Upcoming medium update - A new level, Optimisation, Post-Processing, and all that good stuff


(11/1/23 update: I've improved a lot of the optimisation, doing the final touches on the stealth section so the update should release very soon)


Hi there, been a few days since the last update so I wanted to do a quick update on what I've been up to:

For this devlog more than for any other previous one, I strongly encourage looking at the attached pictures.


The main changes that you will notice when downloading the upcoming 1.1 update are:

  • Added a CRT filter (fig. 2-5), it looks pretty nice but does have its toll on performances.
    • CRT filter will be toggleable to ON/OFF
  • Made it impossible for enemies to aggro through walls (fig. 3 kinda)
  • Added a "stealth detection" system, wherein the enemy's field of view becomes a visible rotating cone of light.
    • If an enemy is attacked before detecting the player, they will take extra damage
  • Added saves (yay!)
  • General tweaks made to enemy detection
  • Added an entire new level, which is a different mission type (fig. 1-4)


While this is all cool, I have noticed the new content runs awfully bad:   Without the CRT filter or dynamic lighting, the game runs at around 200 fps on my machine.  If I go with the CRT filter on the newly-created stealth level, in which the enemies use a dynamic light as a detection cone, the fps drops to 35.

Although these rates would be way higher on a .exe version rather than in the editor, I still feel like this lack of optimisation warrants a delay.  I refuse to release unfinished content as a mainline update.


So yeah, new update coming soon™,  but not right now.

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