Version 7


Version 7.0: Rebirth Rework and Performance improvements.

This update continues laying the foundation for future scaling systems, with a heavy focus on rebirth balance, enemy variety, and customization. It also introduces some overdue quality of life improvements and backend cleanup.

New additions: 

-Added a Codex showing all the enemies in the game and where/when they appear.

-Added a lore popup after the initial intro popup.

-Added a "Changelog" button to the main menu that links to the latest version's devlog.

-Added a Legend button [?] in the options menu. This explains how to correctly enter and submit text inputs, and shows what toggled settings look like when enabled or disabled.

Visual Changes:

-Renamed the "Restore Planet" button to "Build Decoy Planet" to better align with the new lore.

-Window & Display Options Rework:

    -You can now choose between Windowed, Maximized, Fullscreen, and Exclusive Fullscreen.

    -Resolution support has been expanded across multiple aspect ratios and screen sizes.

-Numerous tooltips across the settings menu have been rewritten for improved clarity.

-Achievement tiers now display from I (Locked) to X. Locked achievements still track progress even if not yet unlocked.

Balance Changes:

-Added a supply cache that spawns every 5 minutes and grants the player 5% of their current cash.

-All enemies now have 3 additional variants (MK2, MK3, MK4) with escalating stats. Details in the Rebirth Rework section.

-Scattershot Chance now supports values above 100%. For example, 150% = one guaranteed extra scattershot proc and 50% chance for another proc.

Customization Changes:

-Bullet pooling is now an optional performance enhancement

-Can now set the max number of bullets to be stored in memory via a text input

-Can now set the max number of "pew" sound effects via a text input

-Added a toggle for music shuffle

-Added V-Sync settings: Off, Fast, Adaptive, and On.

Rebirth Rework:

Mostly some minor changes to spice the game up, more to come in a future update.

-Each planet built up to 10 now increases the likelihood of alternate enemy variants, these variants differ in color and base multipliers making them more threatening:

    MK1(Blue) - 1x base stats(original enemy variant)

    MK2(Green) - 2x base stats

    MK3(Orange/Red) - 4x base stats

    MK4(Black) - 8x base stats

-Bosses also scale similarly: 10×, 20×, 40×, and 80× HP with color shifts from Blue → Green → Red → Yellow.

-You can now toggle whether achievements reset on rebirth (except for planets built). Previously, this was always enabled.

Bugfixes:

-Fixed a bug where the lifetime cash achievement had incorrect values (100M instead of 10B, 100B, and 1T for the final three tiers).

-Fixed Tier 10 Cosmic Creation achievement requiring 9 planets instead of the correct 100.

-Fixed a typo in the boss enemies popup where it said the boss moves at the same base speed instead of saying it moves at half the speed, the behavior of the boss itself was unchanged

-Fixed stage progress achievement bar not displaying progress properly.

Performance  & Backend Changes(Dev Focused):

-Added bullet pooling(reuses existing bullets instead of creating new ones)

-Enemies are now loaded a single time instead of whenever they are spawned, should help reduce resource usage

-Added static typing to variables and functions for better engine optimization.

-Added internal tracking of total rewards earned via achievements, paving the way for possible future UI integration.

-Centralized the logic on the stages so that less values are hard coded

-Added the backend infrastructure to be able to have multiple enemy tiers

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