
Start your engines and blast off into space!
Hi everyone,we just came back from vacation last week and have prepared a small update for you.
We are thrilled to announce the release of an updated version of Perfect Space!
Perfect Space is a (previously hidden) mini-game inside the Arcade.
In this news post, we'll look back at Perfect Space's history and dive into the exciting new features added in this version.
We've included the Changelog and other important updates at the bottom of this post.
How it all began...
Perfect Space is based on a mobile game we created in 2015, which is based on a tiny game we created in high school many years before that. Didn't have time to look for this old game to take a screenshot, but if you want to see what it looks like let us know in the comments!2015: Space - A Billion Stars
Space (working title) is a mobile game where you control a space ship with your finger, shoot at enemies and fight bosses. The game features 5 galaxies, each with 10 level and a unique boss at the end, upgrades, skills and achievements. It was never published.
Fast forward to 2019
August 2019, The Perfect Tower II had just launched into closed alpha.One of the first changelog entries reads "Added PerfectSpace - Arcade Minigame".
We opted to reuse the assets from our previous project, "Space," for a mini-game within The Perfect Tower II. The end result is an exquisite blend of "Space" and our beloved high school creation. Even though it was far from balanced, it was a lot of fun to play.
With the Arcade revamp in v.0.9.8 B1 Perfect Space was no longer considered part of the main game. It was still accessible via a super secret key combination that nobody would eveeeeeer guess.
Why did we rework a mini-game that was no longer part of the main game?
Well... you see... Turns out people actually really liked playing Perfect Space and were still competing in getting better highscore or doing pacifist runs.The new Perfect Space
Perfect Space is no longer a secret mini-game and actually part of the game again!You can unlock it by upgrading your Arcade - did we mention there is a new Arcade tier?
Once you upgrade your Arcade simply click the button titled "Perfect Space" and it will bring you to the game.

New Ships and Pilots
Instead of just one option you now have many options! Perfect Space features 3 pilots, 3 ships and 9 weapons. Each weapon that you defeat the boss with unlocks a new module or artifact. Yes, there is a boss and dedicated end now as well as an endless mode.Here is a screenshot of Dragonfly with its 3 weapons as well as the pilot "Captain".
The text next to the image of the pilot is a direct reference to the original game "Space".

Gameplay
Welcome to the new and improved version!The gameplay retains the familiar essence of the previous iteration, but we've taken it up a notch with a difficulty upgrade. Prepare for an enhanced experience as enemies boast new attacks and patterns. The upgrades have evolved, adapting dynamically to your chosen ship, weapon, and pilot, adding a layer of strategic depth.
Despite its apparent simplicity, the game now has a richness of depth, providing dedicated players with the opportunity to excel and achieve higher scores!
Since the data type of perfect space highscores changed from int to long, your current museum statistic will be reset. Don't worry all power stones in the now locked slots will continue to count towards your boosts and still be there when you get your highscore back. It's now much easier to get a bigger highscore.
What our supporters thought of the update after testing it:

In other news
Thanks to a ton of refactoring this update made it finally possible to add one of the most up voted suggestions:All timers inside buildings will now continue to display real time after they are being boosted by the Power Plant. Additionally there is a small indicator in the top left corner of each building telling you if it's being boosted, the remaining duration of the boost as well as the time scale multiplier.
Various functions like the reward generation algorithm for asteroid clusters or the Factory auto-crafting system have been optimized which significantly reduces the processing time of these functionalities in performance critical sections (like offline processing and AI scripts using turbo exec.)
Jumble received some smaller changes and a better luck factor formula, making it easier in general to get unique/one-time rewards from it (either by playing manually or automatically by using a worker).

Changelog
New Stuff
- added bonus at max. stack size to tooltip of boosters inside Factory
- added tooltips to contract conditions
- added icon next to blueprint header
- added tooltip to max. button in the Workshop
- added tooltip to town perk reset button
- added option to quick select a town asset by using middle mouse button on an existing asset
- added scaling option to town assets (between x0.5 and x2.0)
- added AI action 'Factory: Cancel'
- added AI function 'Factory: Machine Input'
- added AI function 'Factory: Machine Input Count'
- added additional tier to Arcade
- added trading card set 'Fire some kinda laser thingie at em'
- added trading card set 'They're not your crew any more'
- added xp tag to 'Knights Boost of Power'
- added indicator to buildings showing if they are being boosted by the Power Plant
- added module 'Aura Enhancment'
- added module 'Tactical Maneuver'
- added module 'Kit's Toolkit'
- added module 'Borf'
- added module 'Immolation'
- added module 'Cooling Cell'
- added module 'Defense Overload'
- added achievement 'Space Vanquisher'
- added achievement 'Browncoat Triumph'
- added artifact 'Celestial Tokens'
- added artifact 'Antimatter Die'
- added artifact 'Some kinda laser tingie'
Changes
- refactored the Factory code
- Factory items are loaded via files instead of being hardcoded
- Factory recipes are loaded via files instead of being hardcoded
- Power Plant grid scales better on higher resolutions
- state of purchase multiplier and purchasing with gems during Tower Testing is stored persistently
- slightly overhauled visuals of contract section in Headquarters
- auto-fill inside Factory will attempt to fill as much as possible of a recipe if not all ingredients are present
- auto-fill in Factory briefly highlights missing items of a given recipe
- improved description of 'Unfolding'
- blueprint header label properly displays casing of blueprint name
- blueprint header has a more button-like look indicating that its clickable
- Dr. Cubical dialog box for story text during endgame now uses the new UI style
- slightly simplified jumble
- buffed luckfactor formula for jumble
- jumble instantly finishes its current round whenever a military tier up is initiated
- signature of the Factory crafting grid is being cached
- some town assets support tinting
- optimized asteroid mining cluster generation speed
- fit state of crafting recipes inside the Factory crafting grid is being cached
- changed glacier spikes to ultimate module instead of offensive
- changed glacier spikes armor multiplier (raised to the power of 0.5)
- changed Perfect Space highscore statistic from int to long
- replaced deprecated UI components
- removed hints in arcade for unlocking space game (old Perfect Space)
- increased 'full capacity' Factory skill bonus from 2% per unique item to 25%
- all timers inside buildings continue to show real time duration when being boosted instead of just being faster
- reduced price of manufacture level 1 from 1e12 to 1e10
- reduced crafting price of production boosters t1 from 1e13 to 5e10
- reduced crafting price of resource drop boosters t1 from 1e12 to 1e10
- reduced crafting price of acceleration boosters t1 from 1e14 to 1e11
- game now properly resets itself after attempting to load a broken/incompatible save
- unlock condition for Daigo Parry changed
Fixes
- fixed 'apply town bonus' setting in sandbox mode not being re-activateable after disabling it
- fixed tooltips for ore reward slots in refining section of Factory not showing up properly
- fixed raycast hitbox of Factory machines to prevent tooltips from appearing
- fixed typo in darkness experiment worker task
- fixed Winter Wonderland bonus still being active
- fixed jumble sometimes not counting skillpoint rewards if the underlying reward is from a different set
- fixed 'Token Rewards' perk typo
Perfect Space
- removed space game (old Perfect Space codebase)
- added Perfect Space (all new and improved)
- added ship 'Dragonfly'
- added ship 'Juggernaut'
- added ship 'Reaper'
- added weapon 'Railgun'
- added weapon 'Pulse Laser'
- added weapon 'Rocket Launcher'
- added weapon 'Double Cannon'
- added weapon 'Laser'
- added weapon 'Drones'
- added weapon 'Gatling Gun'
- added weapon 'Plasma Cannon'
- added weapon 'Gauss Cannon'
- added pilot 'Captain'
- added pilot 'Mechanic'
- added pilot 'Securbot'
- added boss fight
- added proper ending
- added endless mode
- added ship skills
- added pilot skills
- added meta-progress through playing (unlocking weapons, ships, pilots)
- added a module reward for beating the boss per weapon
- added enemy 'Ballistic'
- added enemy 'Kamikaze'
- added enemy 'Laser'
- added enemy 'Rocket'
- added configurable hotkeys
- added five upgrades per ship
- added three upgrades per pilot
- added three upgrades per weapon
- added two abilities per weapon
- added two abilities per pilot
- added one ability per ship
- added sound effects
- added music (title, in-game, boss fight, game over)
- added 'tutorial'
- replaced the entire UI (keeping old sprites)
Wishlist The Perfect Tower remake
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Changed files in this update