STEAMYDATA

The Perfect Tower II — patch notes and updates

Stored observation / content update:

Dated developer announcements recorded from Steam. Open the source for the complete update.

UpdateDateExcerpt / source
v1.0.122026-03-11Hi everyone!Today’s update includes a variety of smaller improvements and fixes, but there is one change we especially want to highlight:Over the last few months, we have been working on improving The Perfect Tower II’s localization system and with this update, around 90% of the game can now be localized.This is especially important for everyone in the community helping with translations. Many strings that were previously hardcoded or difficult to access are now part of the localization system, making translations much easier to create and maintain.There are still a few areas of the game that are not fully localizable yet, but the vast majori
v1.0.112026-01-16Happy New Year! We’re back and continuing our big push on localization. With this update around 80% of the game is now localizable. We’re also hard at work on MT16–20, while we finish preparing the remaining parts of the game for localization.Changelog New Stuffadded the ability to change AI script impulses by clicking on themadded sanity check on requested position for AI function 'Use Module'added automatic unlock for 'Pumpkin' artifact when you have the halloween achievementChangesrenamed 'Power' button in Power Plant boost tab to 'Boost!'changed module restrictions in challenge 9-1 (slightly lowered)changed elemental damage multiplier in
v1.0.102025-12-22ChangelogChangeschanged the cookie factory upgrade from the winter event on day 5 to -20°C freeze level instead of -10°C Fixesfixed typo in description of module 'Death Aura'fixed module 'Chaos Gift' throwing exceptions when requesting the energy cost of re-casted modulesfixed challenge menu highlighting module tier restriction for module's whose categories' level and tier is being ignored
v1.0.92025-12-20Changelog Changeslocalization files don't need a valid country code anymoreimproved light propagation light experiment to fix certain edge cases leading to ghost raysclicking during module unlock animation skips to the endchanged 'Mixing Engineer' Factory worker task to ensure that at least one dust of each tier remains Fixesfixed AI integer arithmetic covering certain edge cases betterfixed AI UI windows not being properly disposed when going to the main menufixed close button 'X' in AI UI sprite selector being out of boundsfixed size of close button 'X' in museum being offfixed staying in the main menu not granting the correct offline time
v1.0.82025-12-08Thank you all for the positive and constructive feedback. We’re really glad you’re enjoying the game!With this update, we’ll be switching from daily back to weekly updates.We’ve added a new photosensitivity mode, which currently affects only the Boss 3 fight. If there are other parts of the game that you feel should be adjusted by this setting please let us know.Thank you very much for your support!!Changelog New Stuffadded photosensitivity mode (currently only tones down visuals in Cubos Jr. boss fight) Fixesfixed module statistic goal requirement including Legendary modules
v1.0.72025-12-07Changelog Changeschanged locked challenges to lock visually identical to locked difficulties for consistencyFixesfixed challenges that are locked not appearing as lockedfixed typo in 'No Power Here' guidance textfixed tooltips from remaining active when dynamic rendering is enabled and the game loses focusfixed typos in various Dr. Cubical's guidance textsfixed certain multi-tier Factory items not showing T1 in their name since update that changed thisfixed pause menu in boss 5 fight not stopping timefixed Trading Post conversion dial sometimes not openingpossibly fixed ship in Perfect Space not respawning
v1.0.62025-12-06ChangelogThis should fix the issue where enemies appeared to be stuck.New Stuffadded artifact categories (not displayed in UI yet) Changeschanged achievement 'International Museum' requirement to only need standard artifacts (no secret or event type)changed artifact 'W.I.N.C.E Plushie' to category secret changed artifact 'Seraphiel's Microphone Staff' to category secret changed artifact 'Book Of Cubimas' to category event changed artifact 'Pumpkin' to category event Fixesfixed buffs with same ids having unexpected interactions when applied at the same time on the same target
v1.0.52025-12-05New AI functions/actions are still experimental. Normally, we’d run them through a longer testing phase with our supporters to make sure everything behaves as expected, but we wanted to keep the daily updates going. Known IssuesWe’re currently investigating a bug where enemies can sometimes get stuck in certain situations. We’re pushing incremental fixes and closely monitoring the results.We’re also aware of an issue in Perfect Space where reviving doesn’t show the ship. A fix for this is in the works.ChangelogNew Stuffadded AI function 'Shipyard: Sea Miles' added AI function 'Shipyard: Shipments' added AI function 'Shipyard: Countdown' added
v1.0.42025-12-04Changelog New Stuffadded 'Display Brightness' accessibility option to graphics added 'Color Saturation' accessibility option to graphics added hotkey 'Toggle Second Floor' Changeschanged versioning to 'major.themed.minor' changed 'module chance' button in region selection to toggle the chances window off when pressed again changed achievement 'Pure Gambling' to auto-unlock on save load if any module from Arcade was unlocked already changed factory items of tier 1 to show their tier as part of their name Fixesfixed active module related script functions sometimes throwing exceptions on tower death
v1.0.32025-12-03ChangelogChangesadded option to turn off discord activity added trying to create save without name highlighting the name input box added info label below fps limit setting to explain vsync and fps limit interaction experimental change regarding stopping distance of nav mesh agents Fixesfixed migration issue related to exotic gems when loading a very very old savegame fixed module tooltips in-game not using the new attribute injection system fixed tags and description of module 'Aquatic Absorption' fixed tags of module 'Energy Flow' fixed tags of module 'Return To Monkey' fixed tags of module 'Space Guns' fixed tags of module 'Monsoon Aura' fi
v1.0.22025-12-02Changelog Fixesfixed auto-fill deleting items in some cases when there is not enough space in the inventory fixed auto-fill putting an entire stack of machines into a machine slot when clearing the crafting grid fixed Construction Firm building tooltips being visible through the instant complete via gems overlay disabling global boosts now properly removes them from the town stats menu renamed 'missile start color' to 'missile head color' renamed 'missile end color' to 'missile tail color' replaced tooltip of Dr. Cubical help button in town perks menufixed token rewards in adventure sometimes being 0fixed wave horizon factor becoming 0 if the
v1.0.12025-12-01ChangelogFixes fixed header in military tier up screen not being anchored to the top of the screen fixed Power Plant starting with power when constructing it fixed technology tab in Power Plant not being centered when playing with UI scale below 100% fixed buy max. in town assets UI not refreshing bonus fixed snowman carrot particles teleporting to the center of the map once carrot falls out fixed active module UI components throwing unnecessary exceptions when tower dies fixed module instance UI components resetting when tower dies fixed text clipping in sleigh pad in winter wonderland fixed winter event not resetting items from last year fi
v1.0.0 Changelog2025-11-30v1.0.0 will launch in ~15hrs!Here is most of what changed in advance.ChangelogGeneral added 'Highscore Mode' (requires finishing the game once) added open save folder button to save game list added option to adjust color blind mode blending with original image added localization keys to main menu buttons added localization support for help pages added Steam achievements added town assets to nexus added vfx pack to nexus added winter wonderland asset pack to nexus added debug option to disable fallback language added new dropdown icons added new logo changed tutorial text to be localizable changed building tutorials to be localizable changed W
Labor of Love: The Perfect Tower II2025-11-29Hey everyone!For five years now, The Perfect Tower II has been in Early Access. Five years of updates, refactors, buffs, nerfs, bugs and “okay, maybe just one more feature...”.What started as a small project we thought we’d ship within a year turned into something much bigger. And that’s entirely because of you!You were there with feedback when we tried new things. You sent bug reports when everything broke. You shared guides, memes, fan art and kind words. You tested crazy builds we never expected to be possible. You stuck with us when features took longer than planned. You reminded us why we started this project in the first place.At this p
TPT2 Displate!2025-11-28Hey everyone!We’ve received so many heartwarming messages and so much love for the new key art. Thank you! ːhealthyhearthlingːThe piece was created by the amazing Fully Illustrated and we’re incredibly happy with how it turned out. If you like it as much as we do, you should definitely check out more of his work!We thought it would be cool to have a TPT2 Displate in the office and instead of just buying one for ourselves, we wanted to give you the chance to get one too. We created the artist account super spontaneously and we’re not sure yet if we’re going to keep it, so this might be a very time-limited offer.On top of that, Displate is runn
The Perfect Tower II v1.0 launches Nov 30th!2025-11-21Hi everyone!On November 30th, 2020, The Perfect Tower II entered Early Access (web-only). Over the past 5 years, the game has changed significantly and broadened its original vision. Your feedback and support have enabled us to refine the game, addressing hundreds of issues, undergoing multiple UI reworks and Unity updates and incorporating numerous quality-of-life features.Thank you for your patience! We are at last prepared for the next step. The Perfect Tower II is going to leave Early Access on November 30th 2025!We are attempting to keep this post brief even though there is a lot to say. Over the course of the next week, you might see a
Update regarding v12025-08-12Hi everyone!We hope you’re all doing well. It’s been a while since our last update and we originally aimed to release Version 1 (v1) by now. The most important information first. We don’t have an exact release date for v1 (explanation further down). However, we’ve been quietly testing v1 with a small group of players, gathered a lot of feedback and polished the game. The feedback has been incredibly valuable in fine-tuning the overall experience of the game. Starting today, we’re expanding access to our v1-testing branch to all premium supporters* (Discord server subscription or Patreon subscriber) while we continue to improve the game. v1 Wh
v0.51.02025-02-03Changelog New Stuff added Steam Wallet support (Steam Version only) Changes re-enabled purchasing ember Fixes fixed shader changes during winter wonderland updates breaking tutorial box masking fixed mouse left click sprite having pixel bleeding from neighbouring icon on sprite map fixed power plant buffs being available despite the according building not being unlocked yet fixed event resource multipliers showing up in the town stats menu even outside the duration of the event fixed undo inside workshop sometimes not refreshing visual module states in module list fixed construction firm "instant finish using gems"-price not using selected no
v0.50.62025-01-08Changelog Fixes fixed escape closing infinity board despite subwindows being active fixed some items not properly marked as scanned internally which made them undissolvable fixed minor issue with scanner allowing rescanning of already scanned items removed debug output from factory infinity inventory
v0.50.52025-01-08Changelog Changes massively optimized memory allocation during AI script execution optimized AI script instance handling reduced memory usage per frame when AI is active reduced duration and filesize of tower impact hit sound by 50% slightly optimized scanning logic and checking for scanned items inside crafter items that have become infinite in the Factory will not appear as asteroid rewards anymore and existing ones on tiles are deleted upon claiming them changed the icon of refining speed town perk to conveyor belt debug overlay now shows map position of mouse if currently targeting with an active module Fixes fixed main menu buttons still