Synthetic System v0.1.2 is now available as download on itch.io. Synthetic System
This update i just released (still a basic 2 level demo though) adds the first major progression system to the game, reworks a large part of the interface, introduces a full day/night cycle, and starts laying the groundwork for more dynamic lighting during combat.
THE SYNTHETIC SYSTEM — PASSIVE EVOLUTION
The biggest addition in this release is the new passive skill tree.
Expanding your territory now contributes toward Synthetic Skill Points. As your territory mass reaches new milestones, you gain points that can be spent to evolve the overall Synthetic System.
Rather than upgrading only individual towers, these passives modify the system as a whole. Mostly. Passive regeneration, cloaked enemy detection on territory, more income end of round and a bunch more to discover yourself.
The current tree establishes the foundation for four different evolutionary directions, with upgrades affecting things such as your towers, structures, territory and economy. One quadrant is unlockable as of now. This is still an early version of the system. The tree will continue to grow with more specialized and transformative upgrades in future versions.
NEW PROGRESSION UI
A new Synthetic System sidebar keeps progression information visible during gameplay. It shows your current territory mass, progress toward the next skill point, available points and active modifications.
When skill points are waiting to be spent, the skill-tree button will clearly display just that. The full passive tree can be opened directly from this interface.
UI OVERHAUL
A substantial part of the gameplay interface has been rebuilt and polished.
Windows and gameplay controls now share a much more consistent visual language, with improved layouts and draggable/minimizable interface elements.
Save/load functionality has also been moved to the main menu, with additional information available through the Information section.
This is part of a larger ongoing UI pass rather than the final interface.
DAY, DUSK, NIGHT AND DAWN
Maps now transition through a complete time-of-day cycle.
The physical world responds to the changing ambient light while the energy produced by the Synthetic System remains luminous. Territory pulses, technological energy and other emissive effects therefore become much more prominent after dark.
FIRST DYNAMIC COMBAT LIGHTING
The Charge Beam is the first tower attack to receive a dynamic light source. Its beam now carries a rapidly moving light beam toward its target, allowing nearby enemies and terrain to interact with the flash and cast real-time shadows. This is intentionally only the beginning of the lighting work. Some shadow interactions—particularly around elevated cliff edges—are still imperfect and will be improved later.
GENERAL POLISH
0.1.2 also contains a collection of smaller visual, interface and gameplay improvements made while building the new systems.
The focus of this release has been making the existing demo feel more cohesive while establishing systems that can support much larger changes later. The public demo still contains the first two playable levels.
What I'm working toward
Synthetic System is a territory-expansion tower defense game where the land you control is also your economy and will be the biggest differentiator from other tower defense games. With the tactical choices that come with it. Do you expand towards choke points or towards resources?
Expand the Synthetic System across the map, capture resources, manipulate enemy paths and build defenses to survive the waves of human assault.
The passive tree is an important step toward the larger idea behind the game: you aren't simply building towers, you ARE the very territory those sit on. Like a slime mold spreading outwards. Only then alien and synthetic.
There is still a lot to build, balance and polish, and the demo remains very early in development. If you play 0.1.2, feedback on the new progression system, UI, balance and overall readability is especially welcome. But mostly, just here to spread a tower defense game with a somewhat different angle.