About the Game
Tower Factory is a game where you have to build a factory that allows you to create enough towers to defend yourself from enemies. You'll need to find and destroy the enemy castle before it becomes too powerful and its monsters overwhelm you!
Features:
Constantly build, expand, and upgrade your factory.
Acquire resources to build more and better towers.
Explore the map to locate the enemy castle, rewards, or... more trouble!
Defeat powerful bosses and unlock new mechanics.
Unlock permanent upgrades that will aid you in your upcoming adventures.
Each game is unique as levels are procedurally generated.
Early Access content:
6 levels with a procedural generated map that makes every game unique.
6 unique bosses that unlock 6 new mechanics.
13 towers and 26 upgraded versions with new effects.
+20 factory buildings.
+70 metaprogression upgrades.
BUILD YOUR FACTORY
Create a factory from scratch in each game, gaining access to more resources and new buildings over time. How? With conveyor belts, indeed!
DEFEND AGAINST ENEMIES
Construct and upgrade suitable towers to fend off enemies who will come during the day but mostly... during the night!
EXPLORE THE MAP
Clear the fog in search of the enemy castle, treasures, and (very importantly) more space to build!
Screenshots
7 images
Version Information
Steam Patch Notes
Official update history
Hello everyone!
Tower Factory Version 0.5.1 is here, and it brings some changes that many of you have been waiting for!
MULTISELECTION
The main feature of this update is multi-selection. You can finally select multiple buildings at once and move them all together, which should make reorganizing your factory much easier.
[img src="{STEAM_CLAN_IMAGE}/44767848/4ec856adea83e30269d3087d4d24c86f15580fb6.gif"]
You can modify your selection in several ways:
Click + drag: creates a selection box to add multiple buildings to your selection.
Shift + click: adds or removes the clicked building from the selection.
Ctrl + click: selects all buildings of the same type currently visible on screen. If the building is a conveyor belt, a combiner, or another logistics building, it will select all other buildings from the same group.
Multi-selection is not only useful for moving several buildings at once. You can also use it to change targeting settings if you select only towers, or to change the produced item if you select only identical production buildings.
[img src="{STEAM_CLAN_IMAGE}/44767848/018b91a855bbe94302944f9d627859ca68ee9d59.png"]
But that is not all!
OTHER CHANGES
The behavior of the Tier 2 Wood Chopper and Tier 2 Stone Miner has been slightly adjusted. Since restructuring your factory is now easier, the range of these buildings has been reduced to match their Tier 1 versions. However, they now have a 20% chance not to consume the resource each time they gather one unit.
I have also slightly adjusted the difficulty curve for levels 5 and 6. The first few days should now feel a bit easier, and difficulty will start increasing more noticeably from day 5 onward. The final difficulty on day 10 remains the same as before.
Another new feature is that you can now disable towers. This is especially useful when a tower in the backline is not gaining experience because your front-line towers defeat enemies too quickly. You can now disable those towers and let some enemies through so the backline ones can gain experience. But be careful, if you underestimate the enemy strength, some of them might slip through!
There are also more changes and bug fixes, so at the end of this post you will find a section with the full detailed changelog.
WHAT'S NEXT?
And yes, the next update, v0.6, will finally bring the long-awaited Tier 3, with new buildings, resources, towers, and mechanics! It will be one of the biggest updates so far, and I cannot wait for all of you to see it.
My intention was to have it ready before July. Unfortunately, there have been several difficult and unexpected personal issues in my life, and they are going to affect my estimated schedule. Even so, I promise I will do everything I can to keep the impact as small as possible.
As always, you are very welcome to join the official Tower Factory Discord. I will also be reading your reviews and the comments you leave in the Steam forums.
I hope you enjoy everything included in this update. Multi-selection has been on my task list since the very beginning, and I am really happy to have finally made it a reality.
Bests,
Gius Caminiti
WARNING: updates should never delete your saved games. Even so, since the game is in Early Access, errors may occur. If you want to protect your saves, I recommend making a backup copy of your save folder before updating. The folder is located at AppData\\LocalLow\\GiusCaminiti\\TowerFactory\\files (you should copy the files folder).
CHANGELOG
Multi selection: you can now select and move many buildings at once. For towers and production buildings, you can also configure all selected buildings at the same time. To select multiple buildings, you can:
- Click and drag to create a box selection.
- Hold SHIFT and click buildings to add or remove them from the selection.
- Hold CTRL and click a building to select all visible buildings of the same type on screen. For conveyor belts, combiners, and other logistics buildings, this selects all belts from the same group.
Tier 2 Wood Choppers and Stone Miners now have less range (4.5 -> 3.5) but have a 20% chance not to consume the resource each time they gather one unit.
Adjusted the difficulty curve for Campaign Levels 5 and 6. The first days are a bit easier and the difficulty scaling is more gradual. The last day difficulty is the same as before.
Slightly increased the cooldowns of Emperor Frostbeak’s abilities.
Increased Pontiff of the Blizzard’s Shield (10,000 -> 12,500) but it now regenerates its Shield 2 times instead of 3.
Added a button on the right side of the tower menu to enable or disable the tower.
Conveyor belts, Combiners, and other logistics buildings now show their speed when selected.
Added a new setting option called “Keep Speed,” which keeps the game speed after exiting tactical pause or when switching between night and day.
Fixed a bug that caused an error when trying to place an Underground Belt near the East or North edge of the map.
Fixed a bug where the boss health bar would not show if you loaded a save after the boss had already spawned.
Fixed a bug that caused existing enemies’ health to be calculated incorrectly after loading a save in Endless Mode from Day 11 onward.
CHANGELOG
- When you face a boss, its name and life bar will now appear at the top of the screen.
- The boss now always appears on the right with a red background in the Wave Enemy Info UI.
- If the “auto loot chests” option is enabled, the chest contents are now shown when hovering over it.
- Altars of the Flame, Altars of the Crystal, and obelisks are now revealed when you discover a tile adjacent to them, to prevent accidentally blocking their entrance or tiles when placing exploration buildings.
- Fixed a bug that sometimes prevented the “inactive building” indicator from showing when it should.
- Fixed a bug that caused the explosion effect of the upgraded Bombard to be applied twice to the target.
- Fixed a bug that caused incorrect stat calculations in the tower upgrade preview UI.
- Fixed a bug that caused Buzzsaw bounces to deal 100% damage instead of 50%.
- Fixed a bug that sometimes showed an incorrect value for next day’s enemies in the Wave Enemy Info UI.
Changelog
Added a beam of light above chests to make them easier to spot.
Added a number under the player’s health bar so you can quickly see the exact remaining HP.
Infinite-effect Altars of the Crystal now activate correctly when loading a save.
Fixed a bug that caused Altars of the Crystal effects that increase the maximum tower limit not to stack correctly.
Fixed a bug that caused some production buildings to have unlimited storage after loading a save.
Altars of the Flame effects are now correctly applied to production buildings after loading a save.
Improved save load times in some specific cases.
Fixed a bug where Wave enemy information wouldn’t update correctly if the menu was closed when advancing to a new day.
In the in-run shop, tower base stats are now shown instead of stats modified by external effects (for example, Altars of the Flame).
Fixed a bug that caused random objects to be highlighted when moving the mouse, even if the cursor wasn’t over them.
Changelog:
- Improved overall performance, especially on Large and Giant maps.
- Fixed a bug that caused Combiners, Splitters, Crossings, and Underground Belts to have the wrong speed after loading a save if any factory speed modifiers were active.
- Fixed a bug that caused the placement areas for Gatherer buildings and the Light Bomb not to display correctly while purchasing them if the cursor was over a fogged area.
- Added a slight desynchronization to Processor buildings after loading a save so their sounds and animations don’t become perfectly synced, which could be annoying and look a bit odd.
Hello everyone!
The new Tower Factory: Endless Mode update is now available!
It has been a few months of hard work, but I really believe it was worth it. Endless Mode brings a fresh new feel to Tower Factory and, most importantly, adds a lot of replayability to the game.
ENDLESS MODE
In this new mode, you can play a run endlessly... or at least until the enemies finally defeat you! There is no wave limit and no time limit.
In every run, the enemy setup is generated randomly, so no two matches feel the same. On top of that, a boss appears every 5 nights to truly put your defenses to the test.
At the end of each run, you will receive a final score based on your overall performance.
When starting an Endless Mode run, you can customize several settings, including difficulty, map size, and whether building while paused is enabled. These options can completely change how the game feels. In particular, Tiny and Giant map sizes make a huge difference in how each run plays!
I have also added 3 new maps exclusive to Endless Mode: Craggy Knolls, Autumn Lakes, and Frozen Forest.
Autumn Lakes on Medium map size
[img src="{STEAM_CLAN_IMAGE}/44767848/bb691f85f9231a39ec92eab9483f9c0c4bccbd5d.png"]
DIFFICULTY SELECTOR
Besides Endless Mode, this update also separates difficulty from the game mode. For example, you can now play on Easy if the game feels overwhelming, or try Strategy Mode on Hard if you want a bigger challenge while still being able to build while paused. Expert Mode, however, will always be locked to Hard, of course.
I did not want to add a difficulty selector until now because it would have made balancing the normal difficulty more complicated. However, I think we have now reached a pretty good balance point, always keeping in mind that this is meant to be a difficult game.
At the moment, most players feel that the game is challenging without being unfair, which is something they enjoy. However, a smaller group of players still finds it too difficult, or even too easy. That is why I felt this was the right time to add a difficulty selector.
I will definitely keep working on the balance, but I think we are already getting close to a really good result!
WAVE INFORMATION
I have also added a new in-game panel that shows which enemies will appear on the current day and on the following day. This should make it much easier to plan ahead and prepare the right defenses for upcoming threats.
To open the panel, click the icon with the skull and question mark to the left of the time counter.
[img src="{STEAM_CLAN_IMAGE}/44767848/f06cbc52cc0671095e4aa33e5457cb5fede23dee.png"]
As always, this update also includes smaller balance adjustments and bug fixes, which I will detail further below.
WHAT'S NEXT?
The next major update will finally be Tier 3! I am hoping to have it ready this summer, although due to some uncertain personal circumstances I still cannot give a more precise date yet.
This update will include new resources, factory buildings, towers, and mechanics. It will probably be one of the biggest, and most anticipated, updates for the game so far.
I also want to add the ability to select and move multiple buildings at once. That will most likely come in a smaller update before Tier 3, although I do not have an estimated date for it yet.
As always, you are very welcome to join the official Tower Factory Discord. I will also be reading your reviews and any comments you leave in the Steam forums. And, if you’re enjoying the game, please consider leaving a positive review. It helps me a lot, and it always makes my day!
I hope you enjoy this update, and I am looking forward to seeing your best Endless Mode scores!
Gius Caminiti
WARNING: updates should never delete your saved games. Even so, since the game is in Early Access, errors may occur. If you want to protect your saves, I recommend making a backup copy of your save folder before updating. The folder is located at AppData\\LocalLow\\GiusCaminiti\\TowerFactory\\files (you should copy the files folder).
CHANGELOG
· Added the new Endless Mode.
· Added 3 new levels, exclusive to Endless Mode.
· You can now select the difficulty in both Campaign Mode and Endless Mode (Expert Mode will always be on Hard!).
· Added a new menu to see which enemies will appear during a run.
· Boosted the effects of some blessings from the Altars of the Crystal.
· Reduced the number of flying enemies that appear during Day 10 in Level 3.
· Slightly reduced the health of the bosses in Levels 5 and 6.
· Added new loading screen tips.
· Slightly reduced the rate at which the Catapult gains experience.
· Fixed a bug that prevented some players from finishing a run if they had played on two different operating systems and synced their progress with Steam Cloud.
· Fixed a bug that caused some achievements not to unlock when loading a save.
Hello everyone!
I’ve got a new surprise update for you! I wasn’t planning to release any more small updates before version 0.5, but I changed my mind.
In this update, I’ve reviewed the difficulty of levels 3, 4, 5, and 6. Overall difficulty is now a bit lower in levels 3 and 4, and even lower in levels 5 and 6 (don’t worry, it will probably still be a challenge, just more manageable!).
Also, and more importantly, I’ve adjusted how difficulty ramps up. Difficulty should now increase a bit less during the early days, and ramp up more sharply during the last days of the run. This should give you a bit more time to prepare, and things will get tougher starting around the middle of the run.
These are subtle changes, but I think many of you will notice them and appreciate them. As always, remember the game is in Early Access and I’m still looking for the perfect difficulty balance!
Now let’s talk about update 0.5, Endless Mode! The next update will include a new game mode with no day limit, where you will have to survive for as long as you can. Each run will feature different enemies, and you’ll be able to tweak some parameters like map size, path length, etc. It’s aimed both at those of you who have already completed the full campaign, and at anyone who wants a more random challenge and to test their skills by trying to survive as long as possible.
I’m also considering adding difficulty options to the game (easy, normal, hard), both for this new mode and for the campaign (the current mode). This way, players who are less used to this kind of game can learn on easy, with a less punishing experience, while those of you looking for a bigger challenge can play on hard.
This will also allow you to play, for example, Strategy Mode on hard difficulty. Expert Mode will ALWAYS be on hard difficulty (obviously!).
When will all this be ready? My goal is to have it ready by early March, although I can’t confirm it 100% yet. Either way, it will definitely be ready before April.
In the meantime, I’ll be reading your feedback and suggestions both in the Tower Factory community forums here on Steam and in the official Discord server (you’re all invited to join!)
That’s all for now. I hope you really enjoy the new update,
Gius Caminiti
CHANGELOG
Rebalanced the enemy pool across all levels.
Slightly lowered the difficulty (enemy count) of levels 3, 4, 5, and 6.
Fixed a bug that, in some specific cases, prevented the Steam achievement for unlocking Tier 2 from being granted.
Minor fixes:
Fixed a bug that caused enemy health not to load correctly after loading a save in Expert mode.
Added an autosave system that will only be used if the game closes unexpectedly, for example after a crash or a power outage.
Current Release
21556450
Uploaded Feb 09, 2026
Update already requested
Uploaders have been notified
A newer version is available but not yet uploaded
Help keep this updated
Login Required
You need to be logged in to request game updates. Would you like to go to the login page?
Request Update
Request an update for Tower Factory? This will notify uploaders that this game has an available update.
Request Submitted
Your update request has been submitted successfully! Uploaders will be notified.
Request Failed
Failed to submit update request:
System Requirements
How to Install
TowerFactory.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
250 MB
21556450
You May Also Like
View AllDownload Tower Factory for PC with a direct link or via torrent. Get the full version of Tower Factory for free. Tower Factory is a Simulation released by Gius Caminiti.