Refactor is a hard-core tower defense game that combines modular building, route planning, and element composition.
Dear Commanders, we have launched a[u][b] 2-week summer discount from June 29th to July 13th[/b][/u], with a discount of[u][b] 50% off[/b][/u]. At the same time, based on the feedback from everyone, we have made some significant balance adjustments and rule changes, The following are the main adjustments.
【Refactor Turret Adjustments】
1. Reworked some refactor turrets, redoing the skill effects of these turrets
2.Adjusted some entry effects
【Endless Mode Adjustments】
1. Added a large number of custom rules, while removing some unreasonable rules
2. Endless Mode weekly rankings changed to daily rankings,in the Endless Mode interface, Daily Endless is adjusted to the default tab
3. Difficulty increased for Endless Mode after Wave 50
【Technology Adjustments】
1. Technology System: Reworked most technologies, removed the settings of abnormal technologies
[img]{STEAM_CLAN_IMAGE}/40711475/9461416a3cae1861219785f1f21faff9020de224.png[/img]
【Rule Adjustments】
1. Elemental chips can now only be obtained in Endless Mode, and the acquisition interval has been reduced from 25 waves to 20 waves
2. Custom battle recipes are now restricted to selecting only 1 recipe per level for use in stages
【Fix Bug】
1.Fixed the bug where the Knight/Born may accidentally move off the screen
2.Fixed the bug where the small plane may become invisible
【Why This Adjustment Was Made】
Hello everyone, I'm Backhand, the developer of "Refactor." "Refactor" has been online for more than a year now, during which there have been two major content updates and several balance adjustments. This has been a very meaningful experience for me as a first-time game developer. However, I have to admit that there are still many areas where "Refactor" needs improvement, especially in terms of balance and numerical design. I often hear complaints from players about the game being too difficult or individual matches taking too long.
As a developer, I am also growing alongside the players. These issues have been bothering me for a long time until recently, when I found some direction and decided to give it a try.
The first major content of this update is the technology and field rules. The overall effects of technology have been weakened but are easier to understand and provide timely combat power assistance. The field rules will have a more significant strategic impact on the battle. Players need to choose appropriate strategies according to the field rules of each round, rather than using the same routine in every round.
The second major update is the balance of elemental skills. Some attributes are relatively weak, such as "Anti-Freeze," while "Way of Balance" has been weakened twice since the game's release, but it's still an essential choice. Collecting elemental quantities is an interesting setting, but it's necessary to make trade-offs. "Way of Balance" no longer provides elements, but you can get global elemental quantities through new technologies.
The last major update is the difficulty curve of Endless Mode. After 50 waves in Endless Mode, the difficulty will increase much faster now, shortening the meaningless game duration. At the same time, the interval for obtaining elemental chips is reduced, allowing you to build more multi-skill towers.
Thank you for your ongoing support and love for "Refactor." I will continue to actively
If you have any questions, feel free to join our discord (in the bottom left corner of the game's main interface).