We have released a patch addressing the following issue:
Floor 5, platform reset - sometimes even if platforms were reset, player could not enter the first platform. It is corrected now and platform reset works correctly now.
We have also implemented some graphical optimization as we are preparing the game for the console release - which resulted in quite a big patch size.
If you would like to contribute, we would be very happy. Please share your ideas about the best party builds, best (most innovative) use of their skills or anything else you believe might make the game more enjoyable to new players.
Fixes
A very small patch this time, fixing one issue on floor 5 with platforms. Sometimes you could get stuck if you chose to teleport to a different location with one particular lever setting.
ADDED: Option to reset all platforms to a starting position. Enter 0000 in a code machine next to the first platform.
We are happy to release another update with few quality of life features requested by you and few important fixed. We are also adding Russian to the list of supported languages.
If you would like to check the review of Tower of Time, we recommend watching the recent one from Skill Up, where he also has an interesting retrospective about CRPG genre in general.
Мы с радостью сообщаем, что добавили русский язык в список поддерживаемых языков. Надеемся, вам понравится играть в Tower of Time.
Fixes
Fixed bug that sometimes caused the party to be stuck in opened chests
Added option to teleport to any uncovered checkpoint, from any point on the map
Fixed the bug that on some configuration caused the cinematics to play very slow
Fixed chest progress on floor 1
Some minor graphic fixes
All bosses are now immune to blind (as was always intended). Weakness, armor shatter and elemental weakness still works on them.
Quality of life features
As always, we tried to follow the feedback of the community very closely and are bringing you the following small enhancements.
Most importantly, we enhanced A.I. of range party members. Like the enemies, they will now look for the most optimal position if the enemy hides behind the wall or other obstacle. (they no longer run directly to the enemy)
Also, champion/enemy combat stat panel will now show the exact effect (in # or %) and the remaining time for each buff or debuff.
Few other enhancements:
Added few more mimic chests, since you seem to enjoy the encounters. Have fun. Those creatures will not yield their treasure willingly.
Added few environmental effects such as flying bats or glowing wisp floating around that added some life to the environment
Added option to reduce particle number in exploration for slower PCs.
Added option to reduce shadow number in exploration for slower PCs.
Thank you for playing Tower of Time. As always, your feedback/review is highly appreciated.
Thanks for the positive response about Polish language and other features we have released. We are glad you enjoy them. Please leave us a review if you feel we game deserves it, it will help us a lot. Thanks.
We just launched a small update which fixes the following issues:
Small corrections to Polish texts, mostly in skill descriptions.
Fix to floor 1 progress where mimic chest was counted towards a chest while it is not really one... Yes, we are confused about this statement as well. To update the progress, please enter floor 1 again.
4 missing enchants (rewards for challenges) are back. If you did those challenges and did not get the enchants, they will be added now so you can collect all 100% of them.
Floor maps - we added some details to the maps, such as bridges and walls so it is easier to navigate through the floors.
Thanks for playing Tower of Time and for all the feedback. Please keep it coming.
We are happy to release another update with few quality of life features requested by you and few important fixed. We are also adding Polish to the list of supported languages.
Język Polski
Język polski został dodany do listy wspieranych języków. Gra powinna automatycznie wykryć język na podstawie języka systemu - aby przełączyć język ręcznie, wystarczy wejść do Settings/General i zmienić Language na polski.
Other languages update
We are entering testing phase for Russian language now. We should be ready to release it within next two weeks. We are also working on Turkish, French, Simplified Chinese, Spanish and Japanese – although here we cannot give you time estimate yet.
Graphics improvements
We made some significant changes to few areas, adding a lot of “depth”. We also have continued to optimize the graphics, reducing the load in few places indicated by the players
Quality of life features
New Map with Points of Interests We have changed the maps - they are now rotated towards camera view, can be zoomed in / out and also contain all points of interests that count towards progress. It will make hunting for this “last chest” much easier now.
Fast mode in combat You can now accelerate time in combat to 3x normal speed - for those who want to resolve the combat quickly.
Pre-battle screen information Information about number of enemies - indicated by the number of skulls from 1-4. It should be now easier to prepare for encounters.
Mana Orbs fights When the last mana orb is destroyed, it does not end the fight abruptly anymore. Instead, it does explode and releases highly toxic gas that is damaging your champions. You can continue to fight and eliminate last remaining enemies, if only few remained.
Portal and Tower Icons - we have reworked them a bit, so they present information in more transparent way.
Added animations when your champions are idle - not the most important feature, but it adds some life to your party when you are exploring.
Combat balance
This time we made only very small changes - mostly to few boss fights. It seems we are done with balancing phase for hard and epic now - with your support we managed to create a game which should remain challenging until the very end. Cheers!
If we continue to work on the difficulty it would be to add another level - one step above epic or add a mode when you can have maximum three champions in your party.
We have also reduced a bit RNG for loot and crafting. Sometimes you could get a very powerful (2% chance) or very weak item (8% chance), which was either temporarily game breaking or truly annoying - we removed those outliers now.
Fixes
Fixed key in water sector on level 4 - where sometimes it disappeared after going to the city and returning from it. If you go to this place - it will be waiting there.
Fixed fountain on floor 6 giving 10% mana - instead of +10 mana
Thank you for your support so far. Your feedback is extremely important to us - as you can see we do listen to your suggestions.
Please leave a review for us here on Steam, if you feel that we deserve it.
We have reduced overall difficulty on epic for mid and end game - reversed most of the changes from yesterday's patch. We kept new new boss mechanics (that make the fights more fun since they were just shoot and forget) and higher rewards for hard and epic.
We did not want to break anyone's gameplay-in-progress. We still believe adding possibility to craft rings and jewelry and the change to dusty scrolls made the game easier on early levels. We will introduce a higher level of difficulty in the next patch that would be accessible only from New Game.
Fixed rare issue that some unique items did not show correct upgrade in item tooltips (they were working fine in combat)
Fixed a missing enchant reward in one of the Military Construct challenges. If you did this fight yesterday and did not receive the enchant, please Report Issue and we will send you back fixed save game.
Please consider leaving a review for us on Steam. It would help us a lot. Thank you.
Another big update that implements few quality of life features and corrects bugs based on your feedback.
German Language
We have added German language option. It should automatically detect your operating system language, if not - you can switch it from Settings. Many thanks to all players that helped us with some missing texts and did overall language proofing. If you spot anything amiss, please be so kind and let us know.
Other Languages Update
We should be ready with Polish language within few days. Russian language is at about 80% done and should be released in 2-3 weeks’ time. We are also working on Turkish, French, Chinese Simplified, Spanish and Japanese – although here we cannot give you time estimate yet.
Quality of life changes
Reworked dusty scroll mechanics. Now they always show the effect of the scroll. They are split into Lesser and Greater scrolls. Lesser Scroll grants a small positive effect while Greater Scroll grants a powerful positive effect but also a small negative one.
Added auto-cast option for buffs. New checkbox is added to the skill button.
New battle unit tooltip with more information.
Added health and mana regeneration stats to hero portraits.
Combat loot is now scaling with difficulty. If there is a unique item as a reward, it has slightly better stats on hard (+) and epic (++). Gold amount is slightly increased and additional crafting crystal can be looted.
Added crafting for Jewelry (from Blacksmith level 1) and Pistols (from Blacksmith level 3).
Unique items have one item forge slot so their life should now be longer.
Each resistance on Armor is now shown separately.
Daze and Stun effects are now shown on champion’s portrait.
When battle starts, first champion is always selected.
Reflect damage icon is changed.
Buff graphical effects are now toned down, so the visibility of the effects (if there are many) is improved.
Added subtle animated environment elements (e.g. moving machines or swaying chandeliers).
Improved graphics on few floors (e.g. intro floor).
Four new battlemaps added.
Bug Fixes
Few English typos were fixed. It should be now 100% correct.
100% Completion is always possible now – even on floor 7 if you are kicked out from Daeva realm. However, Imprisoned Daeva (quest) counts towards 100% so you need to kill him before Trial ends if you plan on being kicked out from their realm.
Fixed buff timers sometimes duplicating.
Fixed hero stats sometimes not updating in inventory.
Fixed Main Damage getting replaced with Additional Damage after Item Forge (it caused problems when using Sunpower enchant).
Fixed Khan battle – now killing portal first and boss after does not result in a long waiting time before the battle is concluded.
Fixed some enemy summons which had 1 Health.
Towers and Portals now highlight properly when skill casting.
Fixed auto-save icon now showing all the time.
Elemental Barrage does not block movement now before projectiles hit the targets.
Imprisoned Daeva boss – now his drain life and drain mana skills work properly and channel can be interrupted together with the skill effect.
The nasty chest on floor 5 at fountain can now be accessed.
Kelsier’s Unique items now work properly and do stack armor reduction.
Fixed chest on floor 5 (near the fountain) that was difficult to pick up.
Fixed enchant names.
Combat balancing
With the help of few players we made tons of small and bigger changes. Most notably – due to reward scaling and received feedback – we increased overall difficulty on hard and epic. It would be impossible to list every single change we made (over 1000), so here is a recap of the most important ones:
Super secret dispenser code fight – fixed. It was meant to be unbeatable but some of you made it. So – now it is very hard but doable and therefore has decreased reward (still very nice but not game-breaking anymore).
Fixed: Push and Pull skill effects no longer break the channel skills. One problem with difficulty was that lots of mid- and end- game enemies use channel skills that were not a big threat due to pull/push.
Thorns Enchant – it was too powerful early especially when Armor was added in Item Forge. We did a lot of testing and rebalanced it to make it still very good early game and scaling well into late game. Also radius of Thorns has been increased from 3m to 4m so you are not forced to micromanage so much.
Boss fights were rebalanced – lots of them got new (sometimes unique) skills.
Boron’s Cleave increased cleave damage at all levels, to 100% at maximum level.
Daeva enemies now should be what they meant to be – terrifying and tough minibosses. Number of enemies in fights decreased but each enemy should be much bigger threat now.
Few combats rebalanced – number of enemies changed, portal timers adjusted, trap positions adjusted.
We hope you are enjoying Tower of Time. Please share with us your feedback so we can continue to improve the game – via Discord server or forums.
We hope your journey to the bottom of the Tower has thus far been an exciting and entertaining one!
And wish to thank you for your tremendous development feedback and continued support. Let us share with you what we are working on at the moment.
We are finishing localization to German and Polish at the moment. We expect to launch German language on Monday or Tuesday - it had been intense work and possible only with the help of the community. We are very grateful for your support. Polish language most likely will follow few days after.
Together with German we will launch Patch #3 with another round of changes and improvements, as requested by You. In addition to minor combat balance changes, there are also few bigger improvements:
Ability to craft rings and amulets
Ability to craft pistols from Blacksmith Tier 3
Scaling of the rewards depending on difficulty. That includes amount of gold and crystals -- as well as unique items received as a reward from combat or challenges. Now, when you kill Shade on Epic, the reward will be worthy of your sweat and blood.
Dusty Scrolls - complete change of the mechanics. They will now split into Lesser and Greater Scrolls. The effect of the scroll will be clearly noted. Lesser Scrolls will have always a small positive effect while Greater Scrolls will have a major positive but also a small negative effect.
Combat UI - re-work of the tooltip showing champion or enemy statistics, with new information added.
As for other languages - we are very close to finishing localization to Russian and have started community translation projects for Chinese Simplified, Japanese, French, Turkish and Brazilian-Portuguese. If you would like to support the efforts - please join Discord channel for more information.
Our co-story developer and lead script writer Nick Macari, has contributed to another fantasy CRPG about to crush its $60,000 Kickstarter funding goal.
We haven't played it yet, but if the Vienna based publisher, Grape Ocean Technologies, delivers on everything it has planned–"Black Geyser: Couriers of Darkness" could be one to watch!
This patch brings a lot of quality improvements requested by you as well as several balancing changes and bug fixes. The list is very long so apologies for a wall of text that follows.
We will appreciate your reviews on Steam and metacritic. It seems our game somehow is received as too hardcore and that scares a lot of people away. We have several difficulty settings, so it is accessible to anyone - if you come just for the story have no fear.
Please help us spread the word about the game.
New Features
New steam cards, backgrounds, emoticons and badges.
Minimap. You can turn it off and on with 'N' or by pressing compass icon.
Buff icons in combat that show the remaining time of the buff above skill tab.
Pre-battle movement - initial positioning is very important when it comes to threat. Now you can move the champions within limited area.
New enchanting icons. Not the most important update - but they look nicer now.
When your champions are immobilized, there is an icon on character portrait (similar to when they are trapped).
Hotkey "T" to change champion stances betwen Stand Ground and Move and Attack.
Two new high-end practise dummies that simulate end-game bosses.
Added achievements for epic - win 5 battles on epic for each floor.
Gameplay fixes and changes
Issue with low cinematic sound on some configurations should be fixed now.
100% Progress fixed - mostly floor 7 (chest and battles in Daeva area are not counted). The battles that count towards progress are show on the map.
Daeva are no longer so strict when it comes to trials. Less positive results are required to be able to stay in their realm. (if it happens that you don't see all progress bars, please enter this level and exit it.)
Graphic improvements to both introduction levels.
Journals necessary for quests are now more visible.
Floor 9 Elemental Statues' quest is fixed.
Bestiary not showing up sometimes has been fixed.
Bestiary now opens on the current tower floor.
Magic Source quest on floor 1 - new graphic effect when destroyed.
Frogs jumps up and down in merriment. Consider this if you want to offer it to Cindros. The most critical update that will help us to get more attention.
Lots of typos and syntax errors corrected (we are getting there).
Lots of new SFX added in exploration and combat.
Aura skills - visual upgrade.
Item Forge - health regeneration upgrade - increased from 0.3 to 0.5/
Some Unique Items (especially from Challenges) are upgraded - so they can be a competitive option for Item Forged Green items.
Combat
We spent a lot of time on improving combat and balancing the game based on tons of feedback and lots of end-game parties. Some of the "crazy" builds took us by surprise :)
Most important is a set of changes to animations, pathing and enemy behavior that should make everything much more responsive and smooth.
Also, we did some rebalancing - especially to champion's skills and mid-game floors (5-7) that were too easy.
Magic Penetration decreased slightly on higher end items. Armor Penetration - increased across all weapons / tiers. Physical-based party should be again viable on Hard and Epic.
Fights on the first floor have an easier learning curve now. You don’t have too many options yet to customize your party and you made a valid point. If you find some of them too easy now - please adjust your difficulty as needed. Level 2 is unchanged.
There are close to 300 individual changes made, so I will list only the most important ones below.
Mech companion has been buffed somewhat. He has a speed aura and can temporarily stun enemies around him. He remains the team mascot, but at least he does some confusion on the battlefield now. That is a small compensation that he just charges at closest portal without asking anyone.
Skills
Kane:
Stone wall - mana cost reduced to flat 20 for each level, duration set at flat 16 seconds at each level [with max cd reduction the uptime on the wall is now 80%]
Maeve:
Arrow Barrage - damage per arrow increased, at max level from 50 to 70
Bear Traps - bleeding damage increased, at max level from 10 to 15 dmg per second.
Rain of Arrows - damage per arrow increased, at max level from 40 to 48
Aeric:
Earth Fury - damage per stone increased, at max level from 100 to 140. B2 poison damage increased, at max level from 9 to 12.
Rakhem:
The new theme at Event Horizon is "Love Thy Dwarf"
Rakhem - Base Health increased from 160 to 180. Health per level increased from 18 to 20.
Inner Fire - an upgrade for both B1 (tanking path) and significant upgrade for B2 (damage path) - so there is a more clear risk/reward for different playstyles.
Path of Flames - increased length at all levels, B2 extended burning duration
Blinding Flash - B2 now deals Air damage too.
Boron:
Health per level increased from 20 to 22.
Cleave - reduced cleave% by 10% for each level
Axe Throw - increased damage per axe. For B2 - reduced weakness to 30% at each level
Whisper:
Thunder Injection - reduced elemental weakness slightly at each level, at max level from 18% to 12% (dual wielding was too strong at higher levels / it still applies 2x debuff for dual wield)
Elemental Barrage - no of base projectiles 5 to 4, Damage per projectile base - slight reduction. For B2 - increased Void dmg component - so B1 and B2 are now competitive. Overall - at max level the effective damage of this skill is reduced by approximately 20%. It is still very overpowered.
Magic Tower -- B1 now deals splash damage of Base damage at the same speed
Kaela:
We made few interesing changes to Kaela as she was too difficult to master yet too overpowered when did so.
Electric Cage - B1 - damage per second increase at all levels, at max from 20 to 24 Air dmg per second. B2 - Weakness reduced across all levels - at max level from 60% to 40% (it is a very long duration skill and it was too easy to stack with other skills for 100% weakness).
Summon Mech - variable duration increased from 20-40 to 20-60 seconds. Number of mechs increased. At max level she can now create up to 12 mechs. (insane, yes - but it is so fun skill)
Elemental Grenade name changed to Void Grenade. Explosion radius reduced from 5m to 4m. At B1 - resistance reduction decreased, at max level from 100% to 80%
Tesla Cannon - as it is high risk / reward skill (requiring positioning), its damage output has been increased significantly. With B2 boost, at max level damage increased from 400 to 600
Titan - a massive boost to everything. Now this is truly an ultimate ability.
Balancing
Added new type of skill - magic reflect (similar to physical reflect) - some enemies on floors 5-7 received this upgrade, tired of being shredded by Whisper's Elemental Barrage.
Shade - was too easy, Voidspawns now should be more than a nuisance (new skills added)
Titan Boss - major overhaul - he is no longer just a target dummy
Floors 5-7 - enemies and combat encounters rebalanced as they were too easy. That includes their statistics, damage output and skills. Now there should no longer be such a difficulty spike between 7 and 8 - as you will need to take care of your party always.
Both Exo-ME 10 and Exo-RA560 bosses - rebalanced to offer better challenge.
Warleader - throws 2 axes and now and the skill description is clear for axes and his leap. He should be much easier to deal with now.
Tower Avatar - health increased
Francisco Pizzaro - his skills are more dangerous now
Ferdinan Magellan - combat overhauled to make it more challenging
Irradiated Elemental Lord - he wasn't enough irradiating - now he should be. (he is an optional boss, so yes, he should be very fun now)
Void Horror - he wasn't enough horrifying - now he should be.
We will continue to work on further improvements.
Please share your feedback via Report Issue or join our Discord to talk with us directly.