Weekly Dev Log for September 11th, 2023

Hello everyone, and welcome to the Weekly Dev Log for September 11th, 2023, detailing all the changes that have happened since September 5th, 2023. 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.

SDNL: Development

We’re continuing to fix issues and make changes based on feedback from the initial SDNL release. We plan on having a hotfix release very soon.

@Johanna worked on getting “Decommission” (SDNL port of the Virus Map, Corrosion) ready for release. She also worked on “Hinderance” to address feedback.

@Lifeless continued working on “Containership”, as well as other maps.

@macdguy worked on balancing changes for SDNL (weapons, Dino Battle) as well as fixing bugs. He also worked on Workshop support for SDNL, including the vote map, and download the maps.

@Sketchman worked on achievement icons.


Development has started on the Halloween events for 2023.

@Johanna worked on improvements for Dark Voyage, making the time chamber room transitions faster as well as the general speed of the vehicles.

@Joshua started working on Halloween items, finishing a tiara.

@Nuclearxpotato started working on Halloween items.

@Wheezwer started working on concept art.

@Will started working on new music for Dark Voyage.

Halloween 2023 Item: Tiara


@macdguy worked on fixing issues with uploading Workshop condos.

@Madmijk continued working on condo instruments.

@Sketchman continued working on backend improvements.

Wrap It Up

That about covers everything that happened since September 5th, 2023 at PixelTail Games.

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x1.9 ptas bonus.

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Very cool! Excited to participate in everything Halloween this year.
Seeing Decommision being got “ready for release” is also very wowing, you guys are working fast I imagine!

I do wonder, is there any plans oncoming for handling the complaints with SDNL’s hitboxes? I’ve yet to play it personally, but hearing about it’s largely kept me away from it even as a very casual player because it’s very apparently cheese-able. That’s all I really ask on the side of things not seemingly shown here, the Tiara is extremely pretty & the Workshop stuff sounds wonderful and I’m excited to see!

I’m a little late but I finally got to sit down and actually play some SDNL!

Overall HUGE kudos to the entire team! I really love the art style of the maps, the catalogue of weapons is insanely huge and creative, ton of variety in game modes and the music is killer! Also the whole theme, UI and match end screen, love it!

I will say it took a few rounds for it to “click” for me. My first two games I stumbled into Arcade mode in Meadows, and that was NOT a good first impression for me. Its just absolute chaos for a newbie. When I feel like I’m aiming shots accurately but still missing I can’t tell if its a skill issue (probably mostly this), jank PM hit boxes, or latency/weapon prediction issues.

After playing more matches and trying more game modes I definitely had some better matches where things felt more solid. Still feels rough around the edges mechanically in some matches, but the gunplay has come a LONG way from early alpha Virus! I also need to get better at movement and aiming before I can really critique.

Overall very dense with great content and an impressive initial release! Hope to see it get more refined. You guys are doing great!


Yes, this is being worked on. I’ve been focused on post launch bugs for SDNL, which includes this. The issue people have is with workshop models being different scales visually. We do clamp scales but there’s still several things to improve on. The hitboxes are the same size for everyone. There’s a setting to disable workshop player models in game worlds, but it can be expanded upon. There’s also a bug where if you disable workshop player models - the default models are scaled down visually.

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