Seacurity Breach is a 3D tower defense game with a twist! We embrace verticality, ragdoll effects and a unique unit design. Expand gameplay experience by creating a level yourself or test your skills against a multitude of fan-created maps. Join Aerian forces to repel Aquator invasion!
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33543832/d0ff8e6656730022d39e390c5c0ee65591e24a12.png[/img]
Well, it’s been a while, full of adventures, obstacles and puns by our Mother of Puns, but the next update and chapter of Seacurity Breach is here! The game has been improved in every way we could imagine. Starting with new levels, more story, enemies and ending with a completely reworked upgrade system, boss encounters and improved UI for Level Editor.
Every level in games has been touched up and improved with new enemy wave setup, various quality of life improvements and bug fixes.
Some of the highlights we haven't mentioned or showcased before.
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[*] Slow Aura, Fish Stall towers were added
[img]https://i.imgur.com/hBkVdCB.gif[/img]
[img]https://i.imgur.com/ZZnFX50.gif[/img]
As you can see, now players have more control of how to influence the enemy path. One of the things people were missing were tools whose primary function was to slow enemy progression and now you have two.
[*] Ability to see all tower ranges was added and is accessible via holding ALT key [img]https://i.imgur.com/GE5ceu6.gif[/img]
We heard it loud and clear, the game was hard, so besides tuning it down, we added new features for players to see how effective their defensive setup is (coverage wise).
[*] All the buffs and debuffs are now displayed next to the enemy health bar
[url=https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33543832/268a7a42ed71f1f287a163b4f6276102d135f75e.png][img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33543832/4a94714f5d2bf34dce5cf0267179fdd1d25bf457.png[/img][/url]
Here you can see most of the new icons. For example, a green blood drop means that the enemy is poisoned, a shield means that it has a strong armour etc.
[*]Tower unlocking is redone, the player will now unlock new towers by completing specific levels instead of having to buy them.
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33543832/5ee11eb7f4cb056fa31f765d43bfb607f8d792b8.jpg[/img]
Like we mentioned before, we completely redid how upgrade system work and with that some changes to how you unlock towers had to be made. Now when you complete a specific level a helpful pop-up will appear informing you that you have a new tool added to your arsenal.
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But those aren't the only changes! The complete change list is as follows!
[b]Major updates:[/b]
[list]
[*] Chapter 4 was added including 5 more maps with more story and a boss
[*] Major gameplay rebalance, all the maps have had their enemy composition adjusted
[*] All towers, enemies rebalanced. Bosses were updated to pose more of a challenge
[*] Spring trap redesigned, now the player can choose where to throw enemies
[*] Permanent upgrades were reworked to be more meaningful
[*] Slow Aura, Fish Stall towers were added
[*] Giant enemy type added and included in some of the old maps
[*] Priest heal ability changes as it was way too overpowered
[*] All towers received visual updates when upgraded
[*] Tower unlocking redone, player will now unlock new towers by completing maps instead of having to buy them
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[b]Quality of life changes:[/b]
[list]
[*]Defense select screen was adjusted to feature tower stats
[*]Ability to see all tower ranges was added and is accessible via holding ALT key
[*]Camera panning was added with the addition of bigger levels, accessible via WASD keys
[*]Victory and defeat screen redesigned
[*]New unlocked tower notification added
[*]Editor screen adjusted to be easier to use
[*]Adding jump and crawl points in the editor is now much more straightforward
[*]Destruction objective scenarios now highlight the objects that enemies have to destroy
[*]Jump and crawl points are now visible on the playing field so the player can plan the strategy beforehand
[*]All the buffs and debuffs are now displayed next to the enemy health bar
[*]Towers affected by damage aura now have a visual effect added
[*]Arrow traps can now be placed on the same tile with stairs, raising the potential spot count for the trap
[*]Delay between end and start of the next wave has been reduced
[*]Added Enhanced Rich Presence to show currently played level in friends list
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[b]Fixes:[/b]
[list]
[*]Enemy navigation updates, significantly reduces encounters where enemies will choose weird path
[*]Adjusted tower placement logic to work better with a mix of full and half blocks
[*]Multiple prop updates to reduce the amount of issues and increase the possible build spot count
[*]Slow aura fixes: activation logic adjusted, will no longer get stuck in animation at the end of a wave
[*]Stairs models have been updated so the enemies won't get stuck at those
[*]Assassin behaviour updates, will no longer distort model when climbing a wall
[*]Fixed multiple incorrect tower placement highlight cases
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We want to thank you for your patience and we truly hope that you will enjoy all the improvements we made.
And don't be shy to leave a review or share post stuff on social media, all that truly helps! Until next time!
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