Weekly Dev Log for March 21st, 2022

Weekly Dev Log for March 21st, 2022

Hello everyone, and welcome to the Weekly Dev Log for March 21st, 2022, detailing all the changes that have happened since March 14th, 2022. Note: Devs that don’t appear in the weekly log are not necessarily away or not doing work, but may be working on things currently not announced or backend work that doesn’t need to be detailed.

Accessibility Suggestions

We’ve created a forum post asking the community for suggestions on how we can improve gameplay for players with certain conditions such as colorblindness, dyslexia, or anything else that might affect a players ability to use the standard presentation and controls of the game.

If you have any ideas or suggestions, and possible solutions on how to solve a particular issue, please check out the forum post here.

March / April 2022 Condo Contest (IN PROGRESS)

Hey everyone!

This month’s contest is another structure building contest!

As always, feel free to interpret that how you see fit. There is no theme, so you can build any kind of building you want and have fun with it!

Also, feel free to expand on preexisting Condos! Want to add another floor to the default Condo, build a shed in the backyard of the House Condo, or have other additions in mind? Go for it!

The deadline to submit entries is April 10th, 2022 at 11:59 PM CT.

You can read the rules here.


We’re currently working on Update, which will bring numerous optimizations and the new Zombie Massacre map, Acrophobia.

You can view the planned fixes and changes here.

SDNL: Meadows

@Lifeless continued working on the Slaughterday Night Live map, Meadows.


Condo: Movable Piano Keys

@macdguy worked on making the keys on the condo pianos move when pressed down.

Condo: Movable Piano Keys


@Johanna continued working on Zombie Massacre: Acrophobia.

@JJosh continued working on the third party plushes.

@macdguy continued working on adding controller support to the menus.

@Madmijk continued working on the Condo instruments, working on implementing the instrument sounds.

@Sketchman continued working on backend improvements and optimizations, while also fixing some crashes.

@Wheezwer continued working on Steam backgrounds.

@Will continued working on SDNL music.

Wrap It Up

That about covers everything that happened since March 14th, 2022 at PixelTail Games.

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Take a peek at what’s being worked on every week in our weekly dev logs! There’s bound to be something interesting every week!

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For bug reports: https://forums.pixeltailgames.com/c/bug-report/18
For suggestions: https://forums.pixeltailgames.com/c/suggestions/7

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Looking at what appears to become a rather small arena, I wonder: will maximum player counts vary across maps or will it be one for the entire game mode like in the others?

I’m really excited seeing all the work on SDNL recently! It’s by far my most anticipated update right now.

Theres gonna be some pretty differently sized maps, Meadows is originally from GMod Tower and one of the smallest. I dont think there are plans to change the player caps between maps at the moment.


Suuuuuper excited for the different sounds for the pianos. Are different instruments going to have different sound selections to choose from? Like if the drumset keeps its regular sounds, but the drum machine from Arcade has more options? And the piano having the current sound and more traditional piano sounds but the electronic keyboard has more electronic sounding ones to choose from?

Also would it be possible, maybe not at launch–but in the future, to assign different sounds to the different channels in the advanced settings?


Pretty much all yes. We’re still in the middle of finding/creating new sounds, but we’re trying to implement a soft piano sound to the grand piano, for example, which will not be playable on the electronic keyboard.

This would require some tedious rewriting of the instruments. Instead, my idea for channel splitting would be to use separate instrument items with selected sound banks on each. Then, (with Condo IO perhaps?) you would use some kind of MIDI input item that you take control of, that allows you to assign channels to separate instruments. That is what I have in mind though, and that may very well not be available on first release.