Hello everyone,

it's been almost a month to the day since the last update, which... well... kinda sucks... That doesn't mean we haven't been hard at work on the game, but sadly sometimes despite making a lot of progress "behind the scenes" there just isn't much to actually show for it (in this case I've spent the last month implementing online multiplayer, which is doing great but is nowhere near finished - and is not an easy feature to "show" anyway - and getting the console ports on the way).

Having said that we do want to keep all our backers informed of what's going on, so here we go!


On the console front, we received our devkits and immediately got busy porting the renderer to DirectX (the first step to getting the game to run on Xbox One - Playstation is next!)

Regarding online multiplayer, we now have a "lobby" of sorts (no fancy UI yet but it works) which lets you host or join games, pick a character, and play the game. Movement, shooting, enemies, etc. all work but things like handling cutscenes or talking to npcs still need to be adapted, as well as some weapons, mounts, etc. so it's not quite done yet.

And finally with regards to content, besides adding cut scenes and npc dialogue to tie the levels together and "tell the story", we are also in the process of reworking and / or refining all levels (in terms of enemy encounters, puzzles, etc.) so if you have been playing the alpha / beta builds until now, you should still enjoy a "fresh" experience with the next build or the released game.

Another important news for backers is that we are now live on Steam (as in, the page is up, of course the game is not released yet!).

You can find the page right here.

First and foremost, this will hopefully help to reassure all backers that the money was indeed spent on making the game. Despite our late silence we didn't run away with the money or cancel the game, we've just been so busy making all of this happen that writing updates and checking the forums  somehow always got pushed back to "tomorrow" :(

Which brings me to the second point, as some of you rightfully remarked we don't check our own forums as often as we should, and waiting a week or more for a response is really not cool... Thankfully now that our Steam page is up, 11bit will be picking up the ball on community management, which means you should be able to just post on the Steam forum and either have Rufus (our community overlord) or ourselves (because he will hunt us down) answer you in a promptly manner ^_^

But more importantly, this also means that some time around mid-November - once the backer demo is ready - all backers will be getting their Steam key! This key will give you access to the Backer Demo at the very least, and if you pledged for the Alpha / Beta tiers or above, you will also get access to a Beta branch with the latest builds. It will also give you access to the final game once we release.

I should also stress that backers will still receive their DRM-free copy of the game once we release, nothing has changed there, this is just the first step towards keeping our end of the deal! (and boy does it feel good to be slowly but surely getting to this stage!)

Finally I didn't want to make an update exclusively out of text, so here are a couple of new cut-scenes, as well as a funky bug gif I found while cleaning up my folders ^_^ I'm not sure if I already posted it in a previous update, but it definitely cracked me up so here it is again :)





(the gif is literally titled "datAss.gif" on my drive ^_^#)



Aaaand that's it for this time! I know it's not much, but this is basically where we are, most of the cool and exciting features are in and have been showcased in previous updates (of course we are keeping a couple of things to ourselves, otherwise where would the fun be for backers to play the game once we release ^_^), and now it's basically all about polish, missing content, and fixing bugs (doesn't really make for great updates).

That doesn't mean I plan to stop posting, but I guess it's my way of apologizing in advance if you feel like nothing is happening in the months leading up to release.

If you have any questions, doubts, complaints, etc. please do not hesitate to contact me directly at benitosub at hotmail.com and I will do my best to keep you up to date on the latest developments!


Marco / benitosub



+1 # Ictinike 2016-10-11 21:27
Excellent! .. Great work and 'DatAss'! ^-^
+1 # griffon 2016-10-12 08:07
Hmm... the art is great and everything but that tank.... cough, cough, metal slug much?
0 # cyangmou 2016-10-12 09:13
Metal slug indeed comes to mind, if you think about driving arnound in a tank, but it hasn't been by far the only game which featured this.

Also the design we went with is proportion wise a bit reminiscent of Metal Slug (which was the goal), but also features streamline-design which is perfectly in line with our setting.

We surely took inspiration, but if you actually put the tanks next to each other, there is about as much difference in them from a design standpoint, as if you wouold compare 2 realistic tanks.

On the other hand I am humbled that this is how you remember Metal Slug, because with tower we want to give people a game which looks like what they remember of 90's games.
+1 # HappyDemon 2016-10-12 17:24
Freaking love the art.
+1 # John_Doe 2016-10-13 16:12
"All work and no fun makes Jack a dull boy".
I hope you won't end this way. ;-)

Anyway, this still looks really great. Waiting a little bit isn't that bad for me, if I have the feeling, that I get informed about these thing in a timely manner. And with Tower57, I have a good feeling.

Will the betas only be available from Steam, because I don't really like it, but as long as the DRM-free version will be available (and will get the same updates as the Steam version), all is good.

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