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Achievements are in. 48 of them, plus an in-game list so you can see what's left.
Roughly half are about defending. The rest are about how you write the code.
Campaign — beat maps, clear one on Hard, finish a run without losing a life, get deep into freeplay, put down your first Titan.
Coding — write a function, use a switch, clear a level in all seven languages. Blowing the instruction budget counts for something too.
Creation — build a level, publish one to the Workshop, beat five made by other people.
Unlocks are tracked locally first and pushed to Steam when you're online, so playing offline still counts.
Profile has an Achievements tab now. Every achievement, locked ones included, with its badge and an N / 48 counter at the top. The ones that count something show the running total on the row (417 / 1,000 enemies destroyed), so you can see how far off you are instead of guessing. Hidden ones stay hidden until you earn them.
The first star is "clear the level" on every map, at every difficulty. 24 waves means 24 waves, on Easy and on Hard. Difficulty changes the enemies and the economy, not how long the run is.
Campaign balance pass. Rotation's Hard and Hardcore tiers have more lives, because you need room to get the flip wrong the first time. Labyrinth's mastery star was set above the map's own tower cap, so it came free; it doesn't now. And several per-difficulty tower caps were wrong, limiting you to 2 or 3 towers on tiers where they shouldn't have.
Level editor. Generate takes a round count, so a 24-round level is one click. The clear-round star follows your wave count instead of being typed in by hand.
Reference guide corrections. It had the armor and air rules wrong. Cannon isn't the only tower that does full damage to armored enemies (Sniper and Mortar do too), and Tesla isn't the only one that can hit flyers (Detect can). Added the enemy fields that were missing: .armor, .is_slowed, .is_poisoned, .x and .y.
Fixed duplicate maps showing up in campaign select.
Get support moved from the main menu into Settings.
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This page aggregates Steam news feeds, patch notes, and developer announcements for Compile & Defend, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Compile & Defend statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.