
Steam news
Full Steam announcements and update articles for this title.
AWESOME 2025 HIT GAME, FROM THE TOP, IS NOW ON DISCOUNT GUYS. BUY IT PLEASE K THANKSSSS
I'M BACK! 😎
So for those not in the knows, the tl;dr of it is that
I've been working on a sequel to this game this past couple months
I've mostly been showing it off on the discord server and youtube channel.
The steam page just got up like 3 weeks ago!
Yup, das right! Things are happening whether you like it or not!
Which hopefully you do, I put in a lot of effort guys 🥺
Here's some awesome and sick feature we already have working in the game!
CUSTOMISATION
GONE ARE THE DAYS OF BUYING A PREMADE TOP AND COMBINING IT WITH EACH OTHER MAYBE ONCE IN A BLUE MOON, NOW WE HAVE FULL CUSTOMISATION BABYYYYYYY.
COMBAT
DAS RIGHT, THE ACTION ORIENTED GAME HAVE COMBAT, AND THE RULES ARE MOSTLY THE SAME. Except now:
There's 2 abilities that share an energy bar
The durability and stamina is split
Oh and there's this thing called OVERDRIVE that allows you to use your durability instead of energy
BUT IT'S STILL MOSTLY THE SAME GAME, TRUST
Character dialogues and COOL SICK ART DIRECTION
TIS NOT REGULAR ROGUELIKE YOU SEE, TIS GOT STORY AND STUFF.
You can skip it tho, I just wanna write em :3. I think the cool kids call it 'facultative' story or whatever. ALSO THE ARTSTYLE IS SLOWLY COMING INTO SHAPE LOOK AT ITTTT
MULTIPLAYER
DAS RIGHT, I CONFRONTED MY FEAR AND ACTUALLY GOT IT TO WORK MUAHAHAHAHA
IS IT AS HARD AS I THOUGHT!?!? No actually, not really, no problem at all, there's a plugin for it and everything and it works seamlessly.
Now just a disclaimer, we're only aiming for some friendslop style gaming with friends. No match making and rank system planned at this very moment.
STEAM PAGE
DID I TELL YOU WE HAVE A STEAM PAGE YET?!?!?! CUS WE DOOO. GO THERE AND YOU CAN WISHLIST THE GAME RIGHT NOW!!! DID YOU KNOW YOU CAN DO IT FOR FREEE??? PLEASE DO IT PLEASE PLEASE PLEASE PLEASE PLEASEEEEEE
OK das it everyone, cya Next time!! Probably in a couple of months! Keep an eye on the new steampage too cus new stuff probably will come! Also wishlist please. I really need it. OKAY BYEEEEEEE
P.s. Oh also, there's this other game called slayblade. It looks really sick and you should play the demo!
Save file no longer gets corrupted if you went to main menu at the beginning of a new stage
Sooooo, Things has been a bit quite since last month. Now part of it is actually Chinese new year, tis was awesome. but the other part is because I've been working on something Awesome 😎
Now Quick Disclaimer, this is literally the first month of the project, so nothing is set in stone and it's not even playable yet. BUT, I think we already got a looker 👀
DAS RIGHT, WE'RE GOING Y2K BABYYYYYY
Like a moth to a flame, I too am a zoomer getting nostalgic about the early 2000s 😔
Once again, this is so early there isn't any real game (or even sound) in it yet. But I think (UNLESS A SIGNIFICANT AMOUNT OF THE CREATIVE DIRECTION CHANGES DUE TO UNFORSEEN CIRCUMSTANCE) This seems to be the vibe we're sticking with. If you want to see more updates like this, be sure to join the discord channel! I send updates at least once every week there. Besides that, cya guys next time 🫡
P.s. I got the cute little girlie there from GDQuest Character movement tutorial, I modified it to make it fit the Y2K vibe and honestly kinda like the look of a kitbashed models. Might Change it, might not, It kinda fits tho.
Awesome and epic moment hit the game last week. It went viral! Again!
Thanks to this one tweet, the game gained a lot of visibility over this past week, it's really awesome! Thank you so much for the positive feedback and enthusiasm. I do feel that the game doesn't quite meet the expectations some people have for it, but at least most people seem to be having fun with it, which is great!
To answer some questions, yes, this game is our first commercial project, we did it part-time over the course of a year (which unfortunately shows in some parts). Regardless, we're very happy with the reception and please look forward to our future games!
That said onto the bug fixes!
You no longer unlock Bell when entering Foundry
This is actually a leftover from when Bell was supposed be unlocked in the foundry. Fixed now
Vamp now no longer shows up as a boss fight on stage 2 and 3 upon saving and continuing.
Very surprised nobody encountered this much earlier, but tis has been fixed!
Saving too early doesn't cause the save file to get corrupted and just straight up prevent you from selecting anything on the map
Again, nobody encountered this?!?!! It's fixed now, but really made me wonder how often the save and continue feature gets used. Maybe it's because the game crashes less now :O ?!?!?
Due to changes in the save system, 1.41 save files are not compatible with 1.42 and may cause the map to disable all rooms. This is a known issue and unfortunately the easiest fix atm is to reset your run. Sorry!
Graphical issues on Intel integrated and some AMD GPUs, aka the Grey screen
Sooooo, I think this problem is caused by my specific version of Godot and is pretty well documented. Unfortunately, I can't really upgrade my version of Godot due to some issue with Jolt among other things.
If you encounter this issue, there are two paths you can take, either
Refund the game
Look, it sucks that the game doesn't work properly on your machine, I want everybody to play the game and have a great time, but at some point the problem is so hard to fix that the best course of action is unfortunately to give your money back.
Downgrade the Game's rendering into compatibility mode
BUT, if you still want to play the game Reeeaalll badly and don't care too much about how it looks I do have a solution for you.
Go into your game properties and under launch options add --rendering-driver opengl3
The game will look a bit weird (especially on the splash screen) but turn on the 'reduced filter effect' under options and the game should look pretty decent!
It's still missing some effects that are not available on compatibility mode but at least it is now playable!
I'd also like to take a moment to make some clarifications about the game's future
There is currently not a plan to add any further content to the game
I know I know, not very contemporary indie game dev of me to stop updating the game. especially when the base game doesn't have a lot in it and after it went viral like twice
I do have some reason for this though.
First, as previously mentioned, This current version of Godot I'm working on is not the most stable. For the nerds out there I'm using Godot v4.3_Beta2 with Jolt as an add on. Transitioning this into 4.6 is very hard :( I tried twice and it broke everything both times.
Game's code sucks. MY CODE QUALITY IS NOT USUALLY THIS BAD, FUTURE HIRER PLEASE DON'T DISQUALIFY ME JUST FOR THIS. In short, the project was rushed and the timeline was all over the place, so I duct tape a lot of things and things are just simply not built to scale. Many lessons have been learned and I won't repeat the same mistakes again, but tis a wound this game cannot heal from, am afraid
It's like 4 bucks and I do in fact have to make good financial decisions. while one of the game's selling point is that it's so cheap it's basically free, it also make it hard to scale for financial success without other ways the game can earn. It's very hard to continue putting effort into a project knowing that I'll be draining myself financially (again). Future historians will use this passage to confirm my capitalist tendency, which I concede is in fact true, I need money :(
I just don't want to work on it. Look, I got burned out working on this project like 3 times. People who have been on a creative journey might relate better to this experience, at some point you've associated so much negative emotion to a project no amount of enthusiasm and audience can bring back that energy that you have when you started it. I know 1 year is actually a very short time frame for game dev and I can probably deal with all the problems I've been mentioning by just toughing it out, but my heart's just not really in it anymore frankly.
All that said, while I don't want to work on FTP anymore than I need to, it doesn't mean I don't want to work on games ever again. I really like doing what I'm doing here and if this project shows me anything, it is that I'm actually pretty good at it and can probably make a decent living out of it! Matter of fact, we're currently working on something I think is pretty awesome, so stay tuned ;D
What is planned for the future of the game
Language updates
I'm a bit unconvinced that there's any significant audience interested in the game outside of English speakers but there's a lot of effort being put in by the Latin audience for the game, so I figured I might as well throw them a bone.
Godot is actually pretty good at localisation, so I'm very excited about learning how to do it here so that I can use what I learn here on future games.
First Language that will be added is probably gonna be Indonesia (that's the other language I'm fluent in) and with that future language support can be added via mods or official translation!
Android Build
Did you know, the game was originally planned to be released on Android shortly after its Steam Release???
Tis in fact true! I got the idea from my dad! My Parents are big supporters of this project but they only play games on their phones, so I figured this is good enough reason to add mobile support into the game.
Also also, the game accidentally has good touch screen support thanks to it being fully playable using only a mouse!
Also also also, I already tried it before on my phone and like 80% of the game's feature is already working!
Also also also also, I have no idea how to do this on apple, so wish me luck!
Steam Cloud sync
Just like language, it was pushed to backlog under the assumption not many will use this feature.
But, I figured if I want to make this into a career, this is probably pretty important to figure out
It's really just more about figuring out how to do it using the steamworks plugins I'm using, so this shouldn't be too hard!
Routes now no longer resets between saves!
You remember back when we added the save system and there's that weird limitation of the map always being reset everytime and how it might end/ruin some runs?
We fixed that now! Now the route no longer resets! It's actually not that hard to implement
You're also limited to only the rooms in the path you've unlocked, so no more jumping between routes in the entire row!
Seedssssss
As a bonus feature, we can now also do seeded runs!
You can select and input seeds during character selection. And see what seed you're using in the option menu!
Mous size toggle!
On smaller screen -particularly of the deck variety- it can be a bit hard to see the cursor, so now there's an option in the setting to make it really huge!
Will adjust the sizing, but tis handy!
Give Up toggle!
That Give up button is way too easy to press sometimes, so now there's a toggle to just turn it off! Never give up!
Portable repair now can no longer repair past 6 lives.
Silly me, it was hard coded instead of following max life like everything else
Stone should stop causing crashes. I think
After reading the logs from a fresh crash, I think I finally pin down the issue. Hopefully it's fixed now, Fingers crossed
Fusion top in your save file no longer get randomized! Rejoice!
Fun fact, it's not actually random, it's either Control Wheel DEF20, Guard Wheel DEF20, or Stone Wheel RGN5
If you're wondering how I was able to pin this down, it's because these are my own save file that I accidentally integrate into the game. The fix was to delete my save file from the game. OOps
No new feature this time, just debugging some problems
Player top now will restart the next round instead of just reducing life and keep going
This was my attempt at fixing some other issue, but it ends up causing a game breaking bug, oops
Thankfully it was caught before it got live, so Yippeeee
Stone should stop causing crashes. I think
After reading the logs from a fresh crash, I think I finally pin down the issue. Hopefully it's fixed now, Fingers crossed
Fusion top in your save file no longer get randomized! Rejoice!
Fun fact, it's not actually random, it's either Control Wheel DEF20, Guard Wheel DEF20, or Stone Wheel RGN5
If you're wondering how I was able to pin this down, it's because these are my own save file that I accidentally integrate into the game. The fix was to delete my save file from the game. OOps
Continuing from a save now only unlocks the rooms in a row that was connected to your last finished room.
I've fixed it in such a way, previous save file still works but you'd still have the entire row unlocked until you finish at least one room and do another save
Epic and gaming holiday gang! Sorry for being out this past couple of weeks, the holidays been keeping me busy, but I'm mostly back now!
Routes now no longer resets between saves!
You remember back when we added the save system and there's that weird limitation of the map always being reset everytime and how it might end/ruin some runs?
We fixed that now! Now the route no longer resets! It's actually not that hard to implement
Seedssssss
As a bonus feature, we can now also do seeded runs!
You can select and input seeds during character selection. And see what seed you're using in the option menu!
Mouse size toggle!
On smaller screen -particularly of the deck variety- it can be a bit hard to see the cursor, so now there's an option in the setting to make it really huge!
Will adjust the sizing, but tis handy!
Give Up toggle!
That Give up button is way too easy to press sometimes, so now there's a toggle to just turn it off! Never give up!
Portable repair now can no longer repair past 6 lives.
Silly me, it was hard coded instead of following max life like everything else
Stone should crash less? I think?
We're still investigating how and why stone is crashing the game, I found a possible problem, but to this day it's still rather inconsistent
For now, the update has been launched under the public beta branch. If no problem is found over the next couple of days, It'll be moved to the main branch. If you do find an bug, let me know on the discord server or steam community page, I'll try to get to it ASAP.
Relic now saves when you press continue! huzzrah!
Just like any other save function problem, the fix is unfortunately to start a new game.
Reduce crashes on Fortress and Slime
I ran into the crash once myself, and found a fix, but not quite sure if it's the same problem everybody is experiencing,
If anyone is still having problems with it, Let me know and I'll get in contact with you
Pressing restart on a run that have passed the first stage, doesn't start you immediately on the next stage.
Me big dumb, sowwyyyy
Ever since the game's inception, we've had big problems with a lack of a dedicated playtester on our team. A lot of Bugs and problems slipped through the crack caused by the simple fact that there isn't enough hands playing the game and testing out all the possible edge cases and features. This is exemplified when a new (big) feature is added into the game, such as the save and continue button, which interacted with every part of it.
All of this to say, we now have a Public beta branch to test out things! In the future, we'll have new features tested here first before being put into the actual main branch. Hopefully, we'll catch more problems in the future this way creating a better experience for all!
Entering Stage 3 boss now no longer crash your game
Choosing some dialogue on Stage 2 Boss now no longer prevents you from launching
Continue button now crashes less
Continue button on menu now no longer crashes the game when you go back to the main menu on stage 3 or during ending sequence
No longer crashes when saving at the start of the stage after finishing a boss fight
Saving and continuing with a fusion top in your team no longer crashes the game.
You'll need to start a run for this to take effect
Give up button doesn't appear when enemy top stamina become full during game resolve animation
The game telling you to give up after every win was pretty funny tho
Occasional crashes during Encounter finish now happens less often
Occasional Crashes caused by Fortress and Slime now happens less often
Upgraded Ghost and Ascend now properly have their cooldown recovery speed reduced
Previously their cooldown recovery speed resets after their first ability activation
Repair button now disappear once you reached maximum repair
There's now an epilepsy warning right before the ending sequence
You can now use esc on setting to exit
Now return to main menu after clearing progress
Nerf the Power of Control
Just to maintain the Starter triangle, Our resident Attack type was getting absolutely destroyed by our resident stamina type last update
Unfortunately this means its matchup with the first boss is even worse, but I think It's a worthy exchange
You can now Give up early!
Maybe you make a mistake, or maybe things are just taking too long, Now you have the option to give up early!
The button will appear on the bottom of the screen when you have less stamina than your opponent after 10 seconds in a fight.
Restart!
Just a shortcut in the option menu so you don't have to pass through the main menu to restart a run (even if they're really relaxing to look at)
Continue Button
Maybe you wanna stop early and pick up on the next day Or maybe you crashed like 30 times and just can't get a break
Well, now you can continue your adventure from the beginning of your last beaten encounter! Bear in mind that this will regenerate the map,
This also isn't a fix for the crashes! We're still looking into it!, but at least with this you can get to where you were previously.
Save Scumming
Because the Map regenerates after every save, you can now Save Scum!
You can now scroll by clicking and dragging anywhere instead of only on the scroll bar.
Handy if you're using controllers or mayhaps a touch screen device, or a Steamdeck shaped gaming device mayhaps ;)
Starting with Jack now no longer crashes the game
For this to take effect, you'll have to reset the progress of the game in the settings, but going forward, it shouldn't happen again.
If it isn't clear how to do this, scroll down in the settings/option menu and press this button
Freezing an enemy top with control no longer stops it from ever recovering its cooldown permanently now
Full Screen setting now no longer reset every time you turn off the game
Steam Deck interim support
Not official quite yet, but I got a steamdeck now and the game mostlyyy works
The biggest issue is with mouse size and so far the engine has been uncooperative when trying to scale the cursor
Added "Reduce Filter Effect" toggle in the setting
One of the bigger feedback we've had over the game's development is the removal of the dithering effect applied through out the game. I've been reluctant to add it due to stylistic choices, but I figured that since it's an often requested feature, and It serves as accessibility feature for some, it wouldn't hurt to have it in the setting
Here's how the game look now with the "Reduce Filter Effect" toggle turned on and how it looked previously
Stage 1 music now loops properly
Finishing dialogue after enemy reset their top no longer create a sequence break that creates an invisible launched top and the previous top hovering in the air.
This problem only occurs on the second and third stage boss and has now been fixed
Trying to drag and drop a top to the center of the stage while fighting no longer cause the game to crash
Starting of with Z no longer crashes the game
Stage 1 and Stage 2 bosses now have new dialogue option when their top starts to lose life
Ending sequence with full explanation now only gets played when previous 2 bosses dialogue options have been exhausted, avoiding unexplained dialogue options on the ending sequence
Heya gang.
First off, big news! Game is released! In a surprising fashion, mayhaps a surprise release of some kind. A month back I joined Frosty Mini game showcase, in exchange for a surprise release in the event. Tis is why I've been quite for like a month, I've just been grinding on it for this time, and the time is now here!
There's a lot of changes on the full releases, too many to write down in this announcement but all that matters is that it's now released and fully playable! Oh and also we got a new trailer!
As always, if you have any bugs or problems with the game, please join the discord server or post the issue on the steam community page.
Thank you everyone for staying with us this past year of development, Hope to see you on our next one Many cheers!
Heya gang.
First off, I’d like to welcome everyone who found this game through Reto, Raijin and other Social Media! You’re all very welcome here, and we’re incredibly grateful for all the feedback we’ve received so far.
That said, the extra foot traffic we’ve been getting has definitely exposed a lot of the game’s faults. Which is a good thing! This is a natural part of game development, and we’re glad to have so many free playtesters helping us improve the game.
Based on the feedback and reports we’ve received, here are some key changes in this update:
Double or Nothing now correctly changes knockout damage to 2 life instead of increasing it by 2.
Fortress now correctly ignores static object damage.
You can no longer go into negative money by spam-clicking Repair.
Repair cost is now calculated correctly. Previously, spam-clicking would let you repair using outdated prices before the animation finished.
Jack (second character) now has a short delay before starting, allowing animations and updates to complete properly.
This should fix some crashes caused by prematurely generating the map.
It should also prevent Jack from starting with less money than usual due to rushed animations.
Motion blur effects on spinning tops have been reformatted and now consistently scale with stamina.
Ghost Repel effect force has been halved
It's funny the first time, but having a top that not only ignores on hit effect but is also much more effective at knockout than the attack type is actually bad game design, who knew.
I’m almost certain this isn’t the last of the bugs or balance issues, we’re continually improving the game to create the best player experience possible. That said, this is our first game, made on a very short dev cycle, so a lot of rough edges are to be expected. Please be patient, rest assured, we’re listening!
I’m always happy to answer questions in the meantime, so feel free to join our Discord server to chat, report bugs, or share feedback.
Finally, while writing this announcement, I noticed there are quite a few community posts I’ve missed. I’m so sorry for not keeping track of them earlier! I’ll do my best to pay more attention to them moving forward. But again, the best way to reach us or report issues is still through our Discord, since that’s where I’m most active.
Thanks everyone for your continued support! 💙
On our first demo patch notes, I announced that we’d be releasing the game this November. Back then, I thought it might be a bad idea but crossed my fingers and hope everything would work out.
Well, it turns out it didn’t and it really was a bad idea. In short, the game is getting delayed. Out of fear of another delay, I won’t be announcing a new projected release date just yet.
I’m truly sorry to anyone who was looking forward to the November release, things just didn’t go as planned.
Thank you for your patience and understanding. I’ll strive to do better next time.
Cheers.
Hello everybody! Welcome to the second patch notes for From the Top!
So, last time the game did release in a bit of a rough state. Definitely better than the original original release, but still not quite a polished product. This time around, we’re focusing on rebalancing, bug squashing, and some much-needed QoL improvements!
One thing to note: this will probably be the last patch notes for the demo specifically (unless further game breaking bugs are discovered), as we shift focus toward adding more content into the base game rather than adjusting the demo.
Anyway, read away!
Drag & Drop Feedback Dragging and dropping tops now shows where they’ll move during the hover, rather than waiting until the mouse button is released.
Quick Launch Swap Moving a top to the first position (i.e., the launch position) can now be done by dropping it into the center of the screen.
Select Border Fix The selection border around tops now correctly fits the UI element, rather than being oversized—especially important in the shop, drastically improving usability.
Boss Stage Visuals The boss stage now has a cool new background effect! It looks very red.
VFX Improvements Some VFX have been made more visible and impactful.
Launch Speed Scaling Launch speed now scales with remaining health, you can’t just launch early before the countdown end anymore.
Princess
Upper force reduced: 1.4 → 1.2
Flame Princess has been too centralizing as a starter top. Its role as a strong attacker has been nerfed to align better with other options.
Control
Recovery speed increased: 0.5 → 1
Control Wheel hasn’t had comparable win rates or usability. This buff should bring it in line while preserving its core weaknesses.
Wheel
Now reduces stamina consumption by 20%
Despite being the stamina type blade, it lacked any sort of advantage. Now it does! cool and epic!
STN30 → STN50
The flagship driver for stamina tops now has even more stamina!
Still weak to knock-offs, but now leans harder into its identity.
CTN25 → CTN35
Same reasoning as STN
Stone
Cooldown halved
Spawn animation duration increased
Pillars now come out more frequently, but more slowly. Less like parry shields, more like “build your nest.”
Shield
Weight increased 3×
Shields can now tank hits more passively, letting you recover even if you fail to use your ability in time.
Guard Ability
Weight increase reduced from 4× to 2×
Now has slight movement control while active!
This balances its buffed base weight with a more manageable guard effect.
I love the concept of a final boss that’s hard to kill traditionally—but I don’t love that there’s only one easy method that trivializes it.
Health reduced: 7 → 3
Now fully upgraded:
50 base stamina
Super heavy
Ability is active most of the time
This makes each life feel more impactful and less like a grind.
Vile
Added motion damping to its AoE. Reducing effectiveness of direct attacks while active.
Rewrote the math for its sucking effect (it was frame-rate dependent... oops).
After testing, one thing is clear: upgrades were overtuned for some parts (blade and ability) and almost useless for others (driver). You also can just endlessly upgrade, which is bad They also just cost too much if they weren't meant to be that strong.
Blade Upgrade
Weight increase 0.2 → 0.05
This can literally invalidate type advantage if left uncheck
Ability Upgrade
Ability recovery speed increase 50% -> 30%
Driver Upgrade
stamina increase 5 → 10
Turns out high stamina isn’t the problem I thought it was.
Every upgrade can only go up to 3 now
Upgrade base cost $6 → $4
Replace Storm interceptor with Ice Princess
This is a bit of a weird one, but in simple terms I don't like how Flame princess is pretty much your only choice for attack type. Originally Interceptor was made as the second attack type in the demo, as sort of a defense-attack hybrid. Unfortunately, no matter what I try nothing quite feel as good as simply hitting your enemy really hard. so here's another top that can hit enemy hard.
Meta Progression and save system!
Codex now tracks discovered tops.
Jack is now an unlockable character who can use any top in your Codex.
Progress is now saved between game sessions!
Credits Credits Credits
At long last, we now have a credits page! Thanks to everyone who made FTP possible. Whether directly on the team or through open-source or public domain work!
Removed 'bonus $ earning modifier' on parts
The idea for this one was to function as a mini passive benefit for having certain parts on your team. In effect nobody really notice this and it just overwhelms player further with unnecessary information. It has now been removed and gold earning has been increased to compensate.
Encounters & Map
A new encounter! Sanctuary!
I've been meaning to add a new encounter that functions as sort of a 'resting place' common to a lot of roguelikes. The new encounter sanctuary allows you to repair all your tops or revive one of your previously broken one. For free!
Fight Encounter Streamlining
Fights now display a universal encounter icon, rather than describing each fight individually. This reduces visual clutter though at the cost of some player knowledge and decision-making clarity.
Removed Second Stage (Temporarily)
For now, this second stage of the demo will be removed until further notice due to development constraint.
Streamlined Tutorial
We're adjusting the length of the tutorial and streamlining it down to only the necessary part. This moves it inline with the removal of second stage
Upgrade Encounter Consolidation
This effectively reduces the amount of randomness in map choices and give more flexibility when upgrading
Unified Shop
Similar to Upgrades, combining both of the shop into one gives more flexibility while reducing randomness in player choice.
Fight Encounter dis-disambigousness
Fights now also only display a universal encounter instead of describng each fight individually. Less clutter in exchange for less option and player knowledge
Tutorial shop now shows correct starter tops instead of stage 3 ones.
Multi-top enemies are now only defeated after all their tops are destroyed.
Spike City (Relic) now actually works with Stone Fortress.
You can’t swap tops during end-of-round to save them from destruction anymore.
Enemy tops no longer spawn under the arena, instantly KOing themselves.
Hello everybody! Welcome to the first patch notes for From the Top!
A lot has changed since the original release, and while the game is still in the “If a tree falls in a forest and no one is around to hear it, does it make a sound?” stage of development, I want to make sure all existing players of FTP know that the game is still being actively worked on, it is getting updates.
"I actually like when the game make me feel overpowered. I just don't like it when the overpowered thing is the only thing worth using."
That’s basically my philosophy when it comes to balance. Since FTP is a single-player game, this mindset generally isn’t harmful long-term. In any case, here are the changes!
Increases max stamina from 30 to 40
Reduces maximum duration of ability from 3s to 1s
Added new effect to ability
Recover Stamina for all tops while activated
One of the annoying things about the original version was how much focus was placed on combat, rather than top-building. You’d get into two fights before encountering a single non-combat event. It meant you spent more time fighting than planning.
As one of my friends put it:
“For a top-battling roguelike, there’s a big lack of roguelike here.”
So I’m flipping that ratio, you’ll now encounter two non-combat events after each battle.
As a bonus, this gives me more room to make each fight harder without the game becoming too exhausting. A new mini-boss-style enemy has been added (optional!), with more to come!
The game has been received pretty well so far. Battling tops feels great, the dialogue gets a few chuckles, and the game systems show a lot of potential.
BUT nobody knows what they’re doing.
One thing I want to absolutely nail is the tutorial. At the same time, I know some players prefer figuring things out themselves. So, the tutorial is now its own separate game mode.
I’ve also added some helpful instructional text in the first encounter, in case you skip the tutorial but still want a hand.
New Non-fight encounter alert! New Non-fight encounter alert!
We got upgrades! Here you can upgrade individual parts! They're rather generic for now, but I hope to explore more design space like parts specific upgrade down the road. No promises though!
We’ve got a character system in the game! Woooooo!
You can now choose from two starting characters, which means double the build possibilities! (I think.)
New banners! New Logos! New Top GUI! Countdown timers!!
Not gonna get too much into this since I think it's easier to see if you just play the new update ;)
Announcing your release date for a game that isn't done yet is a bad idea.
Unfortunately, I work better with a deadline.
So with this, I announce that the game will be released November this year! (Probably, most likely, hopefully)
The idea is to time the game's release immediately after 2 big events, SXSW and Steam Next Fest, both happening in October.
So something something something, November it is.
This might change, hopefully it doesn't.
Yes! From The Top is getting showcased at SXSW this year in Sydney! Hope to see you there!
P.s. If you want to stay updated with what FTP is up to, be sure to join the discord server and follow us on social media ;)
About
This page aggregates Steam news feeds, patch notes, and developer announcements for From The Top, 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 From The Top 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.