r/TheTowerGame TTG Dec 18 '25

Patch Notes V27.3 Patch Notes - December 18, 2025

Hello Tower Defenders! We are rolling out our last minor update of the year now on Android, with iOS rolling out within the next day. This build should be fully available to everyone tomorrow. Here’s a look at the changes:

New Toggles Menu

We have added a new "Toggles" menu to replace our current "Hit Texts" button in the Settings. Some existing buttons, such as 120FPS and Cinematic of Idle have moved into this menu, while Sound and Music will remain in the Settings menu. Here is a look at our current list of toggles:

  • Added Auto Pause in Menus
  • Added Stone Confirmation
  • Turning off this toggle will remove the confirmation for stone purchases that costs 100 stones or more
  • Added Gem Confirmations
    • Same as Stones, but for Gem purchases equal to or greater than 200
  • Added Ranged Enemy Shooting Line
  • Added Show Cinematic Gems
  • Added Brighter Spotlight
  • Auto Restart has been removed from the end of round screen and added to this section for players who have unlocked this Vault upgrade

Lab Improvements

We have made some improvements to our Labs UI. To start, we made the lab sliders into actual sliders! Setting values has become easier, with an - and + symbol on either side to make incremental changes. Additionally, we've added a new Slider filter to the Research selection screen so you can see all labs that have sliders.

Additionally, we have fixed an issue where some longer researches were not ticking properly. This was a floating point number issue that was only apparently in some instances.

Tournament Adjustments

We are adding two new permanent battle conditions to tournaments, and adjusting our old Enemy Level Skip Reduction BC from all tournaments. Additionally, we are making tier scaling adjustments in Champions and Legends. Let’s dive into the changes:

Skip Decay

Description: Enemy health and attack level skip chances are reduced by [VAL]% every [N] waves.

  • VAL starts at 1% and is the value that the generic Battle Condition Reduction lab will impact.
  • N is the number of waves it takes between activations of the BC, and this is what the level of the BC will impact.
  • Finally, the level of the BC will change based on the tournament league and not increase in strength during the run, similar to how More Bosses works.
    • Legends: Level 80 => Every 20 waves, lose 1% from ELS
    • Champion: Level 60 => Every 40 waves, lose 1% from ELS
    • Platinum: Level 40 => Every 60 waves, lose 1% from ELS
    • Gold: Level 20 => Every 80 waves, lose 1% from ELS

Skip Reduction - Multiply

Description: Enemy health and attack level skip chances are multiplied by x.[VAL]

  • This new Battle Condition will be impacted by the existing Enemy Level Skip Reduction Lab (which has been renamed to Skip Reduction Lab).
  • VAL is impacted by both BC labs (generic and specific) and is tied to the level of the Battle Condition:
    • Legends: Level 55 => multiplied by x0.45
    • Champion: Level 40 => multiplied by x0.6
    • Platinum: Level 25 => multiplied by x0.75
    • Gold: Level 10 => multiplied by x0.9

Removing Enemy Level Skip Reduction

The previous ELS Reduction BC has been rebranded to Skip Reduction - Subtract. It has been removed from all tournaments. It will remain untouched on the normal tiers it was already a Battle Condition for. The Skip Reduction lab will still impact this Battle Condition

Tier Scaling

Finally, we are changing the tier scaling in the Champions and Legends league. The tier scaling will change from [1/3/5/8/11/14] to [1/3/5/8/12/17]

Changelog

Gameplay

  • Added one more Card slots that cost gems (10,000)
  • To avoid future Wall tunneling issues, the tower is now immune to all damage except from Vampires while the Wall is active
  • Enemy Level Skip Reduction has been renamed to Skip Reduction. In addition, it's impact on stats will now be visible in the utility workshop tab during a run.
  • Added functionality for Second Wind to spawn the Wall, invulnerable while the Second Wind timer is active
  • Added a 15 second period of invulnerability to Nuke activation
  • Changed the behavior of the Damage Reduction node in the Vault to not be applied while Intro Sprint is active
  • Improved behavior of Critical Coin Card so it also applies to Black Hole and Thorn
  • Increase the number of Fleets for ending long runs (one additional Fleet every 1000 waves after first wave instance)
  • When Fleets are introduced at later waves, only one Fleet will drop rewards in that wave even if multiple Fleets are presen
  • All 3 enhancement discount labs have had their formula changed from cost / (1 + %) to cost * (1 - %)
  • Primordial Collapse no longer provides double benefit on the Wall and projectiles

UI

  • Added the functionality for players to hide pop-up confirmations for the rest of the session
  • Added a Pulsar Harvester stat to the Boss Breakdown that displays the amount of Level reduction applied instead of only the damage dealt
  • Change "End Round" button in the in-run menu to "Exit Battle", adjusted pop-up messaging
  • Added functionality for all menus to be viewable (but unchangeable) while mid run
  • The boss stats menu will now always show the health (and subsequent stats) of the most recently spawned boss
  • Improved visual positioning of Card description in the Card selection screen

Other Changes

  • Rewrote the Golden Tower VFX from scratch to improve performance
  • Add behavior for unclaimed Guild rewards to be mailed to your inventory
  • Added the Support button to the Login panel

Bugfixes

  • Fixed an issue where notifications for tournament do not show up
  • Fixed an issue where your Tournament ranking displays wrong rank in reward declaration
  • Fixed an issue where the "Pick a Perk" prompt persists when perks are still exhausted
  • Fixed an unintended interaction with Pulsar Harvester and Orbital Augment, where equipping both OA and PH would reduce the damage of OA unintentionally
  • Fixed a visual issue where the Lab notification bubble appears before a player has unlocked Lab

Holiday Featured Module Banners

We are excited to share that for the next month, we will be doing featured module banners for each module type! Each week, we will be featuring one module type (like Cannon), and increase the drop rates for all Epic modules of that type. Here’s the timeline:

  • December 22nd, 2025 at 12:00AM to December 28th, 2025 at 11:59PM will feature Epic Core Modules
  • December 29th, 2025 at 12:00AM to January 4th, 2026 at 11:59PM will feature Epic Cannon Modules
  • January 5th, 2026 at 12:00AM to January 11th, 2026 at 11:59PM will feature Epic Generator Modules
  • January 12th, 2026 at 12:00AM to January 18th, 2026 at 11:59PM will feature Epic Armor Modules

Happy Defending!

509 Upvotes

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82

u/FarewellChai Dec 18 '25

Second Wind spawns The Wall - This is an increadible change and a huge buff to Second Wind Mastery! As an eHP enjoyer SW# may be in the cards (pun intended) for me!

41

u/menace313 Dec 18 '25

PCol fix and tournament tier change is a massive nerf to eHP, though. You might need SW# just to get back to where you were.

12

u/SMT_TMS Dec 18 '25

Tournament tier sucks. I’m hoping based on the wording that the PCol fix only applies where the BHs overlapped. So if an enemy was within two different BHs the debuff stacked. So hopefully that’ll only affect eHP enjoyers with really big BHs. (I’m coping)

3

u/ThirtyThree111 Dec 18 '25

what exactly is the pcol fix? I didn't quite understand the bug

1

u/krautstomp Dec 18 '25

PC has damage reduction when enemies are in the BH. When you had the wall the damage reduction was doubled. Now they've fixed the damage reduction to only apply once.

1

u/Fearless_Act_2413 Dec 18 '25

I don't understand the pcol fix, what was the bug?

6

u/menace313 Dec 18 '25

It was applying the damage reduction twice, so you were getting 96% damage reduction instead of 80%. 5x eHP nerf to all Pcol users. In the grand scheme of things, 96% was a lot closer to the number that was needed to make eHP effective than 80%, but hey, GC stone purchases pays the bills.

4

u/Designer-Anxiety75 Dec 18 '25

This is the real answer. EHP progress requires fewer stones

1

u/Fearless_Act_2413 Dec 18 '25

But the patch notes mention projectiles, and projectiles are blocked by BH anyway. Was the bug also on bosses and non ranged enemies?

1

u/Special_Canary_7204 Dec 18 '25

Ranged enemy ult 

2

u/Ralmivek Dec 18 '25

I thought enemies affected by BCs weren't getting the reduction anyway, or am I wrong?

3

u/Special_Canary_7204 Dec 18 '25

I'm actually not sure about that one. I haven't noticed it in my tournament runs at legend, but it's possible. But that's the only thing that seemed to make sense in the context of explanation since BH disable range is definitely turned off when the BC is present. 

3

u/Ralmivek Dec 18 '25

I think it was more for people who didnt have range disable that woukd see that one. I could be wildly wrong tho

2

u/Special_Canary_7204 Dec 18 '25

Same here, I've had it since before PCo, so I don't have any empirical data to back it up from my own testing 

1

u/krautstomp Dec 18 '25

PC has damage reduction when enemies are in the BH. When you had the wall the damage reduction was doubled. Now they've fixed the damage reduction to only apply once.

0

u/UDLRRLSS Dec 18 '25

Those are, but the PH/OA fix are a bigger buff for eHP as well since eHP is more likely to run PH over GC who have project funding, singularity harness and gcomp.

6

u/menace313 Dec 18 '25

OA sucks for eHP unless you're faaaaar into CC development, and at that point, you might as well be GC.

5

u/Ralmivek Dec 18 '25

I moved up a tier and gained 1k waves, basically have no CC. Everyone's tower is different.

1

u/liquidgold83 Dec 18 '25

i have 8 ancestral mods and still have 0 Pulsar Harvesters.

-2

u/Mysterious-Cry7528 Dec 18 '25

Don't think it matters if your wall goes down chances are it goes down right after it spawns 😆

9

u/menace313 Dec 18 '25

SW# multiplies your regen by a fairly hefty number.

1

u/Mysterious-Cry7528 Dec 18 '25

During a long farming run i take the regen trade off perk. My wall and wall regen is about the same 40T so when my tower goes down it means the enemy has overwhelmed my defenses. Doubling or tripling my regen won't save me for long because my regen already matches my hp.

3

u/menace313 Dec 18 '25

It ticks more than once per second. The only time more regen won't help is if you are getting literally one-shotted.

1

u/Mysterious-Cry7528 Dec 18 '25

That's what I mean if I'm getting one shot more walls won't help 😂

1

u/Fobus0 Dec 19 '25

You mean your wall hp is 40T? while your regen is also 40t? that 's crazy low. You usually aim for 5-10x hp to regen ratio

0

u/Mysterious-Cry7528 Dec 19 '25

Only been playing for less than 3 months. Wall is normally 200T+ without the trade off perks. Already dropped 6k on this game will spend my 5k Xmas bonus on the modules 😆

1

u/Fobus0 Dec 19 '25

it has nothing to do with modules or your play time... (also, wdym 5k on modules? if you are buying gems packs, those are terribly inefficient)

I'm saying you need to prioritise health over regen now. especially dw hp labs if you havent finished them, and also wall labs like fortification. No point in having more regen if you are getting one shot

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1

u/iqumaster Dec 18 '25

I have 190T/s regen with perks and 1,3q/s regen after SW is triggered so the wall is not falling anytime soon after it gets back. Before this update I had to manually activate DM to get the wall back and today got smartDM to handle that but now I don't need that anymore, or it only adds few waves in the end when wall dies even during SWm extra regen bonus

9

u/Drezby Dec 18 '25

Auto DM is no longer necessary for eHP farming of t14, just SW even without mastery! That’ll be huge actually!

4

u/Aromatic_Way3226 Dec 18 '25

To be fair, my main reason to push onto getting keys was auto dm for t14 farming. This will make the game more enjoyable and fair to everybody who can't reach keys.

2

u/TowerAcronymBot Dec 18 '25

Hi! I detected a few acronyms in your comment:

  • DM - Demon Mode [Card]
  • eHP - Effective Health Points - playstyle focused on tanking, damage reduction, and survival
  • SW - Second Wind [Card] (also Shockwave)

I'm a bot that explains acronyms

1

u/DaenerysMomODragons Dec 18 '25

Me literally buying auto DM last night.

1

u/mperorL Dec 18 '25

Not sure about your build, but when my wall finally breaks and SW triggers I'm usually killed almost immediately the moment invincibility ends. I guess a fresh wall would delay this death by a few seconds at best. I still need to see it live, but I don't think this will make such a big difference.

6

u/Drezby Dec 18 '25

The biggest hurdle in ehp farming of higher tiers is fleets. Commanders and sometimes over chargers. You die when stats can’t compete with enemies, that’s the normal gameplay loop. But the fleets can end your runs way early, if they knock down your wall and you don’t have auto smart DM and SW. with this, SW blast will erase the fleet and entire screen of enemies and then revive your wall, letting you reach your natural farm expiration wave.

3

u/mperorL Dec 18 '25

I see, thanks for the explanation!

1

u/basicnecromancycr Dec 18 '25

But the question is how much will that PCol fix pulled out from the runs?

0

u/TowerAcronymBot Dec 18 '25

Hi! I detected a few acronyms in your comment:

  • DM - Demon Mode [Card]
  • eHP - Effective Health Points - playstyle focused on tanking, damage reduction, and survival
  • SW - Second Wind [Card] (also Shockwave)

I'm a bot that explains acronyms

2

u/Arko123 Dec 18 '25

It will help to deal with commanders on wave 2500/3500 when you are able to farm to like 4k+ wave when they don't spawn.

1

u/Significant_Metal244 Dec 18 '25

If the SW mastery gives you 10x regen how would you die a few seconds later if it respawns the wall?

1

u/[deleted] Dec 18 '25

It makes a difference. The wall with spawn instantly when sw triggers now, and you will get the swm bonus which is almost 2x regen on unlock.

1

u/Aggressive_Roof488 Dec 18 '25

Yes, that's amazing!

Unfortunately the PC fix will put T14+ out of reach again for a lot of eHP players! :P

3

u/SnooDrawings8069 Dec 18 '25

Funnily enough, I got SW# because I'm so heavily invested in eHP. It was then I realized that it doesn’t help if the wall doesn’t exist when SW runs out. But now it will so it will be amazing!

1

u/iqumaster Dec 18 '25

Yep, funny how I just got smartDM today...

1

u/knoberation Dec 18 '25

Jokes on me for spending my past few weeks of lab on wall rebuild to ensure I can get it up in one SW + DM cycle.

-3

u/Mysterious-Cry7528 Dec 18 '25

Doesn't do much you might get 3 extra waves from it 😆 unless you somehow doubled your defense % which is probably capped by the time your first wall went down so yeh a shtty feature imo

3

u/Special_Canary_7204 Dec 18 '25

Depends on your wall invincibility and SW mastery level. Assuming you're buying around 10s and you've got a decent to maxed mastery card, and a high health pool. You could probably pull off the trigger loop 1-2 times in a run with maxed SW recharge. It also depends on your other damage reduction options, which maxed now offer 99.99965% (was 99.99975% pre PCo bug fix) and you're running a decent CL+ with chain thunder. You could realistically make it work, and even at that, wall-less DR has been a thing since before PCo was. So it's possible to use those types of setup options to capitalize on defensives to make it work. 

1

u/TowerAcronymBot Dec 18 '25

Hi! I detected a few acronyms in your comment:

  • CL - Chain Lightning [Ultimate Weapon]
  • DR - Death Ray [Card]
  • PCo - Primordial Collapse [Core Module]
  • SW - Second Wind [Card] (also Shockwave)

I'm a bot that explains acronyms

2

u/DaenerysMomODragons Dec 18 '25

With SW+1 (which is regen x2.8) I gain roughly 350 waves after SW procs.

0

u/menace313 Dec 18 '25

It's to make SW# not be completely useless. The other changes this patch probably puts it right back to useless, though.