- Patch 0.1.0.1 - 9 September 2026
GameplayReduced width of oversized unit colliders to better fit the models and reduce chances of stuck enemies.Removed run failed banner from the ending sequence of Endless Mode.Increased Sandbox decorative object cap from 300 to 600. We will display this limit in the UI in an upcoming updateDisabled decorative spawn point and unit spawning from Region 1 Level 1’s background decorBug FixesFixed saved language settings being reset during settings validation.Fixed several cases where units would frequently get trapped or hang off the edge of a platformRemove Platform card can now properly target non-essential platforms in Endless ModeAdd Platform now properly updates the next generated platform’s spawn previewCube/Sphere physics objects now render properly in sandbox modeBalanceReduced amount of enemies in Endless Mode waves 1-25 (starting at ~40% original total, scaling to current value…
- Localization Hotfix - 7 September 2026
Fixed an issue that prevented changing languages in Settings. You may need to select your preferred language again. Thank you to the player who reported this through the in-game bug report tool!
- Tower Lab is Released! - 7 September 2026
Tower Lab is now available! What's in the Early Access Launch?3 Regions with a roguelite deck-building campaign mode with meta progression. Unlock new towers, cores, machines, traps, utility cards, and physics effects.40 Playable Cards20 Towers with 150+ Tower Upgrades4 Traps15 Utility Cards30 Cores to craft your run4 Machines with different starting tools, active abilities, and play stylesMultiple additional game modes: Endless Mode with a procedurally generated map and scaling threatsPuzzle Mode where careful planning is keyTD Arcade for those who prefer a less restrictive experienceLevel Editor with Steam Workshop support. Build and share your own creations!A few other features such as Leaderboards, Photo Mode, Hazard Difficulties, Achievements, Collection, and Run Statistics Steam Reviews: Your Feedback MattersIf you’ve spent any time in Tower Lab, please consider leaving a Steam re…
- EARLY ACCESS RELEASE DATE! - 24 August 2026
Hey everyone! We're excited to announce that...Tower Lab is coming to Early Access on September 7th!Early Access initially includes:3 Regions with a roguelite deckbuilding campaign mode with meta progression. Unlock new towers, cores, machines, traps, utility cards, and physics effects.40 Playable Cards20 Towers with 150+ Tower Upgrades5 Traps15 Utility Cards30 Cores to craft your run4 Machines with different starting tools, active abilities, and play stylesMultiple additional game modes: Endless Mode with a procedurally generated map and scaling threatsPuzzle Mode where careful planning is keyStandard TD for those who prefer a more traditional experienceLevel Editor with Steam Workshop support. Build and share your own creations!A few other features such as Leaderboards, Photo Mode, Hazard Difficulties, Achievements, Collection, and Run StatisticsIt has been two years since the game wa…
- The Road to Early Access! - 22 June 2026
Hey everyone! We wanted to take a minute to say thank you all for playing Tower Lab's demo! The demo has already been live for over 6 months, and we've received tons of valuable feedback, suggestions, and bug reports from all of you during that time. It has been an absolute joy hearing what you have to say and adding your ideas to the game.We're anticipating launching Tower Lab into Early Access in Q3 of this year, and because we're just a two-person team, we want to shift our focus to developing the main game. Tower Lab has grown so much since the initial demo launch that we feel it no longer accurately represents the game, and keeping the demo updated was pulling significant time away from our release plans. We want to put as much effort as possible into the Early Access release. As a result, we have decided to take the demo offline one week from today, on 6/29/2026.If you would like…
- Demo Patch Notes - New cards, rebalancing, bug fixes - 20 June 2026
GAMEPLAY:Enemy pathing physics overhaulRework Conversion Field to double Matter earned for one wave rather than instant matterRevert Kinetic Tower's projectiles so their pulse effect no longer pushes them apartCONTENT:Added physics-based utility card “Aftershock”Added physics-based utility card “Arc Discharge”Added physics-based utility card “Gravity Dampener”Added physics-based utility card “Black Ice”QOL:Add tower info button to tower right-click menu to quickly view its tech treeBUGFIX:Fixed Fan Tower capstoneFixed Tesla Tower capstoneFixed an issue where enemies could stop pathingFixed upgraded gravity tower capturing enemy units permanently (projectile lifetime rebalance)BALANCE:Rebalanced all enemies, waves, towers, and the game’s general economy to account for physics overhaul and improved difficulty scalingRemoved Tesla Tower, Salvage, and Hot Swap from Region 1 starting deck
- Demo Update - 15 June 2026
Hi everyone, the updated demo just went up for Steam Next Fest. I have attached all the changes relevant to the demo build below. I have already received some submitted bug reports for the new build. So we will get on those ASAP. Thank you! v0.0.6 Demo Update Gameplay Added tower tech trees with branching upgrade paths and module nodes Utility cards now play directly from your hand for instant effects Cards now have rarities Added a tower-card upgrade option in the shop Reset your tech tree at the shop to refund spent matter and respec Cores no longer stack, each core is now a unique item Shield is now a generated resource (removed the flat +20 shield at level start) Enemies now scale smoothly with their mass instead of in discrete steps Rewards are now granted after each level The shop now appears after the Rewards screen Added 3x speed mode Added an opt-in run timer in Settings (off b…
- Demo Patch Notes v0.0.4.1 - 1 February 2026
New FeatureAdded right click Tower Context Menu to sell tower and view tower info after placement Bug FixesFixed wave progression and shop occurrence in endless mode (starts at wave 6)Fixed hand card duplication when pressing F to start wave while hovering over a cardFixed losing tower when moving and pressing F to start waveFixed input hints not localized when switching languagesFixed various collision issues on stage 2Adjusted a location on stage 5 to prevent units from getting trapped on decorAttempted an achievement fix that was resetting stat on new runs Quality of LifeEnabled speed control in build phaseDoubled wave tooltip auto-show duration Balance ChangesRebalanced kinetic tower to improve early-game strengthIncreased Bomb Tower scale force multiplierIncreased Mine Tower explosion forceReduced friction on mines AudioReduced attack start SFX volume
- Tower Lab Demo is out! - 23 January 2026
The demo includes multiple standard stages, endless mode, and leaderboards to compete on.Share your feedback with us, tell your friends, and add the game to your wishlist
- Progress Update - A bunch of new things! - 4 January 2026
Hi, everyone!We hope you had a wonderful holiday season! We've been hard at work throughout the break, and Community Playtest 2 has been invaluable in shaping the demo. Here's a summary of what we've accomplished over the past couple weeks.Deckbuilding System OverhaulThe core deckbuilding loop has received major upgrades:Card Removal and Rerolls are now available in the ShopNew Deckbuilding UI showing your Draw Pile, Discard Pile, and full Deck at a glanceRandomized starting decks for more varied runsNew Enemy TypesWe've introduced three new enemy types that demand different strategic approaches:Copper - Extremely heavy units that attract and are more vulnerable to electrical effects. Tesla Tower deals 3x knockback against Copper enemies, making it a hard counter.Rubber - Takes significantly reduced knockback from electrical effects and prevents chain lightning from branching through it…
- Community Playtest 1 Wrap-up! - 28 October 2025
Thank you all so much for participating in our very first community playtest! We are genuinely blown away by the response. The amount of time you all put into writing up feedback, reporting bugs, and sharing your experiences with us has been incredible, and we couldn't be more grateful for this community's support and enthusiasm. Seriously, you're awesome.So... What's next?Our goal is to release our official Steam demo early in 2026. In the meantime, we're excited to start implementing more community concepts and will be running additional community playtests to gather feedback on new content.For Community Playtest 2, we'll be focusing on expanding the game in several key areas:♾️ Endless ModeTo really lean further into the roguelike nature of the game, we want to add an endless mode which spawns increasingly difficult waves of enemies, testing your defenses to their absolute limit. Thi…
- Game Update! v0.0.2 - 22 October 2025
Hi, everyone!Hope you are having a great week so far ☺️We’ve chosen this coming weekend to launch the first playtest on Steam. Any feedback and suggestions are welcome and highly valued!This playtest will be available from October 24th to 26th, 2025 - a total of 3 days. It will be announced on our Discord when it is live!So, what is included in this build?PhysicsThere is no traditional health/stat system here. Instead, you knock enemies off their paths. Thanks to gravity!Many interaction types: Knockback, Scale, Orbit, Slow, Push, BounceGrow or shrink enemies, projectiles, and objects. Change their weight and force. Take power and economy into YOUR control. 📈Knockback system with stability.Roguelite progressionReplayable runs with a shop to enhance your equipment after every stage. 💰Modules: Purchasable items to enhance how towers work and alter other gameplay elements.Tower Defense…
- Welcome, welcome, welcome ⚙️🔧 - 3 October 2025
Hi there! Welcome to our first devlog! It’s great to have you here 😊It’s crazy to think that this was just a little jam entry a year ago. We picked it up again a few months later after discovering how much we enjoy the idea of expanding on it. The game has come so far already, and we’re only getting started! There are many more physics interactions, towers, and unit types we want to add. And this community suggests the wildest ideas to test.We plan to post regular dev updates here on Steam. So follow us if you want to stay up to date and come say hi in the discussions! 👋So, what’s the latest news?Two weeks ago, we ran our first proof of concept playtest with a small circle of players on itch. We kept it intentionally tiny so we could chat with everyone who played. The goal was to verify that the game’s concept is fun to play, and we got our answer: yes! 🥳Our next devlog will go into…