Sea Map Teaser
A first look at the portals from the upcoming sea-themed map.
This update focuses on making The Aether Project run better across a wider range of hardware, while also adding new gameplay information and quality-of-life improvements.
The game is now much more playable on lower-end hardware, including systems using integrated graphics. For the best balance on weaker PCs, I recommend using Low Fog Quality with the Render Scale set to 80%. The visual difference is minimal, while performance improves substantially.
The Codex has been added to the game.
It contains information on every available:
Enemy
Tower
Ability
Use it to check enemy behavior, tower roles, and ability details while planning your defenses.
Improved performance on lower-end PCs and integrated graphics
Added and refined graphics options for fog, render scale, anti-aliasing, shadows, and more
Improved fog-of-war performance and reveal behavior
Further particle, shader, and visual-effect optimizations
Machine Gun Tower cost increased from 160 → 180
Machine Gun Tower damage reduced from 1.25 → 1.2
Press Tab to start a wave when the Start Wave button is available
Added a clearer Wave: X/Y counter
Build previews now show whether you can afford a tower before placing it
Added clearer red and green feedback for tower upgrades
Improved Overcharge targeting, including an invalid-target cursor
Added ability activation sound feedback
The next update will introduce a new sea-themed map and an updated roadmap.
I have decided to move the launch back by one month. The extra time will go toward testing, balancing, performance improvements, and final polish so the full release is in a stronger state.
Thank you to everyone trying the demo and sharing feedback. See you in the next update!