Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
The Tower Must FallNewsDemo v 0.1 out now! New looks AND new features!
In-game event

Demo v 0.1 out now! New looks AND new features!

The Tower Must Fall · published 14 Jul 2026, 14:38 UTC

All newsPlayers around this dateRead on Steam

Hello Everyone! 

I'm back with a sneaky demo update even earlier than the promised early August! It’s a chonky one so let’s get straight into it and focus on the major things, since a lot has changed.

As always, join the Discord for questions, feedback and to brag about your towers.

Changelog:

  • Performance improvements: The game should now deal *much* better with late game madness. I’ve added lots more effects and you can now build bigger towers - but the game now also tracks performance and will respond to FPS dips by scaling down purely cosmetic features. So hopefully the worst thing you’ll notice is a somewhat reduced collapse VFX. Do let me know if the game still struggles on your machine!

  • New Looks: Blocks, backgrounds, UI, VFX have all been evolved by the fantastic Under_Silva. 

  • UI Do-Over: I’ve rearranged the in-game UI pretty significantly. Gone is the building popup - the block selection is now always accessible. To make space for this, some info, like wave composition, is now on-hover.

  • Special Blocks: Every few waves you get to choose one of three blocks. These can be powerful weapons (e.g. anti-air gun, hot oil), support blocks that give a bonus to their neighbours (e.g. repair, cooldown reduction), building aides (e.g. pillars you can place anywhere) or other special blocks (e.g. traps, explosives, resource generators).

  • Lightning Blocks: A new weapon type that replaces Murder Holes in the standard rotation. Powerful against groups of enemies and fast fliers - but fairly short ranged.

  • New Boss: The Airship has moved to a different biome, but something else stirs…

  • Economy: There was a bug in how block cost was calculated, fixing that should generally take care of the issue where folks would have plenty of one resource but be soft-locked on another.

  • RNG: I gave the random generator a whack with the hammer, now it should give you a much nicer spread of options. 

  • Upgrades: A bunch of upgrades have been added/removed/moved around. It should make for a very different playthrough experience - with roughly similar scope.

  • Quality of life: 

    • You can now zoom in the game view and pan the camera up and down. Make those towers even larger!

    • When placing a weapon block you’ll now get a preview of its range.

Keep the feedback coming! I hope the above shows that I'm listening :)

Ben

More from The Tower Must Fall

Other announcements

All news
Community1 Sep 2026Dev Diary - AugustHere comes a short & sweet update on where things are at: Release date There's a decision on the launch date and the next update here will likely announce it - so I hope that gets you all excited! Playtest If you want to test the new biomes, enemies, bosses, game modes already now - and help shape the game with your feedback - ping me or just join the Discord and let me know there so I can hook…Community18 Aug 2026Thank you 10,000 times!My last game, Idlewood Outpost, shipped with 600 wishlists. Suffice to say it didn’t turn out a success - by really any definition of the word. That was less than a year ago - and here I sit to celebrate 10,000 wishlists on The Tower Must Fall. That’s more people than live in a lot of small towns. Absolutely unreal - and it feels so, so good. For anyone who knows a bit about game development an…Community6 Aug 2026Taking things to a whole nother level!!The State of the Tower Opening thought: I’ve been hard at work since our major art overhaul and the introduction of the new perk system. Seeing the game’s visual identity click into place has been super fun, and I feel the new perks are starting to add that secondary layer of strategic depth and choice that you’ve been asking for. Next up for me is to open the gates to the second biome - more o…