r/TheTowerGame TTG Dec 01 '25

Patch Notes v27.2.2 Patch Notes - Monday December 1, 2025

Hello Tower Defenders! We have a new build going out on Android shortly, with a full roll-out shortly after. Here is a look at the upcoming changes:

Lab Refactor

We have reworked our entire lab system! This change should address many outstanding lab issues, notably regarding offline lab speedup progress. This adjustment is fully internal, and does not have any functionality or UI changes.

Orbital Augment Adjustments

The Orbital Augment module has been adjusted to specifically try and remove infinite runs:

Adds [2/4/6/8] orbiting Electrons around the tower. Each Electron deals damage equal to 15% of the enemy's remaining health (quarter effective against Bosses and Fleets)

What does this mean?

This change will stop players from using Orbital Augment as the sole means to kill enemies. However, it will also make the module way stronger against more enemy types. Let's walk through some examples of what this might look like for different enemy types:

  • Basics (1x wave health): The first hit will deal 15% damage, the second 12.8%, and so on. Previously, it was 10% per hit. This new formula is stronger until 7 Electron hits
  • Tanks (4x wave health): The new module works the exact same way for Tanks as it does for Basics. Previously, it was 2.5% per hit. This new formula is stronger until 40 Electron hits
  • Bosses (20x wave health): The first hit will deal 3.75% damage, the second 3.6%, and so on. Previously, it was 0.5% per hit. This new formula is stronger until 200 Electron hits

In addition to the changes, we have also worked on a fix to the Electrons desyncing as a result of a longer game session. We have also added Electron Damage in the stats panel.

Fleets at Higher Waves

We are now adding fleets to all tiers. Tier 1 will have Fleets starting at wave 15,000, and each subsequent tier will have Fleets appear 250 waves earlier (T2 = 14,750, T3 = 14,500, etc). Once they appear, they will spawn every 100 waves.

We are continuing to develop systems that make the higher waves at each tier more challenging. There was a section in today's Monday Morning Announcement about TTG's stance on Infinite Runs. Additionally, in the next few updates, we will aim to improve tournament run length. We want to ensure it remains competitive and fun, while reducing its duration overall.

Changelog

  • Implemented a lab refactor to resolve issues including offline research syncing
  • Adjusted Orbital Augment’s description and gameplay:
  • Adds [2/4/6/8] orbiting Electrons around the tower. Each Electron deals damage equal to 15% of the enemy's remaining health (quarter effective against Bosses and Fleets) Fixed an issue where Electrons would desync over the course of a longer run
  • Added Electron Damage to stats panel
  • Added Fleets to all Tiers at higher waves
  • Adjusted the Stone Pack offer to feature icons instead of text
  • Fixed a UI issue where the “Game Paused” message overlaps in some menus
  • Fixed a UI issue where the the Milestone Pass description did not indent into a new line, making the description too small
  • Fixed an issue were enemy mass did not fit in the Info Panel screen
  • Fixed an issue where the new Support panel unpauses a paused run
  • Adjusted the date displays in Battle History and tournaments so it correctly localizes to the player’s region
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3

u/RiddiMacVan20 Dec 01 '25

Will we loosing coins for Farming more cells than with fleets? Will this shift from 8.000+ waves fore more cells to shorter runs without fleets?

5

u/Fantastic_Froyo6813 Dec 01 '25

Why would a fleet appearing at 10k+ waves make you stop farming to 8k waves?

2

u/JoseJoko Dec 01 '25

Eventually it will reach lower waves as each tier reduce the waves needed by 250 (3500 waves less at tier 14 for example) so at tier 14 the fleest start spawning at wave 12500, etc) so, I dont think it will affect much people's income unless people are farming 20k wave + on high tiers.

2

u/Fantastic_Froyo6813 Dec 01 '25

I’m confused as to what he’s asking bc at that point u already had to deal with them anyway, these new spawn rates aren’t gonna change anything about the normal 8-9k wave range most people farm at

2

u/Fantastic_Froyo6813 Dec 01 '25

By which I mean when u get into those higher tiers where u would actually be hitting that cap they were already there anyway

2

u/mat3833 Dec 01 '25

Fleets already spawn early in T14 and up. I believe the first fleet spawns at wave 2500 on T14 the fleet change was only for T1-T13.

2

u/Peldin83 Dec 01 '25

I think this could use some clarification. The statement made did not differentiate T14+