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Chivalric Games (Towergirls)

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Towergirls Charts: Gen 5, Naga Princess of Floating Reef Kingdom
Towergirls Charts: Gen 5, Naga Princess of Floating Reef Kingdommore_vert
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Towergirls Charts: Gen 5, Naga Princess of Floating Reef Kingdom 2020-05-22T21:50:54+00:00close

One would assume that a people who were and are often subject to the cruel whims of others would refrain from subjecting others to that self same fate. Sadly Kobolds are no less fickle and cruel as other peoples. The History of the Floating Reef Kingdom can be characterized as one of slow burning strife. The sun is shining, and the waves are gentle but beneath the surface something surges.

Once upon a time the greed of high ranking Kobolds lead to the annexation of the Naga homeland. After generations of struggle the Naga finally bought their freedom with a wealth of magically active pearls. Relations with the Kobolds remain strained but the cultures have slowly intertwined over the years. This have even lead to a small native population of coast adapted kobolds who spend much of their time in the water.

The Princess herself has since been whisked away into the deep ocean waters she fears, far below the surface into the Coral Metropolis of the Mer Kingdom. There a rogue noble intends to ransom her in exchange for control of the Reef Kingdom, that the Merfolk may better lay claim to the oceans of the world.

Media (1)

TOWERV4_-_086_-_NAGA.png (329.9KiB)

Comments (1)
user avatar
User #428709 - 22 May 20 22:22
Strife aside, sounds like a nice place.
Towergirls Unity 0.518
Towergirls Unity 0.518more_vert
Towergirls Unity 0.518 2020-04-30T05:59:14+00:00close

New patch!

While waiting on the last bit of art and decoration work, I've been going ahead and adding back in Kobold Princess' conversations and later loyalty bits, courtesy of Beefpie. I still need to get the optional Konvert siege battle set up but apart from that everything Kobold-related should be functional. This update brings with it a large assortment of bug fixes and improvements, in addition to that aforementioned content.

All that really remains for the demo is-

* A map for the starting tavern

* A map for the Kompound

* A Canopy Cave siege battlefield

* UI click sound effects for sieges

* Fixing any remaining bugs

* Additional polish

* Maybe Human Princess' rescue, if we have the time

With those in mind, I'll be working away at getting rid of any odd behavior and fixing the rest of the bugs as soon as possible. You can help by reporting bugs or issues as they come up, using the format on this forum post. This post has been updated for Unity, and should be squeaky clean and ready for your error reports. As always, thank you for your support.

The enable cheats cheatcode has been changed for May.

Here's the patch notes-

Towergirls 0.518

The current main menu background with the Kompound is suitably darker

Princesses can once again be nicknamed after being romanced

Fixed a softlock caused by a summoned entity deciding to Defend

Fixed an issue that prevented the Kompound music from playing correctly

The Kompound music now ends correctly when exiting to the overmap

The High Forest Gift Merchant has been readded to the game

NPC's with no avatar should no longer default to showing the Kobold Councilor one

Shop items can now be assigned a specific restock interval, rather than use a default

Shop items can now be set to never restock ever after being purchased :DDDD

The love tooltip in the character inspector now shows love amount instead of disposition amount

The love disposition in the character inspector once again has a yellow outline when the character is romanced

Fixed a bug that would occasionally lock up character mini frame avatar buttons and prevent them from being inspected

Gifts are working once again

Fixed some corrupted siege prefabs that were throwing errors when the penguine siege started

The 'is recruited' parser condition now works correctly, fixed some incorrect dungeon behavior as a result

The output controller no longer stays hidden after finishing a siege

Added some short pathways in the snow in Glacier Fields to hint where the Penguine Scouts are located

Added a new parser function for setting the minister of a territory

Fixed a UI bug that would hide all save games after deleting one, until the saves list was closed and reopened

Fixed an oversight that made only some territories save their statuses and information in save games

Territories once again show what minister is administering them, and the Kobold territory ministers again change over the course of Kobold's quest

The camera and objects in sieges have been rotated 180 degrees so that they work with skyboxes

When transitioning from sieges back to a dungeon, the correct UI elements should once more be re-enabled

The second moot is added

Changed ser's collision type; there should be a lot less janky colliding with walls and scenery, and less climbing up obstacles

Added a new parser condition to check if a character is romanced or not

The game can no longer be paused during the loading screen :O

Fixed an error that could be caused by dialogue removing characters from the party and then rearranging the party order

Fixed an issue that occasionally caused characters to have multiple entries in the characters list, potentially kind-of duplicating them in the party

Fixed the 'location' dialogue condition to correctly check what territory or dungeon the party is currently in

Kobold Princess' dates and later conversations have been added back into the game, courtesy of Beefpie

Romanced characters will once again get -1 happiness each consecutive turn they are not spoken to! :D

Romanced characters can once again break up with ser if they become too unhappy or feel unloved! :DDD

Characters in the characters list will now have their name grayed out if they are unavailable, show Action Points instead of borked stamina, and indicate if a character is romanced or not

Fixed a borked function that could cause issues in battles

Fixed the Bonehead Looter occasionally starting battle a second time during the cutscene

Fixed a battle hangup caused by an oversight with enemies defending

There is no longer a buggy-looking double fade to black transition after finishing the Konvert encounter with Kobold Princess

All instances of [He/She], [Man/Woman], [Baron/Baroness], etc. etc. should now be correctly replaced as needed in dialogue and dialogue options

Character nicknames will now show replace that character's name in several places on the UI

Media (3)

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Attachments (1)

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Comments (4)
user avatar
User #24350888 - 30 Apr 20 18:54
user avatar
Towergirls - 30 Apr 20 22:37
When the penguine siege starts it should give a few popups explaining how the sieges work, and what to do during them. If that's missing I'll need to reenable it.
user avatar
User #24350888 - 1 May 20 04:21
nvm its there but the kobalt knight for me takes 3 damage every turn for no reason
user avatar
Towergirls - 30 Apr 20 22:41
Your other message on leveling up disappeared, but I just cheated a new game to level 2 and was able to confirm leveling up works fine in 0.518. Just to verify, you need to hit the + sign on the mini char panel, and then the half covered up (oops) + in the character inspector. Once you distribute HP/MP points, and the attribute point, it will then take you to the talents screen. After choosing one or two of those you should be able to hit confirm and finish leveling up. After that, any active abilities should be appearing in the character - abilities tab, under Abilities, Siege Abilities, or Spells.
Towergirls Charts: Gen 5, Wisp Princess of Haunted Mire Kingdom
Towergirls Charts: Gen 5, Wisp Princess of Haunted Mire Kingdommore_vert
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Towergirls Charts: Gen 5, Wisp Princess of Haunted Mire Kingdom 2020-04-20T07:40:54+00:00close

In the southern reaches of the Feylands lies a stinking mire. It is a place of peat, mud, brackish water, lichen, and sad trees. But if you know where to look you can find a kingdom of illusion, a place of wonder and whimsy. It will strip you of your body and soul- it will take everything you value and reduce you to a wandering memory, maybe less. But those who can withstand the hollowing of this place will find heaps of treasure and ancient lore. Leaving the place with such ill-nature goods is another thing entirely.

The princess is a wispy soul long lost to tragic romance. As of late her body and soul (is there a difference for one such as her?) have been claimed by a wizard. This mad soul seeks to understand and replicate the powerful illusions of the Lost Kingdom that lays in the Haunted Mire.

Potential rescuers will not have it easy. First they must brave the cold, muddy wastes of Sparkling clay. Should they escape the wild golems, terrible storms, and sucking mud they must then face the tower of Glimmerglass and its Towerkin Core. Should they climb its steps they must defeat the brotherhood of Magely Anger. If, somehow, the eight angry magi are overcome they will finally have to convince the Wisp Princess that their intent is pure.

Rescuing this princess is not a quest for the faint of heart.

Media (1)

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Towergirls Charts: Gen 5, Selkie Princess of Flooded Shelf Kingdom
Towergirls Charts: Gen 5, Selkie Princess of Flooded Shelf Kingdommore_vert
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Towergirls Charts: Gen 5, Selkie Princess of Flooded Shelf Kingdom 2020-04-07T07:11:03+00:00close

Deep Beneath the ocean a dark kingdom of terror and pain sprawls at the heart of a lively region of the ocean. Caves and Rifts in the ocean floor serve as home to aquatic fey that love nothing more than to feast on the innocent. The Kelpie are the source of more than a few stories used to frighten children; and with good reason.

They are, as a rule, vicious, crafty, and self obsessed. They maintain a society that harvests fish, kelp, souls, the agony of their tortured victims, and the occasional beast of burden. This is not a place a Knight should go unless they expect true hardship. Some may be entranced by the Kelpie Princess beauty but should they decide to claim her heart as their own they will have to strike down her legions of enslaved dead and fight past her loyal subjects.

Media (1)

TOWERV4_-_084_-_KELPIE.png (308.0KiB)

Comments (2)
user avatar
User #10869642 - 7 Apr 20 22:16
ok is this both Selkie and Kelpie, ether way this one's a no for me
user avatar
Towergirls - 20 Apr 20 07:39
There were some overlooked typos. It's been fixed.
Towergirls Unity 0.517
Towergirls Unity 0.517more_vert
Towergirls Unity 0.517 2020-03-31T22:58:21+00:00close

I am proud to announce the Konvert Kompound is functional, and nearly complete. The addition of this marks the last of Kobold Princess dungeons added back into the game. We're coming up very, very close to the demo now- all that remains is parsing a few of the Kobold conversations, crowning dialogue, and a round of polish for both the Kompound and game in general.

Some of that polish has already made it in with this version. We've added back in the loading screen from the Game Maker version, and also a number of click sounds for when interacting with the user interface. We'll continue to improve these sounds and add a bit more to the loading screen as we move forward.

The Kompound isn't quite as polished as it should have been since my computer went nuts on Sunday. I ended up spending most of two days screwing around with the BIOS, fixing the boot process, and yanking out hard drives, but I was eventually able to get things back to normal. This cut a little into my normal last-minute-panic development that I do at the end of the month. Things might be slightly unstable or rough this version, as a result, but bear with us. It'll be fixed up soon.

Computer troubles aside, I am extremely excited that we're coming up so close to the demo. I expect getting in the rest of Kobold's content (including the Konvert siege battle) will only take around a week to get added back in, maybe slightly longer. Polish shouldn't take very long after that- it's looking fairly possible that we might get out the demo before the end of April. Fingers crossed.

As always, thank you tremendously for the support. We wouldn't have been able to make it this far without you.

The enable cheats cheatcode has been changed for April.

Towergirls 0.517

There are now drinking and eating sounds for relevant consumables

Fixed the starting tavern in new games not playing the tavern theme

The failure class now starts with -2 gold, instead of 0 Silver :D

Confirming the new game type from the main menu now has a very short delay so the click sound can play

The loading screen is now back in!

It's no longer possible to click through the character creation screen in dungeons

Added a new function for giving characters a new happiness modifier from dialogue

Some missing Kobold dialogue has been added to the game, courtesy of Beefpie

Pressing enter/spacebar while in dialogue to continue, while on the overmap should no longer also end the turn

Hidden territory sublocations will now be 100% hidden in the territory inspect and not show a blank button

There is now a popup alert in the bottom right when a territory sublocation is unlocked or unhidden

Fixed the Chivalrous Robes armor set appearing slightly borked

When loading a pre-char-creation save, the prior selected homeland and origin is now loaded and displayed correctly

Critical Chance no longer endlessly stacks larger when saving and loading

Fixed the intro tutorial dialogue when Ser listens in and describes his plans; no longer gets stuck

The 'unhidden' status of dungeons are now saved, and will retroactively be applied to the Kompound if ser is far enough into the quest

When exiting the Wizard's Sleeve in the hub, the walking VFX should no longer bug up and keep playing wooden footstep sounds in town

The spear battle animation has been completed; no longer floats endlessly doing nothing in battles

Fixed the spear attack and miss sound not playing

Enemies that are spawned in from dialogue should now start battle immediately; hopefully haven't broken anything as a result

The dungeon name on the dungeon completion screen can no longer be cut off

Fixed a potential endless loop caused by the last party member being KO'd while the last surviving enemy is stunned

You can no longer scroll and zoom in the overmap while the character inspector, inventory, or characters list are open

Temporary sounds are no longer disabled when transitioning to a battle; should not resume on battle exit now

The Kompound has been re-added to the game; still needs a bit more work but it's otherwise functional

The first Kobold Moot has been readded to the game

Action Point bars for each character mini panel are immediately shown and maximized once battle starts, as was intended

Tuskenahten has been buffed :DDD

The Molted Shaman can once again be assassinated and the optional siege battle will be returning soon (TM)

Territories can once again be razed, and High Forest and territories from there to Grand Tower are once again razed at the start of a new game

The exit dungeon button no longer remains uninteractible after dialogue finishes

Media (3)

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Attachments (1)

Towergirls.zip (180.5MiB)

Comments (8)
user avatar
User #344186 - 2 Apr 20 00:27
Half expecting the Bed of Chaos to show up...
user avatar
User #24350888 - 16 Apr 20 00:11
I can't level up even thou i have more than enough xp and cant see abilities, I'm thinking that it could be harder for windows to load properly
user avatar
Towergirls - 16 Apr 20 21:57
What button isn't working to levelup, and what happens when you press it? Also where are you unable to see abilities? I might have fixed the second one of those for 0.518 but I'd like to verify.
user avatar
User #24350888 - 7 Apr 20 08:05
I am a new patron who is having difficulty with the 1st siege battle, it wont start, even when i press enter and the version im using is .517
user avatar
Towergirls - 7 Apr 20 17:40
I'll take a look at that. Thanks for pointing this issue out- I'll prioritize fixing that bug over the others for this upcoming patch.
user avatar
User #24350888 - 7 Apr 20 19:06
Also, the skeleton quest never updates when I kill the skeleton
user avatar
User #24350888 - 19 Apr 20 02:13
in the skill menu when you press the button that loads up what armor to equip and the consumables
user avatar
Towergirls - 19 Apr 20 05:05
Excellent, that's been fixed in 0.518. I didn't account for some of the new character creation stuff in the character inspector.
Towergirls Charts: Gen 5, Nixie Princess of Dulcet Basin Kingdom
Towergirls Charts: Gen 5, Nixie Princess of Dulcet Basin Kingdommore_vert
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Towergirls Charts: Gen 5, Nixie Princess of Dulcet Basin Kingdom 2020-03-12T21:10:09+00:00close

The Dulcet Basin is an odd kingdom, in that it is longer than it is wide. The deep, swiftly running river, and the open bay at one end of the Melodic Valley Kingdom makes up the homeland of the Nixies, water-fey who straddle the line between elemental and fairies. What is so important about this place is that they lay a nominal claim upon the banks of their kingdom, sharing it with the Fauns, and it is on these banks, and on floating barges, that the greatest bardic colleges of the continent find their homes. Bards from across Corona dream of the day they might find both the funds to not only afford the tuition, but to make the perilous journey through pirate infested seas, or fey infested lands, to take up a seat at the feet of the greatest musical masters in the world. Every student in the many bardic colleges here would be considered an expert in any other kingdom, and indeed, many of them are expert musicians and adventurers, and in the halls floating above the melodic waters of the Dulcet Basin, they hone their craft with the assistance of Nixies and Fauns alike, seeking that ever elusive mastery. Even to this day, there is no Bardic Master, but many a prospective student seeking that vaunted title.

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New Patron Tier 2020-03-10T18:57:59+00:00

As mentioned in the 0.515.1 patch, some issues with our current pledge tiers have been brought to my attention. It turns out that Patreons that offer a $1 tier with content end up making a moderate amount less money than they could otherwise. That's not just due to that $1 being split apart heavily in bank's and Patreon's favor, but also because there's nothing desirable hidden behind a real paywall.

Our development speed is greatly inhibited, or accelerated, by how much money we are making. As soon as we start having a small surplus coming in we can begin commissioning artwork, 3d models, or bits of writing to then place into the game right away.

With all of this in mind, we will be introducing a new $1 tier in preparation of the demo- the thanks for supporting us tier. The current access-to-early-patches will be bumped up by one dollar, bringing it up to $2. All our other tiers will not be changed. All previous patches, and the one posted yesterday, will continue to be accessible no matter how much you might have pledged.

Even considering the several princesses ready in the Game Maker version, and soon to be readded, our current level of development is nowhere near appropriate to eventually finish the entire first generation. It is our hope with the upcoming demo (and advertising for the first time), and these tier changes, that we will be able to pull in more funds to speed up development.

More information on the demo soon (TM) to come. As always, thank you for your support and understanding.

Towergirls Unity 0.516
Towergirls Unity 0.516more_vert
Towergirls Unity 0.516 2020-03-08T05:51:08+00:00close

It's almost 1 AM here but that has never stopped me before.

Patch 0.516 is now out, and with it comes a huge assortment of fixes and some cool new stuff (TM). Sorry for the delay, but we felt that it was worth it to finish the new bits we have been working on. Also cheatcodes have been updated for March. Among this patch's highlights are-

- You can now pan the camera within dungeons slightly, moving it about half a screen left/right/away/up. This makes it considerably easier to avoid enemy encounters if you wish to, in addition to looking around corners and between 3d objects. This will allow us to get even cheekier with hidden items and stuff in the future.

- Melee / Ranged resist has been done away with, and now instead there are three types of physical damage- Slash, Pierce, and Crush. Different armor sets will have various amounts of armor and resistances to these damage types (i.e. robes will have low to no armor but a bit of blunt resist, plate with have high armor and a decent chunk of slash resist). Helmets also now provide mechanical benefits, and enemy damage has been increased fractionally to keep things balanced as a result.

- The overmap has been overhauled to increase legibility and ease of reading.

- New, small hub quest.

- CHARACTER CREATION has been added to the game! When starting a new game, or loading an old one, you can now customize ser's height, build type, hair style, hair color, skin color, BEARD STYLE, and more.

- Usual crap load of bug fixes. Read the patch notes for more details.


The button to close out of the main menu credits works once again :DDD

The tavern barkeep, Ale Knight, and Wine Knight hitboxes are no longer blocked by scenery

Help/tutorial popups only contain the relevant information once again

Changing volume settings ingame immediately should take effect without any scene changes

In dungeons you can now right click and move the mouse to pan the camera around a short distance

The Call Courier spell has been added back into the game

A new ability/passive, Magelight, has been added to the game

Toggles no longer cost/require HP or MP when deactivating

When using an ability that has MP upkeep, but no MP cost, the current MP will now be lowered to the temporary, new maximum

Fixed a bug where the dialogue avatar would remain, invisible, preventing the clicking of dungeon buttons

After leveling up, if Ser has a new ability that can be used in dungeons it will now immediately show up on the bottom favbar

Transitioning between the starting tavern and waking up in the puddle is less janky

Ser's starting armor and helmet is now based on the class chosen; two (three, kind of) new armor sets have been added

Fixed a bug that prevented the 'set equipment function' from applying the quality to the created item

The new armor sets have been added to the Filthy Bastard's shop

Fixed the janky setting-up-the-camera-and-ser that occurred at the very start of a new game

The Summon Imp spell has finally been added to the game for the first time

The animated ser sprite for emotes and the inventory preview is no longer invisible after a siege battle

Pressing escape will now correctly close out of the save/load menu before the pause game menu

When first entering the Choelle Follower room the idol should be missing, finally, for real this time

Added a collider to the tavern basement poster room that prevents a camera-becoming-covered-by-ceiling issue

The poster in the tavern basement room now has more correct coloration/lighting applied

Deciding to not actually talk to Kobold Knight will now exit out of his dialogue correctly

The dialogue speaker name plaque will now be increased in size to accommodate longer names

The info output / cheat input object will now be turned back on after finishing a siege

The bonehead looter in the basement now has its vision facing the same way as the sprite

The dungeon completion screen's sound effects no longer loop after a short wait

One of Kobold Princess' dialogue options now increases disposition, as was intended

Ending the turn on the overmap now heals and clears buffs on ALL characters, not just those in the party

Ending the turn on the overmap will now clear summoned creatures and armor

The 'exit dungeon' button can no longer remain on the screen after exiting a dungeon

Afer being defeated, and exiting to the main menu, the music will now transition back to the main theme

Territories that are non-essential and/or have no content are now hidden on the overmap

Ser has been given a new overmap icon

Territories on the overmap now have much larger icons and their names are more legible

Ser's appearance in the character preview no longer covers up the levelup button

When leveling up, the 'hp/mp/attribute points remaining' panel no longer partly covers up the character inspect screen

The battle turn timer is now disabled by default and must be turned on in the options screen

After finishing a battle, the torch and castlight objects will no longer briefly appear on ser before being disabled

May have fixed an issue where enemies could start chasing after ser during a room transition and softlock the game

Unfucked the abilities controller- you can once again assign abilities and spells to the favbar

A new, small quest has been added to the hub :D

Melee and Ranged damage has been broken up into Slash, Pierce, and Crush damage- all weapons, armor, and buffs have had their stats adjusted in return

The upgrade interface now displays the correct number of Towerkin Shards owned and needed

Upgrading items now correctly consumes Towerkin Shards

The functional but never displayed Face To Fist Style talent has been added to the Murderhobo talents page

Fixed a missing goto keyword in the Kobold Scout dialogue that prevented it from continuing and softlocked the game

Helmets now have stats and all enemies do +1 Damage to make up for it

Kobold Knight and Levy Knight now start with Enclosed Helms equipped

Proper character creation is now in- when starting a new game (or loading an old one) you can now choose ser's origin, gender, appearance, and preview the results

Fixed a bug that sometimes caused sublocations on the bottom bar to persist after entering a dungeon

Exiting out of a battle will no longer re-enable the sublocation buttons at the bottom action bar if ser has no dungeon abilities

Old, recruited knights are now given an Enclosed Helm if they are not wearing a helmet already

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Towergirls.zip (172.8MiB)

Short Patch Delay
Short Patch Delaymore_vert
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Short Patch Delay 2020-03-01T01:41:06+00:00close

Greetings, Knights, Mages, Knaves, and Failures,

The team at Chivalric Games has been hard at work on some interesting new environments, features, systems, and visuals these past few months! So hard at work in fact, that we have had to make the difficult decision to delay the coming patch to make sure we deliver the best possible product. The demo is coming up soon, and we need just a little bit more time in the oven. On top of this, IRL issues have come up for Duke, Feline, and Unyin, but we're chugging along. We apologize for the delay and appreciate the patience and support we've had thus far; we wouldn't be where we are right now if it weren't for the great feedback and response. The patch should be out in just a day or two.

Now, what's coming up?

Well, Towergirls has always been a choose-your-own-adventure, and you the player have always been the center of it all. It's only fitting then that the knight you play as should reflect that, no? We are making great progress on a character creation feature that will occur prior to the initial tavern conversation. It features three starting classes: Fighter, Mage, and Knave, and also features a more punishing (and perhaps more fitting) "Failure" class for those who want to start from true rock-bottom. Included is a gender selection and a spectrum of body types to choose from, so players are free to mix, match, and make a knight all of their own!

We've got a lot of work done on bringing the Molted Kompound up to par for Unity, and it's been a blast so far! We're making extensive use of new visual design and modeling to bring players what we feel to be the best-looking area so far! It's been rocky, sure, but we're learning more efficient and effective texturing and modeling techniques to speed up production and improve performance. We hope it'll speak for itself! The Kompound will feature a new layout, alternate routes, new items, and of course updated visuals. Stay tuned!

There are a lot more little features and bigger changes we'll leave for you to find, but keep in mind everything is a work-in-progress as we make our way to demo-readiness. Again, we appreciate your support so far, and will keep everyone posted on the release of the next patch and demo!

-Chivalric Games

Towergirls Bonus Princesses: Goblin Princess 2 of the Fertile Factory Kingdom
Towergirls Bonus Princesses: Goblin Princess 2 of the Fertile Factory Kingdommore_vert
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Towergirls Bonus Princesses: Goblin Princess 2 of the Fertile Factory Kingdom 2020-02-04T06:38:04+00:00close

Happy late Goblin Week!

The largest slave trading kingdom in all of Corona is also the home of truly experimental alchemy. While the Halflings invented the art, many a goblin would argue (with much opposition from anyone with an eye towards health and safety as not guaranteed by highly unstable regeneration potions) that their race had perfected it!

The source of this perfection lies in the deepest tunnels beneath the capital of Fertile Factory. All waste products, all the alchemical terror and run off, is collected here, and used as reagents in the production of new alchemical products. It is a carefully guarded area by the Goblins, where the heart and soul of their alchemical kingdom begins, and from whence the materials that form the basis of their industry. From this beating, underground heart, vast flows of toxic and valuable materials are pumped in, recycled, used to produce new ones, and then pumped back out to factories in the bowels of the great golden megacity above it. This in turn produces the drugs and alchemical creations for which the kingdom is so famed.

This, of course, is all overseen by a Goblin Princess, one who documents things carefully and archives all results in a central library. This innovation is considered controversial by her contemporaries but this methodical record keeping and the scandal it brings is rivaled only by her dedication to reviving the traditional practices of goblinkind.

Sadly Goblins have no native written language and as such their old ways of life must be reconstructed from stories. The careful cultural research the Alchemical Maven undertakes is seen largely as an eccentric waste of time by most goblins. Still, she does have a small, passionate group of adherents. It is they who preach tenants of love, community togetherness, and moderation. It's all really very quaint.

Even this princess's scandals are considered amusing and worthy of mockery.

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Towergirls Unity 0.515
Towergirls Unity 0.515more_vert
Towergirls Unity 0.515 2020-02-01T04:36:44+00:00close

Some very nice polish has been applied to the game for this patch, but before I get to that, there will be some changes to our Patron tiers in the near future. The amount of money we make on this Patreon is directly proportional to how fast we can develop. The support you have given us so far has been instrumental in continuing our development and keeping me fed. So far we've made enough money to sustain me (along with some side work), and throw some at our devs for the odd equipment or software, but not enough to commission artwork or models or hire on additional help. The demo will be coming out in a few weeks, and with it I will be addressing something that was pointed out to me. It's now my understanding that Patreons with $1 tiers that offer content end up making a moderate amount less money than they would otherwise. With this in mind, I will soon be introducing a new $1 tier- the thanks for supporting us tier- and bumping up the early patch access and cheats to $2 and $3, respectively. Our higher tiers will not be changing. Once we are making more money we will be able to commission art, 3d models, writing, and all that jazz, so every bit extra we can make goes a long way towards timely development. These changes will be occurring most likely in mid February, to later coincide with the demo. Thank you for your understanding.

So, polish. It was also pointed out to Unyin (our lead artist), in a gamedev Discord, that post-processing is a very big thing. Lo and behold, there's an easy post-processing system in Unity that makes everything look considerably better. It's subtle without a before and after, but it makes the game much more vibrant and pretty looking. In addition to this Unyin has slapped down the Ser shader onto most of the NPC's, so they will also have lighting effects applied to them. This adds up to our game being prettier and the 2d sprites not standing out quite as harshly. Win. Also, the starting tavern is being worked on.

In addition to the art polish, this patch also has the usual assortment of bug fixes. Development on the Kompound goes smoothly as well, and I've got Beefpie and our other new blood volunteers slaving away at parsing all the old dialogue into the new Unity format. Demo with Kobold Princess looks probable in a few to several weeks, fingers crossed on that.

The enable cheats cheatcode has been changed for February.


Consumables will no longer create a battle float of '+-X' in front of any modifier

A mini Ser no longer appears above Ser in battles

Dungeon minimaps should now begin more centered on Ser Knight

Non-Ser knights can no longer select talents from other classes

Princesses can once again select racial talents

Bolster is no longer usable in dungeons, outside of battle, on account of now being pretty useless outside of battles

Weapons and shields now have bonuses past the average quality when upgrading them

Opening the Inventory will close out of the characters screen or minimap if either of those two are open

Calling the Chloelle Follower a snob is now not explicitly a lie and will allow the quest to still be completed

After getting the Chloelle Idol, lying to Chloelle Follower and saying you never found it now works as intended

Actually restored the Glacier Fields skybox, and it should once again appear when loading into Glacier Fields

Fixed king's mail, plate harness, robes, and trespasser's garb appearing incorrectly or missing parts when worn by Ser


After loading a game, the output log will now mention which save number was loaded as opposed to the generic 'Game started.' message

Ser no longer falls out of bounds when later returning to the hub's tavern

There are now several different footstep sounds effects that are used based on the materials and terrain that ser moves on, work in progress

You can now back up through the text slides in a help popup

The poster in the tavern's basement is now successfully added to the inventory when stealing it

Ser can no longer be set to sneaking during the cutscene after the tavern boss battle

Weapons/shields can now have their hands swapped once again

The Ratfolk quest now has a warning before it is started if Ser is still level one

Reduced the brightness of highlighted character sprites by 50%

Fixed the padded armor appearing incorrectly when worn by Ser

Fixed some typos in item descriptions

Increased the size of the Defending graphic in battles by 33%

Fixed a bug in the alchemists dialogue that could occasionally cause it to start all over when exiting out of their shop

The hub tavern and some of the outside hub decor has been polished, and will continue being polished for a little while

The Dwarf Villager in the hub now faces the correct direction

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Towergirls.zip (171.5MiB)

Towergirls Charts: Gen 5, Scylla Princess of Amorous Crag Kingdom
Towergirls Charts: Gen 5, Scylla Princess of Amorous Crag Kingdommore_vert
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Towergirls Charts: Gen 5, Scylla Princess of Amorous Crag Kingdom 2020-01-22T19:07:16+00:00close

To say that relations between the races and species of Corona are not what they could be is a vast understatement. Even when individual kingdoms have a good reputation, it is rare for them to be welcoming of outsiders who are not of their own race, even if they are accepting of the locals of that race!

Amorous Crag is the exception to this rule. This kingdom's borders are made up of of shallow, coastal lagoons, seabeds, and sandbars is welcoming to all who visit it (even as the center of tidal fluxes, jagged reefs, and steep, rocky, uninhabitable islets that form the core of the kingdom protect it's natural inhabitants from nearly all threats), and has become a major nexus of trade between the western kingdoms all the way from the Upper Maiden's Spine, down to the Far South Itself! It's location actually has relatively little to do with this, so much as the reputation it has gained for being THE place to go if one wants to hook up with your soul mate, even if they were born into a body very different from your own! The Scylla encourage this, for these inquisitive and loving people are always eager to see love bloom and take root in fertile soil, whatever that soil might look like.

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User #29340927 - 27 Jan 20 00:28
Love this new princess, but I can't help but notice the fact that (despite there being only two princesses for generation 5 thus far) all the princesses are sea-based. Is that going to be the theme for generation 5, or is this just a coincidence?
user avatar
Towergirls - 1 Feb 20 04:41
Hmm, must be a coincidence. Only explanation. Don't worry about it.
Towergirls Unity 0.514
Towergirls Unity 0.514more_vert
Towergirls Unity 0.514 2020-01-16T20:11:33+00:00close

Special shoutout to the new dev on our team, Jalter-chan. This marks the first time we've actually had a dedicated tester intentionally breaking our game and providing thorough bug reports.

This version doesn't mark the addition of any more Kobold Princess content, but it does have a whole heap of bug fixes, improvements, and talents being readded into the game. In addition to those we've decided to change up how talents are selected when Ser levels up. Previously, Fighter Ser Knights could only select all the Figher Talents, all of Chivalry, all of Murderhobo, and then the off talents of the other classes (Finesse for Knaves, Creation for Mages). Similar for the other two classes. We've decided to do away with this- Ser can now select any talent from any class tree as you like. To differentiate the classes we've instead added moderately big passive bonuses for whichever class you end up choosing.

Fighter: -10 MP, +10% Accuracy, +5% Avoid

Knave: -5 HP, -5 MP, +10% Crit Chance, +5% Avoid, +4 Initiative, +50 silver

Mage: -5 HP, +5 MP, Passive Mana Regen (0.062 MP a second while moving and 0.5 MP a turn)

This release should be considerably more stable, but be sure to let us know if you encounter any bugs or weirdness while you play. More content soon to come. Also the enable cheats cheatcode has been changed.


The asset controller script is now almost fully automated, which means that BBOS entries are likewise almost fully automated. Yay.

Added a cheatcode for disabling/enabling NPC's in the current room

Added a cheatcode for teleporting into dungeons

Added a cheatcode for saving to a specific game slot

Fixed some shenanigans with the save controller; the list of save games is now generated quicker and in proper ascending order

Kobold Mine now has a new audio track, courtesy of Unyin

Save games now display which slot number they are

Half-Swording no longer additively increases Critical Hit Chance with each toggle on and off

Buff tooltips should no longer linger on the screen when highlighting over an enemy buff while combat ends

A number of abilities that were marked as having Stamina costs should now disregard that and use Action Points instead, as intended

Kobold Councilor should no longer refer to the player as char0

The siege in Glacier Fields can be started once again, oops

Ser will no longer appear to be holding a shield when there is no shield equipped

You can no longer click on characters and start dialogue through the shop interface

You can no longer click on characters and start dialogue through the UPGRADE interface

The mouse cursor's click point is no longer slightly offset from where it should be

The exit dungeon button no longer appears during dialogue or within the hub

Add more code; run the check function at dialogue start and end

Viewing the game credits on a non-wide screen monitor now looks hideous but will no longer softlock the game

The south/down door within the starting tavern has been repositioned slightly

Dialogue options may no longer be selected with the number keys while the game is paused

Shop dialogue should now correctly replace char|0|name with the player's name

Ser may now select any talents from any class when leveling up

Base accuracy has been reduced from 95% to 90%

The starting class chosen for Ser now has passive effects-

-Fighters have -10 MP, +10% Accuracy, and +5% Avoid

-Knaves have -5 HP, -5 MP, +10% Crit Chance, +5% Avoid, +4 Initiative, and +50 silver

-Mages have -5 HP, +5 MP, and Mana Regen (0.062 MP a second while moving and 0.5 MP a turn)

Really old save games will now automatically have the BBOS enabled if they are sufficiently far along

Removed a particular keyboard shortcut that was used to test dialogue

Fixed a dead end in the Chloelle quest caused by agreeing with the thief and then speaking with the Chloelle Priest

Pressing Escape to exit out of the Inventory will now hide any tooltips that were open

Mojo bag turnly effectiveness has been reduced by half, though they now work passively in the dungeon while Ser is moving

Water Sprites now heal for 1d3 (down from 2d2) and strike for 1D5+1 (down from 1D6+1)

Food that is supposed to recover MP instead of HP works as intended

Food now restores the correct amount of HP or MP

Partially transparent Action Points now become fully opaque and remain that way once a battle starts

Fire Wall works once again; added in 'hazards' in battles that can linger, doing damage each turn and showing a particle effect

All magic buffs with a scaling duration now have +2 turns to their base duration

Several spells that heal or grant buffs are now useable outside of battle in the dungeon

Fire Wall, Fire Shield, Freezing Shackles, Nimbus, Nova, Gas Cloud, Summon Water Sprite, Summon Armor and Wall of Flesh talents have been readded

All characters will not recover AP on their first turn of the battle, as opposed to just the very first party member, as was intended

Preemptive Strike has been replaced with Split Shield

Shut Down, Bull Rush, Rend, Split Asunder, Cometh Knaves, and Thy Mother Was A... talents have been readded

Intecept now works correctly and has a different defense graphic from the normal one

Siege time multiplier has been reduced back to 1x, from the formerly testing value of 10x

Priority Target now works in sieges

Siege buff durations are now based on seconds rather than turns

Siege abilities can now have a maximum range and display the range/radius when hovered

Skyward Shields now works in sieges, and should also work in battles

Barrage!, Bring It Down!, Foot Drill, and Sea of Calm now work in sieges

Opportunism now boosts silver dropped from enemies, as was intended, but also now grants +3% Crit Chance

Blinding Shot now applies a debuff, as was intended

Press the Attack now works

Blank buff tooltips will now display nothing instead of placeholder text

Counterattack once again works in battles

Hold the Line! has been added

Restored Glacier Field's skybox

Added some fog to the first room in Glacier Fields, the camp, to hide the room transition slightly better

I added a six second timer to battle turns before skipping to the next actor :DDDDD

Large stacks of consumables can once again be used several times in quick succession in the dungeon

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Towergirls.zip (167.7MiB)

Towergirls Gameplay/Storyline Poll 2020-01-10T21:00:37+00:00

We've run polls in the past to evaluate what you, our players, would like to see in the game. (Less frequently than we probably should, yeah, but still.) We have a plan for how we would like the story to progress after to so long playing in Towergirls: the Game, but there's been some recent discussion among the dev team and I'd like to take a moment to reevaluate these plans.

Currently, generation 1, we've been assuming that most players would rescue/romance a small handful of princesses- maybe rescue and romance Golem, and then just platonically rescue a few of the other meatbags, for example. Kingdom management would be encouraged at that point and antagonism would start happening, by both other kingdoms and bad guys (TM).

With this in mind, or even putting that out of mind, how many princesses do you imagine you'd try to rescue in your first real play-through of the game? Keep in mind we're only planning on adding princess from the first generation for now (the first 20). As always, I'd love to hear your thoughts and answer any questions you might have.

Comments (7)
user avatar
User #8234329 - 11 Jan 20 01:42
I'd like the possibility of rescuing all the princesses at some kind of real, tangible cost aside from just "Don't get to romance any of them". Like, I feel that should be possible, but make it less of a "best ending" and more of a "Return to the status quo" route. But onto what people actually care about, I think wither you get multiple romances or not should depend on the princess. Like, a princess like succubus, who has her own harem, or Kobold, who lives in a communal society, should be totally ok with that as long as you aren't going behind their backs, meanwhile Princesses like Goblin, who literally wants you for themselves despite their polymerous society, or Harpy, since there are quite a few monogamous bird species, should not even humor the possibility. Any princesses or romancable NPCs between the two extremes should probably have it vary based on who the other partner would be. Example would be Dwarf getting on fine with Golem, but not exactly being friendly twords Orc or Skeleton. And obviously it should be possible to get some of these pairings without having to make it Polygamious with the knight first. Most obvious example is joining Knight P as a knight rather then a romantic interest and being eachother's wingmen with princesses as you rescue them (Maybe even with a joke paired ending if you manage to have both of you bumble and fuck up every single romance opportunity), but I imagine there will be more opportunities that arise naturally in the writing process, so I won't harp on this point, as it seems like an obvious inclusion. I originally had more, but I've gone on for too long, so I'll just say to summarize that you should probably have the opportunity to rescue a majority of the princess in a general playthrough, and still be able to interact with the ones you don't, even if specifically you romancing them is out of the question.. (Assuming they don't get vored before another knight rescues them or knight princess rescue's herself) (Also thank god this is multiple choice, Fisher kingdom all the way, Bay-be!)
user avatar
User #224443 - 10 Jan 20 22:47
You forgot the "I'd do a different mix of princess(es) every time I play through until I've had every mathematically plausible combination of romances and friendships to hunt for any hidden interactions between the various possibilities in each state" option.
user avatar
User #163313 - 10 Jan 20 22:23
Harem route sounds like a ton of work is all... but I also don't want to just leave many princesses behind. I see I and many brothers are there in the middle two.
user avatar
User #483623 - 12 Jan 20 20:33
I would try to rescue all of them cause Im too nice but would probably end up with the childhood friend character that's in the game.
user avatar
User #6093585 - 10 Jan 20 22:41
I'd try to rescue every princess, then romance then one by one, as far as possible/convenient. I probably wouldn't succeed since that would take more time than I tend to spend on any one game, but I would try.
user avatar
User #17232779 - 14 Jan 20 04:12
I'd also try to rescue all of them my first playthrough, or otherwise rescue most of them, and then marry my fav.
user avatar
User #3110241 - 11 Jan 20 19:44
For first play-through, I'd romance one princess, maybe two, but save ALL princesses available to be saved.
Towergirls Charts: Gen 5, Selkie Princess of Maiden Sea Kingdom
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Towergirls Charts: Gen 5, Selkie Princess of Maiden Sea Kingdom 2020-01-09T17:59:01+00:00close

One might be forgiven in thinking that the chaotic struggles for land, resources and wealth were reserved only for the petty struggles of those who walk the land. But beneath the thick black waters of the western sea, the churning currents peel away the silt and reveal a reef of splintered bones. War has come to the Feywaters.

The Selkie people, once a gentle and carefree folk, now struggle with a war for the very soul of their kind. An insidious god of the depths works its terrible will upon all it touches, twisting the minds and bodies of its victims to its will. This terrible force would see the many broken to serve the one, to devour the magic and the people which breathe life into the feywaters, until all is consumed in stillness and shadow. Its acolytes, the Fomorians, act with a single-minded purpose: To destroy anything that cannot be remade by their master.

But the Selkie are a resilient folk, and will not go quietly into the oppressive grip of a cruel god. The Gallowglass maidens take up their swords and strike out against the corrupting darkness. The Sharkbane Coven, an enclave of witches who were once shunned for their half-human lineage, now fight shoulder to shoulder with their full blood kin, wielding the dark secrets of the depths to strike down the Fomorian threat. Even the creatures of the sea take umbrage with the wicked legions, dooming those who evade blade and spell to be impaled on tusks and crushed beneath blubber-girded bulk.

While the Selkie battle a desperate war of attrition, the royal family suffers a terrible loss. Their beloved daughter, a naive and gentle soul, has been whisked away by a rival house. There, she languishes in chains of steel and sealskin, bound to her seal form. If nothing is done, she may be stuck in the shape of a seal forever. They have kept this grim news a secret for the time being, but should the word get out, it may be a terrible blow to the morale of the kingdom, and may spell doom for the Feywaters.

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User #2527360 - 9 Jan 20 18:13
The final generation has begun...
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User #29340927 - 14 Jan 20 19:45
Indeed. A shame, really... this had to end eventually, but it still doesn't mean that this is over. For all we know, there might be a sequel game... or DLCs. Either way, curious to see how this turns out.
Towergirls Unity 0.513
Towergirls Unity 0.513more_vert
Towergirls Unity 0.513 2020-01-01T01:45:07+00:00close

Whole lot of Kobolds edition.

I was hoping to get a quick patch out after our last release, as the Kobold Mines were in a pretty rough state, and managed to just in time for New Years. We've fixed a bunch of the wonkiness and errors in this version, but more importantly we've completely revamped the battles. Unyin has been wanting us to change from a turn-based-one-action-per-turn battle system to using Action Points instead. This has been done. Now, each character has a pool of Action Points each turn in battle, and can perform actions until they are expended, or until the player decides to skip that character's turn. Hopefully this should spice up the small scale battles somewhat.

In addition to a heap of fixes and improvements we've also added in some avatars for the Kobold Council, courtesy of Unyin. All the various dialogues with Kobold Princess in Canopy Cave feel a lot less empty, now, which is nice.

We're hoping to get the Kompound and the rest of Kobold Princess' content added in the next few weeks, along with a bunch of game polish and quality of life improvements. Proper demo will be out relatively soon.

Also cheatcodes have been updated for January. Happy New Years!


Battles now use an Action Point system, replacing Stamina- actions take a certain number of AP points, which partially refill each turn. The maximum AP increases with the character's level.

The help banner occasionally displayed in battle will now definitely be closed out of at the end of a battle

Adjusted the Kobold Mine start position so Ser wil be within bounds :O

Insects in the Kobold Mine now have ambient lighting applied

A new torch item has been added, lootable in the Kobold Mine

Leylights have had their size and collision size adjusted

Adjusted the positions and colliders of the mushrooms in the sinkhole area of Kobold Mine

The invisible wall near the front Insect Soldiers in Kobold Mine has been adjusted to prevent clipping

The Kobold Mine battle background has been adjusted to better accommodate full parties

Fixed an oversight that prevented a princess' last happiness modifier from expiring

Defending will no longer finish that character's turn regardless of remaining Action Points

The exit dungeon button can no longer appear in battles, oops

When returning to the Kobold Mine at a later time all the insects will be gone

Upon exiting a dungeon the character panels near the bottom bar will correctly be refreshed and reloaded

Hitting Spacebar or Enter in battle while entering a cheat will no longer end that character's turn

Items can once again be used in battle

Fixed the Exit Dungeon button so that it will appear in one-room dungeons, but only while close to the entrance point

Added a new parser function for setting up character avatar/talk sprites/speaking SFX while outside of a dungeon

Clicking on an NPC to start a dialogue while already in a dialogue is no longer possible

Added a new dialogue function for fading out NPC's

Completing quests and/or dungeons once again sets the save game's song name to something silly

Talent tooltips can no longer appear partly off the right side of the screen

When right clicking on an item in the inventory, on the overmap, the mouse can no longer click through onto a territory

Looted container states are now saved and loaded correctly

Kobold Mine insects now drop random loot

Fixed a small exploit in the Murderhobo talent tree that allowed infinite talent points

Reckless Swing has been nerfed slightly

The Kobold Council members now all have sprites and talking avatars, courtesy of Unyin

Kobold Princess now has a talk avatar

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Towergirls Unity 0.512
Towergirls Unity 0.512more_vert
Towergirls Unity 0.512 2019-12-24T19:34:02+00:00close

Progress has been going nicely, which means that we've been able to add most of Kobold Princess' loyalty segments to the game. They're in slightly rough of a state, but I thought it'd be best to patch for Christmas and then polish it up (and add any missing dialogue, namely with choosing-to-speak-with Kobold Princess) after the short holiday break, toward New Years.

This patch marks the re-addition of the Kobold King audience, Canopy Cave stores and council members, Moa hunting, and the Sandy Roots Kobold Mine dungeon. In addition to these bits we've fixed numerous bugs (:D) and made some general improvements to the game. Also the enable cheats cheat has been changed again.

While you'd think I'd know better than to give an ETA by now, we don't have much content missing from Kobold Princess' bits. Most of what remains is just polishing up her existing content, adding some missing dialogue, and getting the Konvert/Kompound bits added. Once all of those are completed we'll be able to focus on qualify of life, polish, proper character creation, and releasing the official demo. That is looking potentially possible in a few weeks time*, which will be exciting. More on that coming soon.

Merry Christmas to you all and happy holidays!


Ser Knight's sprites are effected by dungeon lighting

The Everharsh Glacier snow appears over distant enemies once again

Territory names and information are now hidden when entering a dungeon/encounter/battle/siege and returned when leaving, oops

Massively optimized the rain and snow particle systems- on lower end machines there should be a noticeable improvement in FPS

The stamina bar on the mini character panels smoothly fills and empties out and avoids jittering in the process

A new tileset for Canopy Cave Jungle has been created, courtesy of Unyin

An overmap encounter room for Canopy Cave has been added

Quests can now have subquests, or individual little tasks that are contained within a particular quest

Added a new parser function for checking how many subquests in a quest are completed or not

A ton of old dialogue for Kobold Princess has been parsed for Unity, courtesy of Skymont

When removing a character from the party in the characters screen their mini char frame at the bottom bar now disappears

When adding a character to the party from the characters screen their mini char frame now correctly appears near the bottom bar

You can no longer click overmap elements through the characters screen on the overmap

When loading a save game, and the party is in a territory, the sublocations will be displayed on the bottom bar right away

Some 3d objects will now partially fade out when interposted between the camera and Ser Knight

Cave Canopy's throne room has been readded and decorated

Added a new parser function for locking and unlocking specified dungeons

Zooming on the overmap is no longer possible while the game is paused

When clicking to view quests, from the quest tracker, all the possible entries will correctly be displayed on the left page

Leylights no longer play their activation animation when entering a dungeon or exiting a battle back to the dungeon

The Kobold Mine dungeon has been readded to the game

The Moa hunt has been readded to the game

Kobold Crafter and Kobold Shaman shops have been readded to Canopy Cave

Ability particle effects are correctly flipped when being used by enemies on the party

A particle effect has been added for the Burning Hands spell

The snow golem in-battle sprite has been increased in size

NPC's can no longer be highlighted and clicked on for an instant before the screen starts fading to a battle

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Towergirls Charts: Gen 4, Beast King and the Era of Kingdoms
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Towergirls Charts: Gen 4, Beast King and the Era of Kingdoms 2019-12-23T21:30:19+00:00close

The Primians are gone. Some met their final death, some ascended to godhood, and some met stranger fates. But one of them provably remains- the Beast King. Charged with protecting the mortal races from the folly of war, he started his reign as an enlightened leader who cared for his people and wished for them to live in peace and prosperity.

The worst possible thing that could have occurred came to pass. He succeeded.

For a brief golden age there was no war, there were no warlords, and there was no strife. Beast King grew bored.

Given prosperity, these new mortal races opted to find their own ways. They listened less and less to Beast King's tales of war and agony, instead turning eager and hungry eyes on one another's lands. As the Primian's scars slowly healed, the others of his kind ascended to godhood. One by one they left to a higher plane, or died, until only this one was left. By that time he was no longer interested in maintaining the fragile peace.

Beast King wants an age that never was- a misremembered paradise where his word was law. He does not remember the whistletongue of the Bat Peoples, the now lost silk histories of the Spider Folk, the ancient songs of the first elves that speak of the making of the world. He's forgotten so much of what was, and remembers only jealousy for the primians-turned-deities who abandoned him to a world of pain and struggle.

Beast King wants to rule, uncontested, and he will do whatever it takes to make that happen.

Sadly he isn't nearly as competent at being an enlightened God King as he believes himself to be.

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Comments (1)
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User #29340927 - 14 Jan 20 04:06
Okay, now I really want to know what the Primians looked like. If possible, could one of them be implemented in-game? Just a thought.
Towergirls Charts: Gen 3, The Squires of Corona
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Towergirls Charts: Gen 3, The Squires of Corona 2019-12-04T17:46:23+00:00close

In a land of adventure, whimsy, and terror there are many stories to be told. Often we focus on the generals, ambassadors, queens, and princesses. But there are other people who make those stories happen. Pages, Squires, Monks, Scribes, Mages, Alchemists and so on. People who live to serve rather than to do. Judging from the tales bards tell and from the stories written by scribes these people live quietly and unassumingly.

This is a half truth, while many do simply drift through life without any apparent drive others engage in great adventures of their own. Kings have met their end at the edge of a squire's blade, apprentice alchemists have made discoveries that eluded their betters, Woodsmen have slain dire beasts with axe and bow, but their stories are forgotten because it is not their place to stand at the forefront of history.

Do more than merely read the assigned texts, look for the inferences, the places humbles people did more than was asked. Look for the soldiers, the wood gatherers, the huntsmen and the potion makers. They're always there, just out of sight, making the world a better place in their own quiet way.

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User #24170575 - 6 Dec 19 19:51
im gonna fuck all of those
Towergirls Unity 0.511
Towergirls Unity 0.511more_vert
Towergirls Unity 0.511 2019-11-30T02:12:43+00:00close

I cannot express how happy I am that we changed development to Unity instead of sticking with Game Maker.

Many of us on the dev team have been in kind of a rut recently, though I'm mostly out of that now. While I've been waiting on art assets and people to parse dialogue I decided to chip away at the kingdom engines for the game- resource income, building upgrades in territories, and recruiting units. Imagine my delight when those only took a day, each, to almost fully re-add and integrate into the game. Thanks to object-oriented programming, and the Unity engine, what would have taking me weeks (or months) has been done in considerably less time, with hopefully no bugs.

This version of Towergirls marks the release of the test-game mode, which allows the player to start a new game in control of High Forest. Once reaching the overmap several armies will be spawned for the Band of the Moon, High Forest secondary territories, and Canopy Cave. Territories can't be captured quite yet, but I'm hoping to have all the kingdom stuff (and the remainder of Kobold's loyalty and romancing quests) added in the next few weeks. As you might assume, the tutorial can also now be skipped when starting a new normal game.

In addition to the new kingdom stuff, I've fixed a heap of bugs and errors having to do with the tutorial hub dialogue and starter quests inside the hub. Everything in there should now have working dialogue with no dead ends or softlocks. Enjoy.

Cheats have been changed for December, also. Here are the patch notes-


Glacier Keep has a decorated battle background

Kingdom resources are now tracked, saved, and loaded

The game tracks whether or not a particular Kingdom's AI is enabled or not

Army movement is working again

Territories may construct upgrades once again

Basic territory upgrades are functional

Territory names are now part of the UI and do not scale as a result

Territory upgrades may be razed to return some of their building costs

Territories show their current construction progress bar and defense rating on the overmap near their name

The inventory panel displays how much personal gold and silver the player has, even on the overmap

Available unit types can now be seen by pressing the garrison panel in the territory inspect window

All units (sans their abilities) have been added for High Forest

Units may be queued up for recruitment in territories and run on their own independent timer from building construction

Recruited units may be disbanded from armies and removed

Armies and their units are saved and loaded

Multiple armies of the same faction may no longer be garrisoned into a single territory

Territory happiness is functional and impacts building and recruitment speed

The party is now always selected on the overmap until the player has a territory or army units

You can now search for 'party' or 'ser' on the overmap to pan to the party

The party and armies may now be told to travel to arbitrary points on the overmap

Armies may now be told to travel after an enemy army on the overmap

Fixed some broken dialogue bits in the Ratfolk quest

Fixed the 'add silver' dialogue function

Dwarf Villager now has post-Ratfolk quest dialogue and vanishes when appropriate

A new 'suspense' theme has been added for when the Siege Alert sound ends

All units (sans their abilities) have been added for the Band of the Moon. Cavaly siege units still need more work.

Some help tooltips with overflowing or partially displayed text have been fixed

Fixed some wonkiness when speaking to the alleyway Fisher Guard while drunk

Fixed an error in the Huntswoman dialogue when Ser returns sober

Certain dialogue options in the Ratfolk quest now only require Charismatic instead of Silver Tongue

Fixed an issue that prevented quests from being marked as failed

The non-working ghost save file should no longer appear

Added a new option in the Main Menu for starting a new game in test mode, for testing kingdom management.

A new parser function has been added for loading and playing basic cutscenes

The tutorial at the start of the game may now be skipped and does not end in an instant game over

The BBOS quests can no longer be opened at the top right quests tracker until the Big Book of Stuff is acquired

Territory siege battles can now result in damaged upgrades and loss of territory fortification levels

There is now post-siege information

Units now retain their health amount at the end of a siege

Tax Knight no longer faces the wrong direction in the hub

Removed a debug feature that would inadvertently spawn a bugged save game entry in the list of save games when pressing 'Q'

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Comments (3)
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User #17974778 - 12 Dec 19 01:38
ps: sorry for my english
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User #17974778 - 12 Dec 19 01:37
very bugy curupted my save files and i just got to the 2 level and it just bugued my saves to have a spider abilaty and every time i hovered on them it shod me my sword and then it cracht my game
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Towergirls - 12 Dec 19 03:41
In old/current versions there is a ghost save which is always broken. Make sure you are loading an actual save. You may want to go to AppData/LocalLow/ChivalricGames/ and delete the saveini file without a number. The last save in the list is normally the ghost save.
Towergirls Charts: Gen 4, Dragon Princess IV of Grand Tower Kingdom
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Towergirls Charts: Gen 4, Dragon Princess IV of Grand Tower Kingdom 2019-11-22T01:49:59+00:00close

The Grand Tower Kingdom lies at the heart of the maiden's spine and it's six areas are defined by six entirely different environs. The only linking facet between them, besides the prevalence of dragonkin, are the countless ruined towers which dot their landscapes. These ruins of stone and ash serve as ancient grave markers for both mortal and dragon. Among these ancient killing fields, there is none so devastated as the Corroding Gash. It is here that dragons, who saw the doom of their kind, gave themselves utterly to the blackest of flames so that they might burn down all that might harm the last bastion of their realm. It is here that Krealt made her last stand against Dragon Queen, buying time not only for her children, but for every escaped slave who fled their bondage. It is here that the Hero Elf betrayed Salamander at the last moment, allowing Dragon Queen time to escape into the heart of her territory. It is here that the bones of titans from ages past slumber, and it is here that the Black Dragon Princess plots the brutal vengeance she will visit upon the kingdoms that wronged her mother.

Black Dragon Princess has inherited her mother’s ancient grudge, manifesting as an acrid hatred for the mortal races she feels have stolen the rightful place of dragons. Deep within her, she harbors resentment for these mortals, who choke the earth with their numbers while she remains alone, who live with wild abandon and greed, no longer guided by the hands of her kind, who had been hand-picked by the gods. She sees their bids for freedom, the way they strike out against her rule, as arrogance and selfishness. The Fourth Dragon princess has felt this in her bones since the day she was born. This hate is etched into her, bone deep, and bubbles forth in every word and action. So potent, this toxic hate is, that she has isolated herself from her fellow dragonkin. And so she remains, isolated, alone, a monument to an ancient grudge left to fester.

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Towergirls Charts: Gen 4, Gazer Princess of Staring Pools Kingdom
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Towergirls Charts: Gen 4, Gazer Princess of Staring Pools Kingdom 2019-11-08T17:29:20+00:00close

The great being's second step into the world shattered the rules of magic in an entire region. Here the laws of nature are shifted, like a reflection viewed from a strange angle. The inhabitants reflect the strange nature of their home and most actively exude some form of 'anti-magic' field. Plants, Animals, and even the people here are immune to all of the basic forms of magic seen across Corona. It is a dangerous place for all, but especially for those inclined towards arcane pursuits. Still it is also a place of ferocious study, many a mage has come here with a stout retinue to collect specimens for research and from these scholarly pursuits primitive means to overcome the magical nullification have been devised. These are exhausting and resource intensive and do not last long but they provide the determined with a means to defeat the Gazer's greatest defense.

One may assume from the eldritch nature of the place that it would be ill suited to visitors. This is mostly true, still a steady trickle of researchers comes day by day, and crusaders seeking defense against terrible magics will harvest materials from the tidal pools to craft shields against spells. Shells, bones, sand, and drift wood from this place can be harnessed to create powerful antimagic weapons. A small township of diverse origins acts as its main point of entry to the outside world with the locals themselves preferring more esoteric forms of dwelling.

Those who dwell in Wizards End warn away most, the hazards of Staring Pools are many and ferocious but for the brave wanderer the risks may well be worth the reward.

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Towergirls Unity 0.510
Towergirls Unity 0.510more_vert
Towergirls Unity 0.510 2019-10-30T19:38:10+00:00close

I need to finish sewing my costume.

Also we've got a moderately large patch this time around. This version marks the 99% finished Glacier Keep, fully decorated, and the ability to save and then return to Canopy Cave with Kobold Princess. Much of her dialogue has been parsed as well, and we've readded the ability to choose to speak with characters in your party. And princess happiness. And a bunch of other stuff as well.

With Glacier Keep out of the way I've been able to go hard on implimenting some quality of life features, such as tooltips in the character inspect menu and an 'all' category for items in the inventory, among other things. We're getting very close to having Kobold Princess fully readded- we've just got a handful of small one-off dungeons and the Konvert Kompound remaining. Once that is done we'll be crushing bugs, doing more quality of life changes, and maybe might make a proper charater creation menu at the start of the game. Also then a proper demo and advertising for the first time. We'll see how all of that goes.

Here's the patch notes, and have a very wonderful Halloween!

Towergirls 0.510

The Ratfolk quest no longer has missing dialogue and is fully completed

Added a parser conditional for characters being inside or outside the party

Conditionals can now be applied to the start of location dialogue entries

Much of Kobold Princess' dialogue has been parsed into the new system

Characters can be chatted with from the Character Inspector once again, thought we'd gotten that working already

The 'location' of characters are now loaded correctly when loading a save game

Fixed an issue that prevented 'location' conditionals from working in dialogue

Zooming and panning on the overmap is no longer possible while dialogue is open

Added a new overmap encounter room for encounters in and around Everharsh Glacier

Glacier Keep has been fully decorated, finally

Fixed a bug that would prevent clicking on character frames to inspect them after camping

Fixed a bug that overwrote the version number and enable cheatcodes cheatcode after the game initialized

Added a new overmap encounter room (WIP) for Endless Fields

When inside a territory, sublocations once again appear on the bottom bar and can be clicked on to enter them

Fixed an occasional error caused by Feybaths missing a reference on dungeon start

'Defending' shields now once again appear over character and enemy sprites in battle

Equiping a two-handed weapon will now unequip already held items, namely shields

Lootable dungeon containers have been added back into the game

Leylight particle systems now have the depth script applied

Parsed the High Forest conversation with Kobold Princess

Fixed an issue that prevented all conditions of starting overmap encounters from being required

Parsed the Konvert Encounter conversation, although it is missing a Jungle encounter room and visuals

Overmap encounters may once again have a battle included

Character disposition is now saved and loaded, as was intended

Princess disposition, love, and happiness is now saved and loaded, as was intended

Princess happiness is functional once again- currently only 'preferred' and 'incompatible' climates are tracked, but more soon to come

Purchasing Smuhg's wagon will once again be represented by a new Overmap Party icon and a slightly increased travel speed

Fixed the item tooltip for special activatable items and carvings; they should no longer have incorrect tooltip info

The pits in Glacier Keep should now correctly damage a party member and then return the player back to the upper level of their room

Added an 'all' item category to the inventory

Fixed an issue that would mess up the small character panels at the bottom of the screen after exiting an overmap encounter

Fixed an issue that prevented consecutive overmap encounters with 'encounter rooms' from happening

Overmap encounters can now proc when finishing overmap movement to a territory

Princesses are once again upset for a while after being knocked out in combat

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Towergirls Charts: Gen 4, Unseelie Princess of Broken Ring Kingdom
Towergirls Charts: Gen 4, Unseelie Princess of Broken Ring Kingdommore_vert
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Towergirls Charts: Gen 4, Unseelie Princess of Broken Ring Kingdom 2019-10-30T05:26:11+00:00close

The Fairy Queen has fractured her kingdom and its subjects in twain, to spread the gleeful chaos of her kind to the world through the dual-kingdom of the Seelie and Unseelie. The Seelie, for all their mischief, and trickery are not a malicious folk, rather they are merely ignorant of mortal frailties. The Unseelie, however, are different. They are no strangers to the fragility of mortal lives, and, unlike their Seelie kin, actively relish in breaking them. However, their fey nature provides a fighting chance to mortal victims. Like their seelie kin, they cannot directly lie, only omit certain truths. But, for the less litigious mortal, they also share the same deathly weakness to cold iron. Both clans have become strange expressions of their hungers.

While Seelie fey seek to “Free” the mortal world by dissolving such stifling barriers as “law” and “convention”, the Unseelie fey are driven by a bone-deep desire to be made whole once more. They resent the fracturing of their courts, which fractured their nature and forced them to demean themselves by subsisting off mortal lifeblood. The true fear of all Seelie is that they might encounter their unseelie half and be devoured by their missing fragment, making a true fey once more... Only for the queen’s cruel decree to painfully split the creature into two entirely new halves.

It is odd, but true, that neither princess of either the Meadow Wilds Kingdom nor the princess of the Broken Ring Kingdom are the halves of the other, and it is unknown if their halves even still exist.

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Towergirls Charts: Gen 4, Coeurl Princess of Shifting Sun Kingdom
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Towergirls Charts: Gen 4, Coeurl Princess of Shifting Sun Kingdom 2019-10-14T15:00:03+00:00close

The Under Gates are commonly believed to be so named, because out of all the world, they possess the greatest number of natural entrances to the Unders, the vast network of tunnels that are beneath the surface of Corona.

This is a falsehood.

When the world was young, three gates were opened one after the other, and something crawled through. It sought to explore this strange place, and it left it's mark on the world, transforming it. With each gate it passed through, it warped itself to be more like the world. It also transformed the world less than it had before, for it found that every time it got closer to the world, it had made the world closer to it, and it was uninterested in exploring a world closer to itself rather than further from it.

The last gate it passed through was the Gate of Illusions, where it cloaked itself in the final visage of reality. From then on all who gazed upon it would know it to be of this world, and not other than it. It's final twist on the world was to hide the sun, and place a new one above it. The Sun did not appreciate this, and waxed wroth that a liar and a charlatan should have domain over any part of the world at all. It was this day that the Sun stood firm against the lies of the world, and so it became that light shines into darkness and reveals the truth. The being who entered the world was a master of the illusion magic it had invented by entering the world, creating the ability for others to seem other than they are. It was able to explore almost the entire world before the Sun, triumphantly tore the illusion of it's belonging from it's body, and made it's presence known to the gods. One god was so enraged by the presence of this being, that it changed it's very purpose from one of simple purification and aestheticism to that of guardianship, to insure the visitor could not threaten the world.

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User #25369155 - 19 Oct 19 23:24
I like it!
Towergirls Charts: Gen 4, Elephant Princess of Jade Stampede Kingdom
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Towergirls Charts: Gen 4, Elephant Princess of Jade Stampede Kingdom 2019-10-04T03:55:22+00:00close

Jade Stampede is a kingdom of peaceful tyranny. Nothing disturbs the peace, and those who do are treated most harshly, whether or not they are pachyfolk, or immigrants. The Kingdom is the heart and soul of the Imperial east in many ways, they are the ones who used their enormous strength to raise the walls and fortifications that act as a bulwark against the Fae of the West and the barbarians of the north. Their culture of staunch, imperious, tranquility pervades the imperial east, and their puglists, monks, and knights travel throughout it, enforcing the imperial peace. These Errant Knights and Magistrates are given the full right to enforce the imperial east per the laws of the local kingdom, and the heavy, thunderous, footfalls of their passage fills the evil with dread and the weak with hope.

At least that is what is should be. In truth the imperial peace palls for many of the youngest and the weakest. The little folk who lack magic or strength have no ability to become one of these great enforcers, and they are completely at the mercy of others, only able to depend on the passage of one with both strength and honor. Many places throughout the imperial east find this to be a satisfactory state of affairs, but the wandering enforcers of peace have been stretched thin, and pushed to the brink, by the ravages of dragonkin and terrorist cells that have sprung up throughout the Imperial East. The princesses of the east have been kidnapped or otherwise rendered inefficient, and the imperial peace, for the first time in even the living memories of the notoriously long memories of the Pachyfolk, threatens to crumble into utter chaos. Nothing terrifies the little folk, and even the giant kin, more than this, for without the imperial peace, who shall protect the East from the chaos of the Fae or the depredations of the north?

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Towergirls Unity 0.509
Towergirls Unity 0.509more_vert
Towergirls Unity 0.509 2019-10-01T02:46:32+00:00close

Guess who's rescuable once again?

If you guessed Kobold Princess you are correct. Glacier Keep is now fully explorable (although not completely decorated), and we've added in two mini quests to the Fisher Kingdom hub as well. Over the next week we'll be finalizing Glacier Keep's decor, adding back in the rest of Kobold Princess' dialogue (choosing-to-speak-with, Konvert encounter in Canopy Cave, and the Kobold King audience to start), and moving from there.

In addition to the new quests and Kobold Princess being back, we've also got numerous bug fixes and improvements, such as the return of dungeon maps and the fixing of 2d sprite/ser depth issues. The Goblin Hoodlum also has dialogue now, and should definitely be spoken to. More soon to come.

Here's the patch notes-


Readded a special certain encounter to the basement of Glacier Keep :D

Fixed the sprite depth issue that sometimes caused liquid planes / 3d objects to appear above Ser

When saving in Glacier Keep, going forward, the saves should now load to the correct room and position

Added a parser function for completing or failing quests

Added a parser function for giving a character or entire party experience

Added a parser function for activating, deactivating, and deleting objects

Dungeon maps have returned! There is now a map for the first floor of Glacier Keep and Glacier Fields!

The goblin Hoodlum now has dialogue wherein she tells the player about what quests are present

Added the Chloelle Idol quest to the hub- new mini quest for making a bit of money

Fixed depth issues with 2d sprites in the Hub room

Giving the player 'negative' of an item with the dialogue function can now remove equip items

Added a dialogue option conditional for the player having certain items

Old Kingston now has a map

Quests in the BBOS can now be dennoted as Completed and Failed

Emotes now appear below the dialogue interface but above the dialogue background fade

Added a new type of little popup at the bottom right for when character disposition/love is modified

Characters now correctly do not show their nickname until they are romanced

Fixed a bug that prevented miniature charater panels from appearing at the bottom of the screen after exiting a dungeon

Princess-class princesses now once again have massively reduced combat capabilities until classing out

Enemy encounters can now drop guaranteed items in addition to their random loot table

When close enough, enemies may now be clicked on in order to start combat

Ser is once again no longer controllable while camping or using a Leylight

Enemy HP will no longer appear below 0 on their little character frame in battle

A -100 Initiative modifier has been added to the 'Surprised' debuff that enemies get from the player initiating battle

Fixed numerous weapons not having a subtype or battle animation, preventing attacks in battle

Ser is no longer rotated wildly and/or falls through floors when moved from the Hub room to another room with the dialogue function

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User #3851879 - 1 Oct 19 03:37
Rescuing Kobold Princess and leaving the dungeon zooms me off the map to the North West as soon as I press space. Then I seem to keep moving in that direction infinitely. Here's a save https://drive.google.com/open?id=1U-0_8o1XJlFfPeHRTw1NhfNWrCiaMknD
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Towergirls - 1 Oct 19 15:25
That looks like save files from the GMS version. This post has an attachment for the new, WIP Unity version.
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User #3851879 - 1 Oct 19 22:42
Maybe I imported the wrong saves? Sorry then
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User #3851879 - 1 Oct 19 02:50
Knight Princess best girl. Fight me
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Towergirls - 1 Oct 19 03:07
No u
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User #3851879 - 1 Oct 19 03:23
You have convinced me. Best girl is now Dullahan Princess.
Towergirls Charts: Gen 4, Bugbear Princess of Honeyed Willow Kingdom
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Towergirls Charts: Gen 4, Bugbear Princess of Honeyed Willow Kingdom 2019-09-24T17:25:27+00:00close

The Honeyed Wilds sits on the very edge of the Faelands, a place anchored against the chaos of the south by the love, and hate, of the god of hunters: Hunder. It is said, long ago, before the ancestors of the Orcs had come to seek and learn rather than steal from the other races, a group of them headed south and pillaged their way across the lands. They devoured the crops, they devoured the livestock, they drained the best meads and the finest wines like they were water from a well. Their hunger for fine foods of the rich lands south of the maiden's spine, overwhelmed them.

This tribe eventually found itself in a rich wilderness sitting between many pristine lakes, and in it they met a great bear. This bear ruled the forest, and was beloved of Hunder, who doted on it, and supplied it with great hives of bees to keep it sated and happy. It's brown fur was always covered in sticky golden ooze, it's belly fat, it's nature gentle, only rousing to anger when something threatened it's forest.

The Greenskins knew naught of this beast, until they intruded on it's lands, and it attacked them, driving them back from the forest they sought to pillage. During the fight though they wounded it a great many times, and tasted it's blood, which was as sweet as the honey it has supped on daily for thousands of years. The Greenskins were addicted in an instant, and knew they must devour this great beast's flesh, for if it's blood was so good, how must it's flesh taste? And so they regrouped their numbers, and gave chase to the great bear of Hunder. They tried to hunt it properly, but it was too strong, too canny. So they waited until the middle of deepest winter, when it hibernated, and crawled into it's den to kill it while it was fat and dreaming.

Hunder might have forgiven the greenskins if they had bested his great bear in an honorable hunt, mind against mind and spear against claw, or if they had sought the beast out in the early winter, catching it out weak and sleepy during the first snows, when it was most vulnerable. But his rage in losing his favored beast, and the dishonor with which it had died, caused him to take leave of his senses. Since the Greenskin tribe had shown all of the honor of lowly bugs, they would bear the name of bugs forever more, as well as the skin of the creature whose life they had stolen. They would never know surcease from the hunger in their guts, nor would their children, or their children's children, nor even them unto the hundredth generation and beyond.

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Streaming 2019-09-23T01:12:35+00:00close

I'll be streaming the addition of two small hub quests tomorrow (23rd of September) at 9:00 PM ETC. Come watch me bash my face on keyboard and flail around wildly.

Edit: You will not actually be able to see my face being bashed into the keyboard or me flailing around wildly.


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Towergirls Unity 0.508
Towergirls Unity 0.508more_vert
Towergirls Unity 0.508 2019-09-15T16:49:23+00:00close

This patch marks the re-release of the first two floors of Glacier Keep. The basement floor with a special encounter, and higher floors, still aren't quite ready yet- they still need more decorating and collision checking. The plan is to get the combined Glacier Keep and Glacier Tower completed by the end of this month, along with Kobold Princess being rescuable (and maybe returned to Canopy Cave). I don't want to keep everyone waiting however, so here's a partial Glacier Keep, and also a whole lot of important bug fixes.

One of the first mini quests we're going to be adding to the hub involves a certain particular Ratfolk, and I'll see about streaming the addition of that within the upcoming few days. I'll also be sure to make an announcement when that happens. For now, enjoy killing Penguines.

Here's the patch notes-


Scrolling in sieges is now possible by holding the cursor near the edges of the screen, as was intended

Pausing the game while in a siege no longer soft locks the UI

Saving during dialogue, cutscenes, battles, and sieges is no longer possible

The sound attributions file has been reincluded

You no longer get free Camp items by playing the game, oops

The main menu has been spiffed up very slightly

The depth script on Ser reenables after battles now, as was intended

The halberd in the tavern's very first room now has the depth script applied

Fixed the flames in the Tavern's battle scene

Deleted the Debug Negaduke in the hub because the bastard wouldn't go away and was never intended to be witnessed by common rabble

The temporary Hoodlum in the Goblin Apothecary should have a working depth script now

Added a new parser function for removing objects

Fixed an amusing bug that gave Siege Kobold Shamans flamethrowers instead of an occasional, little fireball

The BBOS - Quests category no longer shows a borked character page over the quest page

You can no longer save before the BBOS has initialized, which now prevents the wiping of accumulated data

The game now correctly tracks whether or not a character is recruited or not

The BBOS - Characters category now shows unlocked info on the character in the main menu (if they have been recruited), and where to find them (if in a game and they've not been recruited)

Fixed the 'Most Finishers' dungeon metric not being tracked and displayed correctly

Fixed a bug that would occasionally make the game endlessly play dialogue talking SFX

The 'continue' button in the Dungeon Completion screen now goes to the next dungeon; an additional 'Overmap' button has been added to instead return to the overmap

Intrepitidy jingles on entering a hostile dungeon now have the former music track fade out twice as quickly

The beautiful, beautiful bleating sound is heard once more when cheats are enabled or used

Party members may no longer be assigned actions in battle when their health is less than or equal to zero

Dungeon doorways may now require a mob to be defeated before they become useable again

Fixed a bug that prevented background music from looping after the hostile dungeon Intrepidity jingle

Fixed a bug that prevented the 'levelup' button in char inspect from appearing after another character has been leveled up

Fixed a bug that could allow characters who level up after a prior character to gain one of the same abilities or passives for free

The 'finish level up' confirmation bit now shows the correct character's avatar

The inventory menu can now correctly switch from one character to another

Pressing 'Z' no longer performs the very old dialogue parsing test

The first two floors of Glacier Keep + Glacier Tower have been decorated and are ready

Fixed exiting to the main menu sometimes spawning another Audio Controller

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Towergirls Unity 0.507
Towergirls Unity 0.507more_vert
Towergirls Unity 0.507 2019-09-01T02:24:20+00:00close

This build marks the release of a new Dungeon Completed screen, several bug fixes, and some minor streamlining of Glacier Fields. Unfortunately Glacier Keep isn't quite ready yet- we've had several setbacks in the art department that has delayed the completion of that dungeon. On the bright side, it is well underway, and I'm expecting us to have it done by the middle of September (at the absolute latest, cross my heart).

Perhaps more important than all of the above, cheatcodes have been finally, fully readded to the game. Only the basic ones are in, for the moment, but those should make everyone's life easier to test and break the game. We'll be adding more in the future. For now, be sure to check the cheatcodes post to see the new 'enable cheats' cheatcode which exist at the moment. In the name of fairness we'll probably keep this same 'enable cheats' cheatcode through September.

While the art team is chipping away at the much more impressive Glacier Keep, I've been tempted to poke a bit at the Fisher Kingdom tournament event, just to have something to idly poke at while I wait on the art department. Would you rather see that come along farther, or have kingdom management stuff reintegrated into the game? Would be great to hear.

Here's the patch notes for this release-


Dungeons now track numerous metrics

The 'enable cheats' cheatcode has been readded

A few basic cheats have been added back into the game

Save games once again remember if the player has used cheats or not, don't worry about the implications of this

A new Dungeon Completion screen has been added to the game

The 'Sprite Depth' script can now apply to particle systems; the flames in Everharsh Glacier no longer appear over sprites

Territories no longer show several 'null' sublocations after any existing ones

Optimized the rain particle system in the hub; performance should be increased as a result

The kingdom controller now compiles a list of all the territories faster when loading

The territory that the party is at is now correctly loaded when loading a save game

The hitbox of the Glacier Fields fish bridge has been improved; can now walk back up it

Enemy units in sieges no longer display their waypoint flag

Dungeon metrics are now tracked, loaded, and saved correctly

Added in a 'Biggest Damage Hit' tracked metric to dungeons

Glacier Fields has been slimmed down and reduced in size and pathing needed, 10/10 would bang now

The dungeon completion screen now has sound effects :DDDDD

Clicking on a ranged unit's soldier, in sieges, will now show that unit's shoot range band right away

Fixed an issue that prevented the 'Game Over' buttons from being clicked on after a siege battle is failed

Improved the game's handling of going from Siege to the Dungeon Completion screen to Overmap

Penguines have been renamed to various 'Tusk' things

Fixed missing flame/smoke particle materials

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User #8271306 - 2 Sep 19 18:05
Great progress, i will try to provide new feedback as new builds go on, lot's of work needed, but it's going to the right route, cheers!
Towergirls Charts: Gen 4, Unicorn Princess of Spiral Library Kingdom
Towergirls Charts: Gen 4, Unicorn Princess of Spiral Library Kingdommore_vert
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Towergirls Charts: Gen 4, Unicorn Princess of Spiral Library Kingdom 2019-08-30T21:22:41+00:00close

The Spiral Library was founded so long ago that only it's own scholars remember it's founding, and even then only in the dustiest of their history books. It is hidden behind magic and deep in the earth, spiraling down below an otherwise innocuous wilderness. Even the Fae have not been able to penetrate it's halls, for the magic of the kingdom utilizes the spatial warping of the Faelands to it's own advantage!

Of all the kingdoms of the Faelands, it is probably true that only the mortals of Spiral Library have benefited by the chaotic spread of fae laws. The members have been able to devote considerably more magical power to expanding the Library's facilities since the Faelands expanded into their homeland. Additionally, effort previously directed towards hiding this most precious font of knowledge has since turned towards writing more books, experimenting with new spells, and researching the ancient, locked away stacks that their ancestors once filled.

Once per century, all scholars of the library return to it, no matter where they might be, and work to reorganize as much of the library as they can. There they make up for the new backlog of works and books contained within it, changing things to make things easier to find. Once the library was small enough that such a task was simple... but now? So many texts exist within it that this once a century festival of their people lasts for most of the year, until the citizens of the kingdom once again lose interest and return to more interesting topics than archival work.

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Towergirls Charts: Gen 4, Mare Princess of Shivering Umbrage Kingdom
Towergirls Charts: Gen 4, Mare Princess of Shivering Umbrage Kingdommore_vert
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Towergirls Charts: Gen 4, Mare Princess of Shivering Umbrage Kingdom 2019-08-21T20:36:06+00:00close

At the mouth to the Orphans there lays a cursed island. It is said that as the Eldest Isles hold the gateway to dreams, so does the desolate Orphans hold the gateway to nightmares. Ships stay close to the craggy, impassible cliffs of the great peninsula. Few dare passage out to the further isles (if they ply the trade winds of that region at all.) Goblin ships (the only ones made enough to make regular runs into the high seas of this region) all have the same story to tell. There is an Island where the currents all pull towards and an unwary captain might find their ship pulled in. Once trapped within these flows they find it all but impossible to escape. Turn as they might, they always end up returning to the island, regardless of the heading they might take. It is as if the world was tied in a great, tangled knot that all leads back to that darkness enshrouded coast. The few that return speak of the missing sun and lack of moon, that the Nightward gives no protection on those shores. That one may never sleep, or perhaps is always sleeping, while there. The only illumination, the only way to count the days or the passage of time while there, is the tall baleful flame lit at the crest of the great tower sitting at the center of the island.

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Towergirls Charts: Gen 4, Cyclops Princess of Earthern Forge Kingdom
Towergirls Charts: Gen 4, Cyclops Princess of Earthern Forge Kingdommore_vert
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Towergirls Charts: Gen 4, Cyclops Princess of Earthern Forge Kingdom 2019-08-08T22:27:46+00:00close

Earthen Forge kingdom lies on a rarely visited island in the Orphans Chain. It is a place dominated by the great caldera that lies in its center. Deep within its heated halls the ever clangoring hammer of the Cyclops Princess and her acolytes can be heard. Its lavaflows are tapped and harnessed by the locals and strange minerals are worked by the hand of the massive monarch who rules over this place. This is an industrious kingdom, farmers and herders work the land and fishermen and deep harvesters work the waters and reefs that surround the island.

The Dworcs are deep dwarves, dusky skinned folk with fair hair indigo eyes. They labor on land, forging, farming, cooking and brewing. Merfolk lead by a caste of wise-fish known as the Apkallu labor below, trading marvelous rust proof tools for food and ocean crafts. Together these diverse peoples form a sacred bond between land and water, each harvesting the riches of their realm and sharing them together to enrich their kingdom and serve their beloved princess.

Should a brave knight wish to compete for her hand they must overcome the trials of the Nephilim, great and powerful gigantkin who guard their beloved princess.

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Towergirls Unity 0.506
Towergirls Unity 0.506more_vert
Towergirls Unity 0.506 2019-08-08T21:08:23+00:00close

Wanted to get out this siege battle added to the game ASAP so people can test it out and provide feedback. Not a very large patch, but the depth issues have been worked out and the Glacier Fields battle is in.

We're in the process of readding Glacier Keep, as well as considering ways to make the Glacier Fields bit (hunting the Penguine Scouts) more exciting. More on this to come.

Here's the patch notes-


Removed the test Leylight from the hub

Fixed a bug that prevented a targeted ability in sieges from going off on the first click

Enemies in sieges are now highlighted when they can be targeted for attacking, when units are selected

Ranged units in sieges can now try and disengage from melee combat and resume shooting from afar

A deployment phase has been added to siege battles, allowing you to reposition your units before it begins

Armies are now automatically arranged at the start of a siege before the repositioning can be done

Waypoint flags now appear to indicate where a siege unit is moving to or what they are attacking

Stamina from sprinting is recovered faster when Ser's maximum stamina is increased (was 1 per sec, now (spMax / 15) per sec)

Removed the stone doorways from Everharsh Fields and replaced them with doorway glow sprites

Fixed a borked function in the tutorial dialogue that was throwing an error and preventing the poster from being stolen

New siege UI is in, courtesy of Unyin

Removed a minor red error thrown at the start of sieges

The animated ser sprite no longer has bits and pieces appearing both in front and behind objects

Removed A BUNCH of minor red errors thrown at the start of sieges

Siege battlefield navmesh data is now handled correctly

The Glacier Fields siege battle has been added back in; special siege battles can now be handled by the game

Ser stats now modify the Ser siege unit stats

Removed the test Nega Duke from the tavern

Uncle Shackler no longer lets you keep the 20 Silver while at the same time taking 20 Silver from you

Ser can now* use ranged weapons (if equipped) in siege battles

All 2d sprites should now have the depth script applied; will look much better now when near Ser

Added an unstuck command (unstuck) that will attempt to place Ser back on the dungeon floor if out of bounds

Fixed issue with 2d sprite depth not working as intended in the hub room; will likely need optmo in the future

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User #3974186 - 11 Aug 19 06:44
Excellent work, glad to see the new engine is proving much easier to use.
Towergirls Unity 0.505
Towergirls Unity 0.505more_vert
Towergirls Unity 0.505 2019-07-30T19:56:25+00:00close

The systems are coming together nicely in Unity. We've got about all of the non-siege mechanics into the game and working, which is a very nice change of pace. This patch contains numerous bug fixes, the start of the return of overmap encounters, and Glacier Fields is fully explorable.

Our current plan is to get the Siege Battle in Glacier Fields against the penguines up and running, which should only take a few days, since that's pretty decently along already. The UI needs a pass from Unyin, some wonky hitboxes/clicking needs to be looked at, and I need to set up conditions for pre-battle unit deployment.

Early WIP of the siege system

Now that Glacier Fields is completed once more, Unyin is also going to be hammering away at getting Glacier Keep and Glacier Tower (and Kobold Princess) back in. Initially I was going to have us port over the levels 1:1, just moving them to the new system, but Unyin requested that we give the dungeons a facelift and make them more enjoyable to play through. Given that Kobold Princess route will be the proper demo, this time around, that would no doubt be for the better. Expect a much prettier and neat Glacier Keep and Glacier Tower, hopefully toward the end of August.

We'll have another quick update soon with the siege stuff ready and any bugs smashed. As always, thank you for your continued support.

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User #17136821 - 30 Jul 19 21:00
Awesome. I can't wait to throw KP at an enemy and watch as their chest sorta caves in.
Towergirls Charts: Gen 4, Giant Princess of the Calamitous Causeway Kingdom
Towergirls Charts: Gen 4, Giant Princess of the Calamitous Causeway Kingdommore_vert
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Towergirls Charts: Gen 4, Giant Princess of the Calamitous Causeway Kingdom 2019-07-28T05:23:04+00:00close

It is said after the gods were born, but before the war that birthed mortality, the land was ruled by those who towered so tall they could reach the firmament. They scraped jewels from the great revolving crystal sphere that held the world, and so half the sky was darkened but for a scattering of gems. These great craftsmen fashioned all beautiful things in our world from the firmament's gems. From the sweet beauty of a flower's first bloom, to the delicate frost that coats flat stone or clear glass. All things beautiful were born from the hands of the Gigants.

The Gigants had four great families. Each of these believed itself to have perfected beauty- the beauty of new birth, the beauty of cold sleep, the beauty of burning life, and the beauty found in things old and weathered. Each of them carved the places they lived into the living image of that which they loved most. It was not until war engulfed all of Corona that this delicate balance was shattered, and their works were thrown into disarray. The Gigants were forced to retreat from their ancient homes, and their masterpieces came unmoored. It was in this way that the seasons were born, for even without their makers, the creations of the Gigants remembered their relation to one another, and so acted in orderly harmony even without guidance.

Where did the Gigants flee? Those who had no true stake in the war? Those who were driven from their homes as scale and stone fought and broke the world?

They retreated to the north, and carved themselves a new home. A home from which they watched with cold, slow, glacially smoldering anger as that which they had helped make was thrown ever deeper into disorder and ugliness, as their creations were warped, or shattered. The Gigants wax wroth in the north, and it will not be long before even the most patient of them is convinced that the south must once more be made beautiful in the image THEY most treasure.

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User #8338199 - 2 Aug 19 00:09
Here's a thought, maybe instead of focusing most of your effort drawing racial cards (which are pretty sweet by the way), put most of your effort on making the actual fucking game? I been following this one back when all there was are the first quest for Kolbold and human princess. And after all these time there's barely any new worthwhile content added into the game and now with a huge engine revamp it looks like we are going back to square one. I want to support this project because it looks like something I'll enjoy once its finished (considering I did enjoy what was in the game even with the meager contents). But I won't support it because it frankly doesn't look like a project that'll get finished in my life time, or at all.
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Towergirls - 2 Aug 19 03:05
The charts are already more or less paid for and will continue regardless of what else we do or divert funds toward. I don't disagree entirely with your sentiment, however. The huge engine revamp is taking longer than planned, but as soon as that is done with, we can actually add new content at a passable rate. The GMS version was such a borked up house of fallen cards that it was painful to work on.
Vote Results
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Vote Results 2019-07-19T19:56:33+00:00close

Werebeast Princess and Raider Princess won the vote for June, and will be added to the splash in the upcoming few days. Remaining princesses will be added to the vote options, in order, but we're taking write-ins for July for which princesses you want to also be added. July vote soon after this.

Updated splash soon.

Towergirls Charts: Gen 5, Hunter Princess of the Moonlit Road Kingdom
Towergirls Charts: Gen 5, Hunter Princess of the Moonlit Road Kingdommore_vert
Towergirls Charts: Gen 5, Hunter Princess of the Moonlit Road Kingdom 2019-07-14T03:58:50+00:00close

In an earlier age the Dragon Queen was driven back, her armies decimated, her plans thwarted. This left a vacuum that many would try to fill; among them the the Humanitarians. These humans decided to take up the cause that Humanity had championed during the age of heroes. They sought to teach the values of helping others above one's own race and tribe, to bring an end to the wars and tensions between the races and kingdoms. They founded their great academy in a place where the two greatest threats of their day, the birth of the Haunt and the lingering threat of Dragon Queen, could be watched. Near the center of the continent, where all might come to see them, calling upon Lune's protection in the process.

While many members of the Academia Humanitas still fervently believe in their cause, over the centuries, the majority of the organization has taken on the view that it is not the spirit of cooperation and acceptance that made Humanity great, but Human culture and civilization itself. How else could Human Queen have raised the greatest empire mortal kind had ever seen upon the continent? The way that their homeland was assaulted by the Greenskins in the days of the Beastkin rebellions have left many of them with a particular hatred for the entire peoples of Goblins, Orcs, and Hobgoblins. Thus they have taken a particular focus in the 'uplifting; of greenskin kind into a more human mode of thinking, even as the greenskin's own culture, whether it be the commercial and legal methods of the Goblins, or the cosmopolitan nature of the Orcs to beg, borrow, and steal whatever cultural and technological methods of other people's work and fuse them into their own traditions, spread hegemony across Corona.

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Unity Port: Update 6c2.11a - Old Kingston Returns
Unity Port: Update 6c2.11a - Old Kingston Returnsmore_vert
Unity Port: Update 6c2.11a - Old Kingston Returns 2019-06-29T20:35:04+00:00close

Relatively small patch with some bug-fixes and an item storage mechanic added to the game. I'd intended to have one of the hub quests also added, but without the dialogue parsed by our writers it isn't quite ready yet.

With the Hub nearly done we're going to be focusing on readding Kobold Princess for July. Because all of her content is done already, and we only need to redo the dungeons, I'm expecting this shouldn't take any longer than four weeks*. Once that is done we'll be assessing how bug-free and polished the game is, and consider releasing the first advertised demo then.

I'll see about another small patch soonish with some ways to make money in the hub. For now enjoy the small patch.


Princess and Knight BBOS entries have been added

Siege battles have additional UI, and ranged units are now functional

You can no longer 'return the money' to your origin NPC if you spent it

Added a parser function for adding items to the inventory

Ending the turn on the overmap will again restore HP slowly, along with SP and MP

The introduction text with Kobold Councilor in Glacier Fields has been readded

Kobold Knight can once more join the party

Siege battles now have win/loss conditions, which is tied into unit morale

Beefpie moved over all the item data from GMS to Unity, so we have items again

All of the armor sets once more change Ser's appearance, be sure to thank Beefpie; some need more adjusting still

All of the helmets once more change Ser's appearance. You know who to thank

An improved assets controller has been made; all the new equipment/items/etc. now have entries in the BBOS

The Old Kingston Storehouse has been unlocked along with an item storage mechanic

The game now correctly remembers which inventory category was viewed last, even after saving and loading

Inventory categories that have no valid items yet (boots, pauldrons, gloves, etc.) have been temporarily removed

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Towergirls Charts: Gen 5, Griffin Princess of Bronze Columns Kingdom
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Towergirls Charts: Gen 5, Griffin Princess of Bronze Columns Kingdom 2019-06-27T06:44:29+00:00close

Every realm prints it's own coins. The values of bronze, silver, and gold coinage are all set to the value for the weight. It is, however, well known that there are certain kingdoms that are simply more trustworthy in their coinage compared to the others, and whose coinage sets the standard by which all others are measured. When it comes to gold coins, Colossal Caravans sets the standard. It also happens to set the continental standard for vicious reprisal towards people who forge those coins.

When it comes to silver coins Labyrinthian Mine sets the standard not just in value and quality but also in the artistic work packed into each disc. The Dwarves do not use gold for their own coinage, considering it far too valuable a metal to contaminate with base trade, and do not trust in lesser metals. They believe the purifying properties of silver to have an equally purifying effect upon any deals and transactions, curing those engaging in business of ill will and intent.To this end they do not use runic magic, but instead incredibly intricate carvings so fine that even illusionists have trouble making copies.

Of all the coins that are trusted however, there can be no doubt that those produced by the banks and mints of the Bronze Columns Kingdom are held in the very highest regard (With even the Red Dragon Princess claiming they are the tastiest coins in all the land). So honest and discerning are the bankers, that it has lead to the belief that lies cannot be told in the presence of a Griffin at all. They use a combination of incredibly detailed work, magical enchantment, and special alloys to insure the weight and value of their coins are perfectly matched, and thus, while it is common practice to bite any bronze coin one might be given bearing the stamp of another kingdom, for bronze coins are so very easy to forge (though their small value makes them unlikely targets for forgeries, despite their ubiquitous), those bearing the marks of Bronze Column are always taken at face value, for to fake one would require more effort and money that one could possibly make back from the forgeries so produced.

New Splash
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New Splash 2019-06-23T18:05:51+00:00close

A whole six (or is it eight?) princesses added to the splash! Sorry for being so late with these last rounds of voting.

Write-in below which Princess you'd like to be available for voting for June, and we'll start a relatively short vote the day after tomorrow.

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User #483623 - 24 Jun 19 19:32
Werebeast Princess
Towergirls Charts: Gen 4, Redcap Princess of Sanguine Terrace
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Towergirls Charts: Gen 4, Redcap Princess of Sanguine Terrace 2019-06-17T17:01:03+00:00close

Sanguine Terrace is a commercial hub and source of unseen labor for most of the continent. Strange and ancient pacts are used to hide this place from mortal eyes and its locals serve as the willing and unwilling servants to fey lords and mortal households alive. The Redcap people themselves have a fondness for fresh blood but tend to temper this vice with virtuous aid to whatever folk they see fit to serve.

They are not the only people here, however. A panoply of multivarious fey call this kingdom home. Stony Trolls protect its peoples, Brownies quietly serve lords and dream of drinking tea on the cabinets of some humble laborer's home, Bluecap Miners dig and loot far from prying eyes, Tomtes exchange notes on which households deserve their protection, and the Cofgods have their annual gathering to exchange gossip and warnings.

It is an active place, but one few properly understand. Visitors should be on their best behaviour lest they find themselves punished by strange magics or beaten by their guards.

The princess herself has been whisked away to vampire lands. Could one even pry her away should they desire it? Currently the nose of herself and her handmaidens is put to use seeking out fresh blood and she has all of that crimson cordial she could ever wish for.

Unity Port: Update 6c - Old Kingston Strikes Back
Unity Port: Update 6c - Old Kingston Strikes Backmore_vert
Unity Port: Update 6c - Old Kingston Strikes Back 2019-06-16T20:59:08+00:00close

As usual it's taken longer to release the update than I was expecting, but, honestly, who thinks my guestimates are accurate by now?

Over the past week or so the hub has been moved from High Forest to Fisher Farms, or Fisher Kingdom, as requested by our project manager. Later on it will be possible to participate in a tournament and event to gain control of Fisher Kingdom, and become baron of it, allowing the player to start their own personalized kingdom from scratch. Given the importance of the location, it does make sense to have the tutorial and hub located there instead.

The area is now present in the game, although it doesn't have quite all of the content that we have planned. Right now it acts as a shopkeep/downkeep area, and a slight extension to the original tutorial. We're going to be adding a few small quests to the area, and an item storage mechanic, over the next week or two. Hopefully what is present will be thematic and amusing enough to tide you over a short while longer.

While the new hub bits don't make for a lot of interactable new content, the game systems are much farther along than they were. With the systems in place, we've been presented with the problem of simply moving data from Game Maker over to Unity. With this in mind, we recruited an assistant programmer (data entry specialist AKA grunt work code monkey), Beefpie. The dude has been a considerable help, plugging away at items, monsters, and abilities to a concerning extent. This means that we'll have everything in place for Kobold Princess, except for the art, which shouldn't take too long to updated to 3d. Provided the writers can be whipped enough the writing will be parsed as well. All things considered, it should not take long to get Kobold Princess readded, and the proper demo will then be released.

Stay tuned!

PS: Overmap navigation is not final, we're aware that needs more work.

Here's the patch notes-


Non-essential dungeons can be exited at their first room

The party can now be moved around the overmap

Pathfinding shows how many weeks are expected to arrive at the destination

The territory info screen is working

You can now enter dungeons from the Overmap (actual dungeon levels and text locations)

Basic overmap info (party movement, target, position, camera, etc.) is saved

When loading to the overmap, and no dungeon, the game will no longer try to also load to a null dungeon

The dialogue panel can grow to a large size and/or fade out the background

The parser has added functions pertaining to the dialogue panel

Item and BBOS popups now appear over most other UI layers

Added a parser function for deleting existing NPC's

Added another parser function for deleting NPC's if certain quest criteria are matched

Dungeons can have parser functions plugged into them and ran on being loaded

Enemies can use most abilities now

Super sekret new content is being added

Item prefixes/suffixes/quality are loaded and saved correctly

Trash item quality can apply to most equipment

Cutscenes have been added to the game again

Encounters/battles can now have special defeat conditions and effects

Doorways can now be disabled until a chosen quest reaches a particular stage

The overmap underground toggle has been readded

The overmap territory search function has been readded

Rewrote a bunch of the parser- conditions can now be set/used-with any parser function

Conditionals also now work with dialogue options/choices

Added an 'if game week' conditional to the parser

Added a 'shop' function to the parser for opening shops

When showing a tooltip, and a second tooltip of an equipped item, the two will no longer overlap

Unequiped items can now increase the stack size of an existing item, rather than only making a new stack

Emotes are now mostly working. We also, as you might have guessed, added a parser function for emotes

Item suffixes are somewhat working

Narrator text now appears correctly during the dialogue typewriter animation

Shops are readded and fully functional!

Ending the turn is no longer possible while dialogue, a shop, or a cutscene is active

Base accuracy has been increased to 95% (from 90%)

When returning to dialogue, from a shop, the black background now no longer needs to fade back in

Shops can now operate on BOOZE instead of currency

Darkened the dialogue box to make text show up better in bright areas

Flags are now definitely saved and loaded

Fixed weapon tooltips to show the correct addition/subtraction terms for the average damage result

Clipping through colliders and falling through geometry should occur much less frequently if at all. Similarly Ser can no longer* fall off the map when changing rooms.

Tutorial popups have been added to the tavern- they now more thoroughly explain how to do stuff and should also be more legible than before

Multiple conditionals can be added in front of a parser function now. Awww yea.

Added several more parser functions for moving NPC's around, setting their alpha, unfading them, and adding items to the inventory. I should really stop adding these to the patch notes.

Did some more work on cinnematics

Added EVEN MORE parser functions for playing around with the background music

The transition cutscene from the tavern to the hub has been finished

Got conditionals working with 'start dungeon' code

Player gold and silver is now saved

NPC's with no avatar will no longer show the last-used NPC avatar during dialogue

Modified the Ale Knight and Wine Knight intro conversation to give more agency to the player

Pressing escape now closes out of the current menu, rather than opening the pause menu over everything

You can now left click to skip the dialogue animation or go to the next dialogue slide

Item, Quest, and BBOS popups are now hidden while the game is paused

There is now a half second cooldown to crouching and uncrouching

Narration text now also has SFX for when the typewriter animation is ongoing and writing text

Added a context help banner at the top of the screen when needing to perform a choice with the UI

When toggled off, the 'battle camera movement' option will stay off when opening the options menu

Buffs now tick while outside of a battle

Wound Dressing, Sterile Wound Dressing, and the colored Serums have been added back into the game

Health Potions, Ley Potions, Greater Poultices, and Minor Poultices have been added to the game

Damage/restore/mana/etc. floats can once again appear in dungeons over ser, when an item is used outside of a battle

You can now back out from Origin selection at the start of the game and choose a different class

Items in dungeons can be clicked on and looted once again

Locations floats have made a comeback

Added a parser function for LOCATION FLOATS, AHAHAHAHAH

Forge Knight can now upgrade items to a higher quality

The 'Apprentice' ser origin allows the player to upgrade items themself from their own inventory

The poster in the tavern downstairs is now stealable

Fixed shops not working in the built version

Key/important items should no longer be sellable

Ser can no longer be able to move during dialogue or trading

Fixed an issue with closing out of a shop then playing incorrect dialogue

Clicking through the 'Set Destination' button is no longer possible

Fully* functional** Old Kingston hub

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Towergirls.zip (123.7MiB)

Towergirls Charts: Gen 4, Mantis Princess of Orchid Orchard Kingdom
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Towergirls Charts: Gen 4, Mantis Princess of Orchid Orchard Kingdom 2019-06-06T21:58:27+00:00close

The Eldest Isles lies behind terrible storms and sharp reefs, with only one method of safe passage through it. The floral reef known as the Dragon's Garden. This reef lies on the far side of the Mantis kingdom of Orchid Orchard, the only portion of the Eldest Isles even remotely well known to those of the continent. They were charged, long ago, with guarding a place sacred to the gods, to be the first line of defense. So the God of the Sun and the Goddess of Growth blessed their island with eternal spring that they might never know want, and never have reason to grow lax in their duties of service and guardianship.

Now the Orchid Orchard is a place that exports herbs to the rest of the kingdoms, for there is not a bloom that has ever existed that does not grow, somewhere, in the many gardens and well kept parks of the kingdom. In these places the Mantisfolk practice their martial arts, and it is here that many an aspiring monk or martial artist begins the final steps towards true mastery of their craft, proving themselves of strong will and honorable, if not necessarily good, conscience before being permitted to travel deeper into the Eldest Isles. The furthest island of which is said to be the only place one might truly master the arts of unarmed combat.

Towergirls Charts: Gen 4, Twilight Elf Princess of Drowning Junction Kingdom
Towergirls Charts: Gen 4, Twilight Elf Princess of Drowning Junction Kingdommore_vert
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Towergirls Charts: Gen 4, Twilight Elf Princess of Drowning Junction Kingdom 2019-05-31T01:22:54+00:00close

With every passing year the threat Fae pose to the world grows more and more dire. Some may wonder why no brave heroes take to the sword to defeat them and rid the mortal races of their corrupting magics. The simple fact of the matter is dozens, if not hundreds have tried. Some have even had some small success in removing taint from their lands.

Drowning Junction is one of the many, many failures of those would be heroes. The Twilight Elves in ancient ages brought war to the fae and for their bold actions were punished with the drowning of their kingdom and the fall of their civilization. Now these people are a myth, a forgotten memory passed around as a whisper by scholars of obscure stories.

Were one to hunt down the princess herself and bring her home they would find her obsessed with trying to roll back the years. To send the dark waters rumbling back into whatever stygian realm they ascended from. But this is a futile task the level of magical power it would require to return her home to its former state is an expense beyond the capacity of this world to support. She longs for a bygone age and her physical prison pales in comparison to the one of obligation she has created for herself.

Unity Port: Update 6 - Old Kingston
Unity Port: Update 6 - Old Kingstonmore_vert
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Unity Port: Update 6 - Old Kingston 2019-05-27T01:40:59+00:00close

Good day Knights, Knaves, and Mages! The team has been hard at work transferring Towergirls to Unity, and things are wrapping up for the main systems. Soon we will be focusing on Kobold Princess.

In the meantime, we have been working on a core piece of content which was lacking in the GMS version of the game. We've been streamlining the beginning of the game and its tutorial process, and in general doing our best to ensure that playing the game will be a more intuitive and enjoyable experience for everyone. To that end, we've slimmed down on the character creation options in favor of giving each origin unique flavor and potential down the road. You'll see what we mean.

In order to provide the player an "anchor," or a location you can always return to and collect yourself at, we are implementing a hub area. Welcome to Old Kingston, in all three of its glorious dimensions.

[See main picture- central area of Old Kingston, still in development.]

Old Kingston is a sort of run-down slum situated below Kingston proper. It is neither well-maintained nor is it beautiful, but after High Forest was attacked, it seemed a far safer place to Kingston's populace than the terraces above.

[What wonders await at the furthest end of the back alley?]

While the Ser we know and love from the charts is mostly a nomad, we think it's important to have a solid area designed to cater to his necessities. Several NPCs, many of them new, operate stores on the streets of Old Kingston. Among them you will find a dedicated blacksmith, a raunchy sorceress, one particularly filthy bastard, and other new faces. We hope everyone will find them as fun and interesting as they were to draw and write for. In addition to the shops and dialogue, it will provide a few other important services, including a place to store items to unclutter the inventory.

New content isn't the only thing on our list, however. A number of fixes and adjustments have been made to improve stability and performance, and more additions and changes are coming with the upcoming patch. So far we are sitting at:

Unreleased 0.503

- Non-essential dungeons can be exited at their first room

- The party can now be moved around the overmap

- Overmap Pathfinding shows how many weeks are expected to arrive at the destination

- The territory info screen is working

- You can now enter dungeons from the Overmap (actual dungeon levels and text locations)

- Basic overmap info (party movement, target, position, camera, etc.) is saved

- When loading to the overmap, and no dungeon, the game will no longer try to also load to a null dungeon

- The dialogue panel can grow to a large size and/or fade out the background

- The parser has added functions pertaining to the dialogue panel

- Item and BBOS popups now appear over most other UI layers

- Added a parser function for deleting existing NPC's

- Added another parser function for deleting NPC's if certain quest criteria are matched

- Dungeons can have parser functions plugged into them and ran on being loaded

- Enemies can use most abilities now

- Item prefixes/suffixes/quality are loaded and saved correctly

- Trash/poor item quality can apply to most equipment

- Cutscenes have been added to the game again

- Encounters/battles can now have special defeat conditions and effects

- Doorways can now be disabled until a chosen quest reaches a particular stage

- The overmap underground toggle has been readded

- The overmap territory search function has been readded

- Rewrote a bunch of the parser- conditions can now be set/used-with any parser function

- Conditionals also now work with dialogue options/choices

- Added an 'if game week' conditional to the parser

- Added a 'shop' function to the parser for opening shops

- When showing a tooltip, and a second tooltip of an equipped item, the two will no longer overlap

- Unequiped items can now increase the stack size of an existing item, rather than only making a new stack

- Emotes are now mostly working. We also, as you might have guessed, added a parser function for emotes

- Item suffixes are somewhat working

- Narrator text now appears correctly during the dialogue typewriter animation

- Shops are readded and fully functional!

- Ending the turn is no longer possible while dialogue, a shop, or a cutscene is active

- Base accuracy has been increased to 95% (from 90%)

- When returning to dialogue, from a shop, the black background now no longer needs to fade back in

- Shops can now operate on BOOZE instead of currency

- Darkened the dialogue box to make text show up better in bright areas

- Flags are now definitely saved and loaded

- Fixed weapon tooltips to show the correct addition/subtraction terms for the average damage result

- Clipping through colliders and falling through geometry should occur much less frequently if at all. Similarly Ser can no longer* fall off the map when changing rooms.

- Fully* functional** Old Kingston hub

We are getting very close to having all the old systems in place- all that remains is some kingdom management, armies and army battles, and few miscellaneous information screens. We're expecting the hub to be 90% functional around/about the first week of June, followed by readding Kobold Princess' content, which shouldn't take long at all. After that we'll be calling the Unity Tech Demo our actual Demo instead and things should get exciting.

Also here's a few more screenshots.


[Fully functional shops- lots of items still need data moved over to Unity]

[Territory information screen with placeholder images, along with the WIP overmap]

[New, unavoidable tutorial popups that should be legible on all screens]

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Towergirls Charts: Gen 4, Mushroom Princess of Luminous Copse Kingdom
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Towergirls Charts: Gen 4, Mushroom Princess of Luminous Copse Kingdom 2019-05-15T01:22:30+00:00close

Luminous Copse is a place of quiet wonder. Here Fae magics have blended with fungal spores to create a mostly quiet and harmless people. The Mush-folk live simple lives of salvage, claiming whatever detritus they can find and consuming it in betwixt building settlements out of and with salvaged materials. They are a secluded oasis of civility and simple comfort hidden in the harsh, alien faelands.

This is not to say that Luminous Copse is safe. The fungal spores that suffuse the air are hallucinogenic at best and actively toxic at worst. More than a few of the monsters that wander its loamy expanse used to be flora or fauna. To venture here one will need protection against the spores or they will be subjected to The Spore Song and perhaps succumb to its subtle allure and become one with the copse.

Quiet murmurs ripple through the ranks of the Colossal Caravan. The Fae are dangerous, even the most savage of beastmen are usually easier to understand than the most benign fae. But this one seemed different. Such whispers quiet in the face of stories about men having their names bartered away for precious baubles or losing their voice (literally) in a friendly card game. Fae are not to be trusted and who cares if one of their princesses suffers a strange fate as long as the bills get paid?

Towergirls Charts: Gen 4, Beetle Princess of Glorious Horn Kingdom
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Towergirls Charts: Gen 4, Beetle Princess of Glorious Horn Kingdom 2019-05-08T04:30:33+00:00close

The Beetle Kingdom is a place of militant activity and carapace bound law and order. The Beetle Throne makes demands and the people fulfill them lest they be dragged before the court and face censure. Everything has its place here and when something sticks up it gets hammered down. The monarchy has had centuries to fortify, codify, and... ossify. This is a place of tradition and order, and its increasing inflexibility will perhaps prove to be a greater threat to their livelihood than even the Dragon Queen.

For centuries the beetles have marched to a steady droning hum. Their lives are simple- they want the finest jellied fruits and to perform their duties to the Horned Crown to the best of their ability. In general they are blind to the struggles of the folk that live in their kingdom. Everything that lives in Glorious Horn exists to service the glory of their throne. Things have become more complex of late, the great shelled horde has hit the one thing their tenacity and fanaticism can't conquer; nature. Jungle, Desert, and other varied challenges stymie the best efforts of their tacticians to advance.

Now the Beetle's forces desperately try reclaim their beloved princess from Emerald Glade. If the Frog Folk don't destroy them with their dishonorable hit and run tactics then the vicious environment of the swamp itself will.

Unity Port: Update 5c - Tech Demo
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Unity Port: Update 5c - Tech Demo 2019-04-30T18:02:16+00:00close

Duke here. It's been a very crazy past month for me, but you'll probably be happy to hear that production will be going into overdrive very shortly. I saved up enough moolah to quit my other job and move across the country, which was something of a drive. For the next few months I am able to focus entirely on Towergirls, which will hopefully allow us to re-add Kobold Princess and get the proper demo up and running much more quickly.

While I've been road-tripping Unyin has been continuing work on Glacier Fields, creating new assets and improving old ones, getting it looking more natural and prettier than before. This version also includes a bunch of missing features (BBOS, info popups, numerous bug fixes, sneaking, etc. etc. etc.), bringing it that much closer to the original GMS version. I've included some patch notes this time instead of overall systems progress, since that is pretty much covered in the patch notes.

Some work has also been put into the Overmap and gotten it more functional- so far that includes selecting things and pathfinding, although more will be added soon. The next proper Porting update on the systems will probably focus on the overmap, since that's been one of the frequent sources of complaints in the past. If you have any feedback on the previous version's overmap and kingdom stuff, now is the time to let us know (again?)!

I'm not going to delay this patch since I'd like the maximum amount of feedback possible, but we will be delaying future builds* shortly, at some point.

As always thank you for the continued support. Expect upcoming development to go

Towergirls 0.502

- Dungeons are now spawned correctly

- Item popups

- The Big Book of Stuff has been partially added.

- Cannot start combat while in dialogue

- Enemy loot (item drops and money)

- Added back in the gold fountain animation at the top left

- Fixed the dialogue typewriter effect to make new lines correctly with no jarring linebreaking

- BBOS popup when unlocking entries for items/foes/quests

- Quest BBOS tab hidden in main menu

- Sneaking works as it did* in the GMS version

- Enemy buff icons are cleared/refreshed when a new battle starts

- The game now loads to the overmap before spawning the starting Tavern.

- Added some additional parser/dialogue functionality- location text, random text, disposition modifiers, and more advanced goto's.

- You can no longer postpone dialogue ending by bashing enter repeatedly.

- Ser runs about 25% faster in dungeons.

- Starting a battle while sneaking will no longer bork Ser's animations upon returning from the battle.

- The right-most button on the bottom action bar will now open the BBOS.

- Glacier Fields have had their appearance modified; should more closely match the 2d assets now. Can mess with it more as needed.

- The battle camera movements/rotation can now be disabled under options. Incidentally speeds up battles considerably- may have messed something else up.

Attachments (1)

Towergirls.zip (78.1MiB)

Towergirls Unity 0.517 1587091534

Towergirl 0.517