Fixed a BUG where enemies spawn in the wrong position
Fixed a BUG where enemies could spawn in the wrong position, such as getting stuck in the box
This is a maze exploration game that combines Bomberman and Roguelike elements. Players will be accompanied by a tank, pass through various obstacles in the Dark Tower, experience soul-like battles, and try to bring the Dark Tower back to light!
| App ID | 2396380 |
|---|---|
| App type | Game |
| Developer | kylo |
| Publisher | kylo |
| Release date | 2023-05-25 10:50 UTC |
| Release state | released |
| DLC list (appinfo) | 2444910 |
| Store page | store.steampowered.com/app/2396380 |
| Last store refresh | 5 hours ago |
| # | Executable | Arguments | OS | Description |
|---|---|---|---|---|
| 0 | The_Dark_Tower_Game.exe | windows |
No player history yet. This app is now tracked, so data will appear within about ten minutes.
| Playing now | Not polled yet (never) |
|---|---|
| 24-hour peak | |
| All-time peak (tracked) |
All Steam store regions, converted to USD at today's exchange rate, compared with the US price. Lowest is the lowest price SteamRaw has recorded for that region.
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| Date | Price | Regular | Discount |
|---|---|---|---|
| 2026-09-11 22:01 UTC | $0.99 | $0.99 |
| DLC | AppID | Release | Price |
|---|---|---|---|
| No DLC known for this app. | |||
| Branch | Build ID | Description | Updated | Password |
|---|---|---|---|---|
| public | 11095835 | 2025-05-05 06:12 UTC |
| Depot | Name | OS | Size | Download | Public manifest | Notes |
|---|---|---|---|---|---|---|
| 229007 | windows | from app 228980 · shared install | ||||
| 2396381 | 4.48 GB | 1.19 GB | 8934946582173083047 |
A build is one published version of the game's files on a branch. Steam assigns a new build ID every time the developer pushes an update, so this list is the update history of the app. The files inside a build (depot manifests) are only readable with an account that owns the game, which SteamRaw does not have yet, so build contents are not shown.
| Build ID | Branch | Updated | First seen |
|---|---|---|---|
| 11095835 | public | 2025-05-05 06:12 UTC | 5 hours ago |
Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since 2026-09-11 22:00 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
| Changelist | Apps | Packages | Seen | What changed |
|---|---|---|---|---|
| No changelists recorded for this app yet. | ||||
Fixed a BUG where enemies could spawn in the wrong position, such as getting stuck in the box
Fixed a BUG in certain scenes and situations in the game where enemies did not spawn in the scene as expected, which made it difficult for players to encounter enemies and obtain gold in the first few layers
Adjusted game difficulty, including enemy respawn frequency and trap occurrence probability Adjusted terrain generation algorithm to ensure connected viable pathways
Fixed lag issues with some scenes and when exiting the vehicle
In the Dark Tower, danger is everywhere, and the warrior will now be accompanied by a vehicle. The game's terrain is still generated dynamically, and when the player explores the circuit, the terrain will change again. This means that there are no fixed paths, and if you encounter an item or obelisk along the way, it may disappear when you leave and return During the adventure, the warrior can recruit other warriors in the Dark Tower, which means that the warrior will no longer fight alone. Other warriors will place bombs like the main character to eliminate red monsters, and their bombs will
In the last two days, I have been learning the optimization techniques of Unity Engine, including the most traditional dynamic batching & static batching, occlusion culling & camera cone culling, LOD, texture compression, light pre-render stripping, shadow level mask, etc. Dynamic and static batching are my favorite optimization techniques, and with MeshBaker plugin support, sacrificing memory in exchange for a drop in drawcalls seems like a pretty good deal, while still ensuring that the image doesn't get distorted too much. Occlusion culling is not suitable for Dark Tower, because most game
Now, the scene in the game is not fixed, after the initial spawning of the random dungeon, the dungeon changes again as the player moves, beware of hidden organs! Now, the scene in the game is not fixed, after the initial spawning of the random dungeon, the dungeon changes again as the player moves, beware of hidden organs! In addition, there is a portal in the location where the player is resurrected. This was originally used for testing, and now I made it into the Endless Mode portal. In the future, this part of the game will be made into free DLC for easy sorting and management In addition,
This update may cause the downloaded files to be somewhat large New compression and optimization algorithms have been used for the textures of the game, with the aim of reducing the demands on computer performance and file size Fixed an issue with unstable interlocking detonations of bombs and made "nanoshell" the default setting where bombs would no longer be detonated by other bombs Fixed the issue of Divine Sword's punishment decision Now the game has added medical packs, which can be picked up directly to restore the character's strength Added screen effects after injury
Added teaching Improved full screen display and field of view distance, now characters can see longer distances
The wave function collapse algorithm is modified and the randomness of block size is adjusted Added the "Air Defense Trap" card Changed the difficulty of some scenes
Firstly, a major change is permanent death I understand that this may be an unsatisfactory setting for some players, but after reviewing the design ideas of many Roguelike games, I believe that permanent death in the game is necessary. Now, every card that players obtain in the game will be cleared after death, except for "permanent bomb quantity" and "permanent explosion distance", which will not be lost after death (but do you really want to waste two precious slots for these two cards?) As compensation, all cards in the game will be unlocked for players, including "Divine Sword", "Divine Sh
The game now has a more realistic lighting effect. If this change is not satisfactory to some players, please let me know Increased the character's initial movement speed Modified the UI interface during upgrade
Added a card collection where players can view all the cards in the game from where they were born Fixed an issue where guards would appear when the player did not select a card
Adjusted the difficulty of the upper level area, now the difficulty is reduced Tweaked the remote-controlled bomb restrictions, which no longer require the number of bombs Added a guard card that allows players to recruit a guard
The game now includes visual backpacks that allow players to view their cards as they play
Full appinfo as delivered by Steam PICS, changenumber 37711428. Also at /api/app/2396380/raw.
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