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
Tower LabNewsDemo Update
In-game event

Demo Update

Tower Lab · published 15 Jun 2026, 17:58 UTC

All newsPlayers around this dateRead on Steam

Hi everyone, the updated demo just went up for Steam Next Fest. I have attached all the changes relevant to the demo build below. I have already received some submitted bug reports for the new build. So we will get on those ASAP. Thank you!

v0.0.6 Demo Update

Gameplay

  • Added tower tech trees with branching upgrade paths and module nodes

  • Utility cards now play directly from your hand for instant effects

  • Cards now have rarities

  • Added a tower-card upgrade option in the shop

  • Reset your tech tree at the shop to refund spent matter and respec

  • Cores no longer stack, each core is now a unique item

  • Shield is now a generated resource (removed the flat +20 shield at level start)

  • Enemies now scale smoothly with their mass instead of in discrete steps

  • Rewards are now granted after each level

  • The shop now appears after the Rewards screen

  • Added 3x speed mode

  • Added an opt-in run timer in Settings (off by default)

  • Hardened the save system with run-scoped wave checkpoints and auto-save

Content

  • New VEND-O-LAB themed shop

  • New enemy model and physics behavior

  • Fresh environment art and a visual polish pass across the whole game

Balance

  • Enemies move a little faster and pacing is tighter

  • The shop offers more variety instead of repeating towers you already own

Quality of Life

  • Reworked in-game HUD: new health and shield bars, BUILD/ATTACK phase indicator, and a wave info panel listing enemy types and sizes

  • New full-screen deck browser showing your draw, hand, and discard piles in one place

  • Cards in hand feel better: smaller at rest, hover to enlarge, smoother drag-to-play

  • New animation-speed setting: Normal, Fast, or Faster

  • Placement grid when picking up a tower so you can see exactly where it lands

  • Scroll to rotate a tower while placing it

  • Left-click and drag to reposition a placed tower

  • Added camera rotation in Campaign

  • Settings screen fully redesigned with clearer sections

  • Updated How to Play screen, plus an in-game tutorial tip on first tower placement

  • Tutorial videos back on the loading screen when heading into a level

  • Matter, energy, and shield read more clearly with color coding in UI and descriptions

  • Keyword highlighting in card descriptions with clearer card text

  • Increased size of the right-click tower radial menu

  • Continue button on the main menu quick-resumes your last run

  • Added a "Game Saved" indicator when progress is committed

  • Cooldown indicator toggle in Settings (on by default)

  • Bug reports now support annotated screenshots

  • Collection screen sortable by Rarity or Unlock Status

  • More context-aware cursors

  • Default graphics quality auto-detected on first launch

  • Wave-start announcement plays as a skippable transition

  • Added game-speed persistence setting

  • Patch Notes screen with full version history

  • Build size cut roughly in half; campaign levels optimized for performance

Localization

  • Four new languages: Italian, Thai, Ukrainian, Vietnamese

  • Locale-specific CJK keyword matching, improved singular/plural across all 12 languages, and locale-aware uppercase styling

Bug Fixes

  • Fixed: You can no longer remove your last tower card

  • Fixed: UI stretching on ultrawide and other resolutions

  • Fixed: Quitting the moment you lose no longer dodges the defeat

  • Fixed: Escape opening the pause menu while a screen was closing

  • Fixed: Clicks slipping through menus and overlays into the game

  • Fixed: Soft-lock when resuming a save from the shop

  • Fixed: Tower move-to-full-refund exploit

  • Fixed: Rewards/Shop screen still showing on the last level of a region

  • Fixed: Hand-card cursor parallax leaking below the UI overlay

  • Fixed: Main menu Continue button showing the wrong checkpoint summary

  • Fixed: Cores bleeding between runs

  • Fixed: Rewards card disappearing on scene change

  • Fixed: Rewards screen auto-progressing when the shop was still needed

  • Fixed: Unable to buy cores or remove cards in the shop

  • Fixed: Rewards to Shop to Menu to Escape soft-lock

  • Fixed: Energy widget invisible on wave 1 of later levels

  • Fixed: Several crashes, save-migration data loss, and save corruption when deleting saves mid-game

  • Fixed: Game not pausing when the Steam overlay opens

  • Fixed: Duplicate and null cards when card-draw bonuses exceeded deck size

  • Fixed: Memory leaks on run-results and shop screens

  • Fixed: Clicks during scene transitions starting the wave

  • Fixed: VSync and frame-rate settings being overridden by the quality preset

  • Fixed: Unable to cancel a card mid-cast with mouse only

  • Smaller fixes: modal button highlighting, scroll-view hit area, missing cursor textures, pause-menu notifications, and navigation-button font

More from Tower Lab

Other announcements

All news
Game update9 Sep 2026Patch 0.1.0.1Gameplay · Reduced width of oversized unit colliders to better fit the models and reduce chances of stuck enemies. · Removed run failed banner from the ending sequence of Endless Mode. · Increased Sandbox decorative object cap from 300 to 600. We will display this limit in the UI in an upcoming update · Disabled decorative spawn point and unit spawning from Region 1 Level 1’s background decor B…Game update7 Sep 2026Localization HotfixFixed an issue that prevented changing languages in Settings. You may need to select your preferred language again. Thank you to the player who reported this through the in-game bug report tool!Steam news7 Sep 2026Tower Lab is Released!Tower Lab is now available! What's in the Early Access Launch? · 3 Regions with a roguelite deck-building campaign mode with meta progression. Unlock new towers, cores, machines, traps, utility cards, and physics effects. · 40 Playable Cards · 20 Towers with 150+ Tower Upgrades · 4 Traps · 15 Utility Cards · 30 Cores to craft your run · 4 Machines with different starting tools, active abilities…