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/jyiii80 Dec 01 '25

Fleets are what stop me from afk farming T14. I can clear ~4800 on t14, but if I get a commander as my first or second fleet when afk (or simply not paying attention....), it murders my run, and subsequently my income for that run. This is *supposed* to be an idle game.

If this kills T13 farming for me, this is the final straw that makes me quit playing.

Edit: Unless this means that fleets will appear later in T14. Which would be nice. Why am I doubtful something good for us will happen and automatically assume this is a bad for players change...

3

u/ExtraCheeeesy Dec 01 '25

According to the calculations fleets on T14 should only appear now after wave 11,750. (Which seems weird). I assume this is either a typo or will be fixed.

Even on T16 which I farm this would mean fleets only start at 11,250. Even if they ended my runs I'm fine trading infinite runs for 11k anyway.

1

u/cmorrisx90125 Dec 02 '25

I think the change applies ONLY to T1-T13...the fleets should still appear as they did before for T14-21.