Claim and defend the Tomb of Tyrants against greedy adventurers by matching tiles to build a deadly dungeon full of traps, minions, and more!
All Reviews:
Very Positive (142) - 85% of the 142 user reviews for this game are positive.
Release Date:
Jun 25, 2015
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Recent updates View all (96)

November 24, 2017

2017.11.24 - Creepy Cabin



Over a year ago, I announced plans to rework major mechanics in the form of an opt-in beta. I provided details up front because I wanted to hear your opinions, and I'm grateful for everything you shared. However, over that year, the little development time I had spiralled from one experimental overhaul into another, and now a year has passed and the "big beta" still hasn't materialized--the beta build is currently a convoluted mess of insane changes.

I've always wanted Tomb's development to be responsive and this year has been anything but; you all deserve more than the handful of meager updates I've provided in this time--there hasn't even been a new floor since last Halloween!

Fortunately, while the big beta is far from releasable, there are a lot of elements that are completely ready to go--many of which I feel confident releasing outside of a controlled beta. So I've decided to spend the next few months porting those changes and some content from the beta copy into the standard release. My development time is still limited, so this may take a while, but at least you'll start seeing new stuff on a more regular basis, and I can continue to hear and iterate upon your thoughts.

The first change I've brought over is the hiding of the original dungeon Hoard, so that the left-hand Hoard is the only one you'll play with. The dual-Hoard setup was the result of a desire to provide a more practical left-hand Hoard without ditching the one at the bottom of the dungeon--which was a core part of the game's original premise. However, a lot of players make comments about how silly or confusing this looks, and they're absolutely right. I am sorry it took so long to see that.

Secondly, the Fence, Shop, and Guildhall have been collectively altered. These floors were unique in that they were the last example of floors altering what later floors provided; this one-off mechanic was being phased out, but these floors didn't get handled before beta development started. Now, the Fence will produce the existing Thief minion, the Goblin Sneak has been changed into a Goblin Swindler and placed in the Shop, and a new Goblin Ringleader has been added to the Guildhall. The net result of these changes is that all floors finally produce either a minion or a trap, and none of it is dependent upon other floors.

As for those minion changes, the Swindler has a unique "bargain" ability; when a Swindler is purchased or resurrected, another minion will be purchased or resurrected for free. The Ringleader has a new "delegate" ability, which directs a more powerful minion to attack in their stead; you may place the Ringleader on a floor with one of your most powerful minions to essentially give that minion an extra attack every round.

There's also a new Creepy Cabin floor that produces Psychopaths, some more shader revisions, a larger default window size, and some other assorted fixes and improvements. As always, let me know what you think!

What's Next?
There is still a bunch of finished stuff in the beta that I can pull into the standard release, and my current plan is to start with damage changes. The beta removes the separate-damages-by-slot mechanic and allows some attacks to deal two or more types of damage. This means that slot placement will matter a lot less than floor composition; previously, you could have a minion that buffed fear damage, and a minion that only dealt fear damage in a certain slot, and you would have to be sure you placed both correctly in order to benefit, but now that second minion may have an attack that deals some fear and some cold damage, so the fear buff will apply to them in any slot--and another minion could be buffing their cold damage, to boot!

Of course, that change requires bringing in a lot of character damage changes, and while I'm at it, I will try to bring in some of the other character changes (new abilities and visual improvements). The game is moving away from all of those different damages and instead giving each minion one damage and possibly one special ability; as a result, more characters are receiving the latter.

I'll also pull in another floor and maybe a new item or two from the beta. I'll slowly bring in most of this stuff, and maybe doing so will help me get a better grip on the focus of the beta, because it's pretty crazy right now.

Thank you, again, for all of your continued suggestions and support this year, even in the face of sparse updates. I greatly appreciate all of it !

Changelog
Additions:
  • Creepy Cabin floor; produces Psychopath, a fear damage dealer
  • Goblin Ringleader added to Guildhall; they can provide powerful minions with an additional attack
  • More hats for the Masquerade banner
Changes:
  • Dungeon hoard has been hidden
  • Thief moved to Fence
  • Goblin Sneak changed to Swindler and moved to Shop
  • Guildhall now produces Goblin Ringleader
  • Visual options now affect the pause menu
  • Menu dims the background image slightly more, to reduce visual noise in the menu
  • Several visual changes to some existing characters
  • Minor improvements to shaders
Fixes:
  • "B" button icon appeared on Codex when controller was detected, even when not in use
  • Genies and Ifrit were not marked "hattable," so hat banners weren't affecting them--unacceptable!
  • Minions wouldn't always receive a randomized visual appearance when newly spawned
16 comments Read more

July 29, 2017

[Beta] 2017.07.29 - Shader Changes

First off: this isn't the beta you're looking for. Many of you have been patiently awaiting the big beta overhaul, and while this is a beta release, it is just the standard build with a couple of potentially volatile items that I need tested.

This update contains changes to the launcher and primary fragment shader, which are two things that can cause a lot of unforseen headaches on different OS and hardware setups, necessitating a beta release before pushing these changes out to everyone. You can opt to receive beta releases at any time by looking for the betas tab of the game's properties in your Steam library.

So why am I pushing these volatile changes out now instead of holding them for the big beta? This shader change aims to address one of the more common complaints I've seen: why does the game have to look so retro? I get it, you like pixels, but these ones are too big, or the pixelated fonts can be hard on your eyes, or you're just not in the mood to have sharp, saturated blocks of color pumped into your retinas. I've done things in the past to assist with this: various filters and the "double-res" fonts, but it seems nothing has quite done the trick!



So I'm introducing new "smooth" and "artsy" pixel filters (leftmost section of images is "hard" pixels). The "smooth" setting is replacing the default "soft" pixel setting (which was virtually indistinguishable from "hard" at most standard resolutions), while the old, rubbish "artsy" filter has been completely discarded in favor of a much smarter smoothing algorithm of my own design (I had a great vacation this year!).



The "smooth" filter intelligently rounds the corners of non-contiguous pixels to create a subtle softness without compromising sharp pixel edges. It even helps improve the double-res fonts:



The old "artsy" filter was a poor attempt to disguise the game's pixels, but it ended up a mess; the new version, on the other hand, is very playable. However, the double-res fonts are not usable with this filter (it makes them look worse, while the low-res fonts actually look quite smooth and legible).



Other changes: the double-resolution fonts are now the default, and the launcher no longer keeps a console window open while you're playing (an inadvertent side-effect to launcher fixes from this past spring).

Changing the default shader and font set is a significant design change for me, as most of the game was developed to adhere very strictly to the grid (no rotating, scaling, or offsetting pixels), and compromises were available but never pushed in the past. Development on the beta has me re-evaluating a lot of priorities, though, and I need to offer the best default experience I can. Please let me know whether you feel this is a step in the right direction, and of course, please report any issues you have with this release so I can prepare the standard release quickly.

Thank again, everyone!

Changelog
Changes:
  • "Artsy" filter is completely different, no longer sucky
  • "Soft" filter (the default setting) replaced with "Smooth" filter with slightly rounded corners
  • Double-res font set is now enabled by default (for new players)
  • On Windows, launcher no longer leaves a console window open while the game is running
5 comments Read more

About This Game

The Hook:

Claim and defend the titular Tomb against waves of greedy adventurers by matching tiles to construct and fill your deadly dungeon with traps, minions, and more! In an unorthodox blend of Tetris and Dungeon Keeper, clearing tiles rewards you with resources and space for vertical expansion, putting distance and dangers between invading hero-types and your squishy Tyrant.

The Rundown:

  • A unique blend of tower-defense strategy, simulation, RPG, and puzzling!
  • Slick, simple, and frenetic matching mechanics, where reflexes and planning are both rewarded!
  • Lovingly pixeled characters, settings, and items!
  • Single-sitting sessions with long-term unlocks, gradually taking your game from newbie-friendly to deep and cerebral!
  • Tons of diverse floors, items, minions, heroes, and more, to discover and exploit--And more to come!
  • Tactically emergent gameplay, spawning new strategies and builds as your game evolves!
  • Frequent updates and direct responses to player feedback!

The Future:

Tomb of Tyrants is a mechanically refined and creatively flexible title with a lot of room for expansion. It may no longer be an Early Access title, but it remains in a very active development cycle, which has drastically improved mechanics and more than doubled the game's content since release! I, Jake Huhman, have been listening and responding to your posts, screenshots, reviews, and friend requests, because I want the community to continue to hold tremendous influence over the game's future! Thank you for all of your comments, suggestions, and support!

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP or Later
    • Memory: 1 GB RAM
    • Graphics: Pixel Shader 2.0
    • Storage: 200 MB available space
    • Additional Notes: Java 1.6
    Recommended:
    • OS: Windows XP or Later
    • Memory: 1 GB RAM
    • Graphics: Pixel Shader 2.0
    • Storage: 200 MB available space
    • Additional Notes: Java 1.6
    Minimum:
    • OS: 10.7 or Later
    • Memory: 1 GB RAM
    • Graphics: Pixel Shader 2.0
    • Storage: 200 MB available space
    • Additional Notes: Java 1.6
    Recommended:
    • OS: 10.7 or Later
    • Memory: 1 GB RAM
    • Graphics: Pixel Shader 2.0
    • Storage: 200 MB available space
    • Additional Notes: Java 1.6
    Minimum:
    • OS: Ubuntu 12.04 or Later
    • Memory: 1 GB RAM
    • Graphics: Pixel Shader 2.0
    • Storage: 200 MB available space
    • Additional Notes: Java 1.6
    Recommended:
    • OS: Ubuntu 12.04 or Later
    • Memory: 1 GB RAM
    • Graphics: Pixel Shader 2.0
    • Storage: 200 MB available space
    • Additional Notes: Java 1.6

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