now uses "Income" rather than "Energy Per Wave" Added update_tower_ids debug command Bug Fixes Fixed bug where the enemy path preview didn't show on some (most) maps Fixed issues with Generator tower preview Fixed several issues with inputting debug commands At the moment I don't have any urgent ideas to put into next week's update, so it could be anyt…

  • Weekly Update #3 - 10 August 2022

    Late on the update this week but it's the first bit of added content since launch. The main feature of this update is the addition of meta progression. Throughout runs you will gain experience and level up to unlock new items. Speaking of unlock, there are now 5 new items gained from this system. Going forward with unlocks, I plan to have it where most new items that are added need to be unlocked first. This may change in the future, but I believe that a fairly large pool of items to unlock adds replayability to the game, or at the very least gets the player encouraged to keep playing. The same could be said for achievements, but that's for down the road. On the other hand I don't believe in pure stat bonuses from meta progression. Major Changes Finishing a run now shows a score screen with actions done in the run Score unlocks items for future runs Added 5 new items (C Health potion, A…

  • Weekly Update #3 Delayed Until Wednesday - 8 August 2022

    Weekly update 3 is going to be delayed until this Wednesday. Although a 2 day delay is rather small, I want to avoid this becoming common practice if I can help it. The main change in update 3 is adding meta progression. You gain experience from doing runs and unlock items from your level. Currently the meta progression system is fully functional, however I want to make some new items that will be unlocked by it. Furthermore I want to include some more general polish and quality of life improvements.

  • Weekly Update #2 - 2 August 2022

    It's a new week and that means a new update for the game. My goal for balance was to make it so that the game can be won at least most of the time on each class. In general, classes now start with more towers and upgrades, since the first few combats are the hardest. Ideally the first few combats of the game, or each act, would be weaker than the rest, but that's something for down the line. Weaker items got buffed, a few strong items got slight nerfs, and some waves got nerfed. There's also a handful of minor changes and bug fixes in this update. Minor Changes: Enemy death animation now plays when the game is paused Displayed ability costs now round to the nearest integer Enemy path preview now shows when the game is paused If a combat is cleared while paused, new combats start at 1x speed Spread shot tower with the beam converter upgrade now shoots 3 beams at the target Slight tooltip…

  • Weekly update #1 - 26 July 2022

    The people have spoken and the game is objectively not enjoyable. I fully intend to continue working on this to make that no longer the case, no matter how long it may take. That will come in the form of weekly updates each Monday such as this one. Addressing some problems with the game: The game looks bad There isn't much I can do about this especially in the short term. Eventually I hope that the gameplay is fun enough that the graphics take a back seat. The rules aren't clear This was the main focus of this week's update. The main feature of this update is a tutorial that plays at the start of the first combat on a save. Hopefully that helps a bunch with explaining game mechanics, however the game could stand to be more intuitive. Also, it would be nice if the tutorial guided the player through actions rather than just saying them, but that's something for down the line. The game is…

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