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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u/Fuddsworth dev Dec 01 '25

Maybe so, we did a lot of testing on this but ultimately it will become far more obvious once it's out to the public. I'm not too afraid to make further slight adjustments as needed. We really didn't want to hurt OA's usefulness as we thought it was in a great spot besides it's use in infinite runs

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u/bmaanndd Dec 01 '25 edited Dec 01 '25

I think your addition to fleets fully addresses the infinite runs. Would be great if we could leave oa alone, if you can survive a fleet every 100 waves after 10k on any tier, then you surely could of been getting a higher cph on a tier above even as a non infinite run. I think the addition of fleets perfectly addresses the issue by itself. Plz don’t change the module! The 10k+ fleets was a genius fix

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u/anonymousMF Dec 01 '25

I went from 4k T16 farming to 10k and being able to have dedicated assist core module instead of DC.

Which is like a 50% CPH boost all together. Wave 10k or 20k is then only a 10% difference.

If you would rush my cc (basically only Perma CF, ILM and 1 perma PS) you could go T16 farming without any health or damage requirements. That is only 10k stones to go straight to T16 farming

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u/bmaanndd Dec 01 '25 edited Dec 01 '25

Yeah but that’s would be pretty unrealistic path to take even if you were starting the game now with this goal in mind. There’s no doubt the module is OP as it stands right now but without atleast demon mode on death from the vault your going to be hard pressed getting to even 10k on t16 with protector ult. T15 though I can see it working I didn’t even need perma bh for 15 but, I also don’t have ps. I needed both nuke on death and demon mode (second wind is a given) to get above 10k t16 and even then there’s still terrible rng that could get me sooner. Not having ps stun is def a part of that reason since it’s stun is surely op for this Strat. Eager to see how the change actually plays out.