- Update 1.18 - 20 August 2018
New rocket model, new weapon, new type of enemy, background terrain. Also with localization and fixed a long lasting bug that corrupt save. Weapon will rotate and snap to socket automatically. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F32089249%2Ff94afc0adab924732dfc12f2f6ce88d312614f80.gif https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F32089249%2F496342911ee0f37101a8f080be9f1acd9cf7bd34.gif https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F32089249%2F1572b1007c121317fd19691ed1367a670fd1b113.gif 1.18 changes Added Medium Socket Added Howitzer Added Lobber Added background terrain Added background crystal Added Chinese localization Added new rocket model Increased crawler range Increased zoom sensitivity Increased block snap range Improved weapon FX Fixed game unable to save Fixed null ref when showing PowerGrid Fixed projectile weap…
- StackFortress at HKACG2018 - 29 July 2018
We are showcasing StackFortress at ACG 2018 in Hong Kong, visitor is trying out our new (buggy) build with new enemy, new weapon, localization and more. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F32089249%2F4be049317ec716fdfd0d9ad915ecb2f92eb71bd3.jpghttps%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F32089249%2Fa92dd3e817291157ffebe27d321b2357063c2119.jpghttps%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F32089249%2Fad4f85080fa9a1b45c7bafb0d83796dfa9c2503a.jpghttps%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F32089249%2F3ae7a9281c756dc27355aece3cf80ed19575d46a.jpg
- Update 1.16 - 14 April 2018
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F32089249%2Fecd3617caad579bd650e6fcdf2c471947468d942.gif Visual update for shield and energy flow, now you can see at a glance what is working and connected properly. It has been sometime since our last update, implementing this visual update took longer than expected, so we decided to pick up the pace! From this update onward, we will only post announcement when the stable branch is updated. The experimental branch will be updated more often and more unstable. Opt-in at your own risk. 1.16 changes Added rocket explosion Improved shield rendering ShieldGenerator can now be overcharged Changed cannon hitFX PowerBettery light change according to charge level Power line light change according to network power level Socket extension show energy flowing visually Stabilizer and Injector show energy flowing visually Fixed sniper n…
- Experimental update 1.15 - 25 March 2018
A new weapon, new power system block and a new enemy. 1.15 changes: Added cannon Added solar panel Added a new type of enemy: Sniper Replaced generator and capacitor Power line tooltip display grid available power Removed blur in UI that is slowing down low end system Increased speed of flyer Different type of enemy will appear after certain wave Improved block placement
- Experimental update 1.15 - 25 March 2018
A new weapon, new power system block and a new enemy. 1.15 changes: Added cannon Added solar panel Added a new type of enemy: Sniper Replaced generator and capacitor Power line tooltip display grid available power Removed blur in UI that is slowing down low end system Increased speed of flyer Different type of enemy will appear after certain wave Improved block placement
- Experimental update 1.14 - 15 March 2018
We have added stabilizer which boost range of your laser for the cost of some power. And a new type of enemy that leech energy and destroy block. It is very hard to kill, not because it is tough but it will goes into the blind spot of you base. And they can walk pass shield. 1.14 changes: Added Stabilizer which boost range Added a new type of enemy: Crawler Added more tooltip information Added next wave button Game can now be paused by spacebar Improved calculation of energy system Changed cost of various block
- Experimental update 1.14 - 15 March 2018
We have added stabilizer which boost range of your laser for the cost of some power. And a new type of enemy that leech energy and destroy block. It is very hard to kill, not because it is tough but it will goes into the blind spot of you base. And they can walk pass shield. 1.14 changes: Added Stabilizer which boost range Added a new type of enemy: Crawler Added more tooltip information Added next wave button Game can now be paused by spacebar Improved calculation of energy system Changed cost of various block
- Experimental update 1.12 - 11 March 2018
Weapon overcharge is finally here! This update only have energy injector with increase weapon damage and mining rate, but we will soon add range boost. Check out the manual page about overcharge as well. There are no limit as to how much energy you can add to the weapon for now, the idea is that more energy will generate more heat, eventually overheat or even melt your system. Then you will need to install cooling to counter that. But that's another story. For now, we will focus on adding more capability to the overcharge system, and more type of enemy. And of course bug fix. 1.12 Changes: Implmentated overcharge system Mining laser can now be overcharged Small laser can now be overcharged Added energy conduit block Added energy injector block Added manual page to explain overcharge system Replaced TurretBase model TurretBase and ShieldGenerator can no longer conduct power Improved cabl…
- Experimental update 1.12 - 11 March 2018
Weapon overcharge is finally here! This update only have energy injector with increase weapon damage and mining rate, but we will soon add range boost. Check out the manual page about overcharge as well. There are no limit as to how much energy you can add to the weapon for now, the idea is that more energy will generate more heat, eventually overheat or even melt your system. Then you will need to install cooling to counter that. But that's another story. For now, we will focus on adding more capability to the overcharge system, and more type of enemy. And of course bug fix. 1.12 Changes: Implmentated overcharge system Mining laser can now be overcharged Small laser can now be overcharged Added energy conduit block Added energy injector block Added manual page to explain overcharge system Replaced TurretBase model TurretBase and ShieldGenerator can no longer conduct power Improved cabl…
- Status Report - Overcharge your laser - 9 March 2018
A quick report on what we are working on right now. As you may have guess from the picture, we are half way into implementing the first of our core game mechanic, which is overfeeding your hungry laser! You can build energy injector that convert power from your generator into weapon energy which is feed through a special energy conduit into the turret and finally your laser. There will be different type of converter that boosts different aspect of your weapon, increasing attack damage and range are the basics, eventually we will have more exotic one like giving armor melting or freezing effect. The next update is going to be so exciting, it is every man's dream to build bigger laser. I can't wait! Thanks for reading.
- Status Report - Overcharge your laser - 9 March 2018
A quick report on what we are working on right now. As you may have guess from the picture, we are half way into implementing the first of our core game mechanic, which is overfeeding your hungry laser! You can build energy injector that convert power from your generator into weapon energy which is feed through a special energy conduit into the turret and finally your laser. There will be different type of converter that boosts different aspect of your weapon, increasing attack damage and range are the basics, eventually we will have more exotic one like giving armor melting or freezing effect. The next update is going to be so exciting, it is every man's dream to build bigger laser. I can't wait! Thanks for reading.
- Experimental update 1.11 - 7 March 2018
Added a new storage block that store resource, not the most exciting block. But it is the first block that is bigger than 1x1x1, which is only possible only after implementing collision check in buildmode. With good base to build on and a few issues fixed, we can finally start working on more exciting things like new enemy and weapons! Also bumped default branch to 1.10 Implmentated collision check in buildmode Added storage block Reduced starting resource storage to 250 Added more information in build picture tooltip Added wave interval slider to difficulty settings Combined escalation settings into one slider Persist difficulty settings Removed blur background of tooltip for performance Fixed shield sorting issues Fixed shield generator not connecting to powerline with power socket model
- Experimental update 1.11 - 7 March 2018
Added a new storage block that store resource, not the most exciting block. But it is the first block that is bigger than 1x1x1, which is only possible only after implementing collision check in buildmode. With good base to build on and a few issues fixed, we can finally start working on more exciting things like new enemy and weapons! Also bumped default branch to 1.10 Implmentated collision check in buildmode Added storage block Reduced starting resource storage to 250 Added more information in build picture tooltip Added wave interval slider to difficulty settings Combined escalation settings into one slider Persist difficulty settings Removed blur background of tooltip for performance Fixed shield sorting issues Fixed shield generator not connecting to powerline with power socket model
- Experimental update 1.10 - 6 March 2018
Improved turret targeting performance Turret targeting check for line of sight now Fixed enemy not removed after destroyed causing invisible enemy Improved serialization, save is less likely to break after update Disabled power grid highlight in buildmode Moved version label to lower left
- Experimental update 1.10 - 6 March 2018
Improved turret targeting performance Turret targeting check for line of sight now Fixed enemy not removed after destroyed causing invisible enemy Improved serialization, save is less likely to break after update Disabled power grid highlight in buildmode Moved version label to lower left
- Experimental update 1.09 - 5 March 2018
We have replaced the ugly placeholder enemy model with new one Changes: Enabled procedural map generation Decreased keyboard camera control sensitivity New model for enemies
- Experimental update 1.09 - 5 March 2018
We have replaced the ugly placeholder enemy model with new one Changes: Enabled procedural map generation Decreased keyboard camera control sensitivity New model for enemies
- Early Access Launch - 5 March 2018
StackFortress is available now in early access. Thank you for your interest in StackFortress. The game is still under heavy development and will be regularly updated during the next months. Please report any bug in the Bug Report sub forum in steam discussion. We will also post our road map soon on the forum. We look forward to you suggestion and feedback as well. If you want to see the latest version. You can opt into the unstable experimental branch.
- Early Access Launch - 5 March 2018
StackFortress is available now in early access. Thank you for your interest in StackFortress. The game is still under heavy development and will be regularly updated during the next months. Please report any bug in the Bug Report sub forum in steam discussion. We will also post our road map soon on the forum. We look forward to you suggestion and feedback as well. If you want to see the latest version. You can opt into the unstable experimental branch.