May 17, 2026 / Devlog
TowerRun Development Focus
TowerRun is in active development at BKaseLabs, and the current pass is centered on the first few minutes of play. The goal is simple: make jumping, climbing, failing, and restarting feel clear enough that the next attempt is immediate.
What This Pass Is About
This is not a feature-count update. The work is focused on the core loop: touch input, jump timing, platform spacing, camera movement, score pressure, and the moment after a mistake. For a vertical mobile arcade game, those details decide whether the game feels fair, noisy, or worth replaying.
Jump Feel
The jump has to respond quickly, but it also has to leave enough room for readable mistakes. BKaseLabs is tuning response, recovery, and timing windows so the player understands why a jump worked or failed without needing a tutorial-heavy first session.
Platform Readability
TowerRun uses compact vertical layouts, so platforms, coins, and risky routes must remain understandable on a phone screen. Current layout work is about avoiding clutter, keeping the next safe move visible, and making optional coin paths feel tempting without hiding the main route.
Fast Retries
A score-chase game needs a clean failure rhythm. The restart path should be short, the result should be easy to read, and the player should not feel punished by menus or slow transitions. This pass is tied closely to the broader BKaseLabs process: prove the loop, sharpen the feel, then add only what supports it.
What Comes Next
The next visible work is polish around mobile feel, release preparation, support paths, and the store-facing basics. Related notes are being collected in the Updates archive, including Mobile Feel Polish and Legal and Release Preparation.
Feedback
Device notes, bug reports, and gameplay feedback are useful while TowerRun is still being shaped. Send details through TowerRun support or the BKaseLabs contact page.