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Bloodtide Tower DefenseEventsVersion 1.0.013
Game update

Version 1.0.013

Bloodtide Tower Defense · published 10 Jan 2026, 17:43 UTC · build 21449804

All eventsPlayers around this dateRead on Steam

Some very minor balance changes and adjustments:

  1. Overhauled tower cooldown code so that it is more consistent at variable framerates

    • this actually buffs all towers very slightly. About 10% of the time at normal framerates, towers would take an extra frame to fire. So this will shave off that one frame in those cases.

    • This also buffs towers MUCH more if game framerate was lower. In some cases. towers would fire 25% slower than intended - This fix will improve tower performance a lot in those cases.

    • this should also make performance consistent on tutorial levels, especially tutorial 3, which was previously heavily affected by this issue.

    • also improved tower rotation speed consistency at variable framerates

  2. all towers, upon first being built, have 0.5 seconds left in their cooldown (up from 0.2 seconds)

  3. all towers come off of cooldown when a wave ends

Some additional minor fixes:

  • fixed issue where poison clouds would persist between waves.

  • fixed issue where poison damage would underreport damage numbers against targets affected by chemical warfare debuff

Let me know if you still run into any problems in the tutorials, or elsewhere.

Gabriel

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Other announcements

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Bloodtide Tower DefensGame update12 Dec 2025Minor hotfix 1.0.012Minor hotfix 1.0.012 · Tweaked some settings on the main menu to prevent the art from becoming distorted. · Fixed tutorial 3 and 4 using variable difficulty. · Simple fix to tutorial 3 where it soft locked in some cases. There may still be issues related to playing this tutorial on Steam Deck where it doesn't quite behave as intended, which will require additional research on my part to figure…In-game event12 Dec 2025Game Launch and Version 1.0.01Hello everyone. Gabriel here. Thank you for purchasing Bloodtide Tower Defense. Prior to the game's launch on Steam, I was pushing out one major-ish update per week internally, and I would prefer to keep that pace up as a post-launch approach as well, but the holidays are coming and I could use some time off to take care of personal matters. Still, I have had some good feedback from a new base…