Hex Tower Boogie · published · build 23458320
The biggest change since the last update is how your tower's ammo actually works. It's worth a proper explanation, because this is where the depth lives.
Every round your factory crafts is made of two things:
Effects — what the bullet does: Multishot/Split, Splash, Burn, Ice, Homing, Pierce…
Triggers — when that effect fires: On Shot, On Hit, On Kill, and the new On Damage.
The same effect plays completely differently depending on its trigger. A Split that fires On Shot forks the moment the cannon fires; a Split that fires On Kill only forks when the bullet finishes something off.
Punch cards don't add a new effect — they bolt an extra trigger onto an effect you already have. Slot an On-Kill punch card onto your Multishot station and that Multishot now fires On Shot AND On Kill. Because a punch card is an extra trigger and not a new effect, it doesn't cost an upgrade slot — so you can keep building the combo deeper.
This is the fun part. When a Multishot/Split fires On Kill, the child bullets it spawns carry the effect onward — so one kill spawns more bullets, which can kill more, which spawn more. Line the triggers up right and a single shot cascades through a whole swarm.
The new On Damage trigger means area and pierce hits finally apply damage-over-time properly: Splash and pierced victims now take Burn and Ice, not just the first target.
The tower's ammo readout is now a proper cartridge magazine: the chambered round sits up top, queued rounds below. Effects show as round pills, triggers as square chips (HIT / SHOOT / KILL / DMG) — so you can see exactly what your next round does before it fires. The trash-can now clears all stored ammo across the whole board in one tap.
First Steps is a from-scratch Level 1 that actually teaches the loop: place the Harvester on the resource, attach a Grabber, set your Tower, and watch it fire over the wall — each step taught in-context right at the hex, one wave at a time. It walks you from your first ammo line up to Multishot, Homing, and an On-Kill punch-card finale, ending on a four-spawner wave-5 climax (jumpers vaulting the lake included).
Hand-drawn artwork for the board's petal-flower stations, and proper landscape punch-card art on the reward screen and scenario picker — no more generic icons.
Sun-directional shadows: the tower, the machines and the swinging grabber arm now cast silhouette shadows that track as they move.
Smoother planet: clouds stay pinned to the world as you pan and zoom, and the world no longer shimmers when you pull the camera back.
Full German polish: every building, menu, card and status line matches the language you pick — German players get Greifer, Turm, Sammler throughout, English stays English, no more mixed labels. Português, Русский and 简体中文 are in too.
Softer screen shake. Players told us the per-hit camera kick was stacking into a constant rumble — it's about 40% gentler now, while the muzzle flash and sparks stay punchy.
Smoother frame. The animated top bar now runs on the GPU.
Dense waves fan out instead of gridlocking — enemies spawn with a touch of speed variance.
Mission Complete always shows your level reward card, and replaying a level no longer stacks its starter reward.
Removed a leftover "extra spawner every few waves" relic.
The main-menu background map no longer dies on a bad run.
Character speech bubbles linger longer so you can read them.
Cards now use the current building art, and the trigger tag moved into the rarity banner so it stops crowding the card name.
Web stability: clearer handling of a stuck/partial load, plus assorted crash and memory fixes.
Build it, automate it, defend it. See you on the board! 🌺