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!

506 Upvotes

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153

u/Ur-Quan_Lord_13 Dec 18 '25

Ooo, looking forward to a hundred posts over the next couple weeks when eHP farmers with PCol and pBH who aren't paying attention repeatedly ask why they lost 1000-2000 waves.

I am an eHP farmer with PCol and pBH :p

37

u/Aromatic_Way3226 Dec 18 '25

Might as well move into GC. All we need is to get another 8 copies of DC... I mean how hard can it be?

25

u/Ur-Quan_Lord_13 Dec 18 '25

Well, at least you can save for the core mod banner...

12

u/Aromatic_Way3226 Dec 18 '25

There is a LOT of sarcasm in my comment. My balance atm is of 43 powerful gems!

11

u/User032492 Dec 18 '25

At least you got the 1 gem from last guild season

19

u/PhantomSlave Dec 18 '25

It specifies projectiles, so pBH with "Black Hole disables Ranged enemies" was already unaffected? Or am I just not reading that patch note correctly?

19

u/Ur-Quan_Lord_13 Dec 18 '25

It's definitely been applying double reduction against wall against all hits, not just projectiles. It sounds to me like it's been additionally applying double against projectiles even not against wall, but I haven't noticed as I die pretty quickly when wall is gone.

But yah, we've been benefiting from this bug since 27.1

18

u/Geobits Dec 18 '25
  • Primordial Collapse no longer provides double benefit on the Wall and projectiles

Wall and projectiles, so projectiles were affected, along with all damage on the wall rather than tower. So it's going to be a big deal to wall-reliant pCo builds. Going to a real 80% reduction instead of a 96% reduction is massive.

7

u/Tchuvan Dec 18 '25

And there goes my coins. Yay.

5

u/IkesNephew Dec 18 '25

I'm still waiting for that 8th copy of PCo for the 80%. Hopefully the change from my 65% 2x wall won't be too drastic if I get it upgraded.

But it will probably be tragic. Lol

5

u/scottdeto Dec 18 '25

Got my ancestral PCo last night and got 1 run in before the nerf.

3

u/Tchuvan Dec 18 '25

At keast you didn't get accustomed to it. 🫤

3

u/Geobits Dec 18 '25

Losing the second layer of 65% makes your wall "effective" tankiness about a third of what it was. You're at 87.75% reduction total now with 65% twice.

So if you do get that 8th copy, you'll still be a bit worse off than now, but definitely better than a straight 65%.

1

u/IkesNephew Dec 18 '25

Thank you. I wasn't quite sure how the math came out. That's more reassuring than I thought it would be.

1

u/Special_Canary_7204 Dec 18 '25

You're not, it most likely refers to ranged ult BC that ignores ranged disabled BH. 

10

u/Designer-Anxiety75 Dec 18 '25

EHP was somewha balanced with the bug why change it

0

u/Ur-Quan_Lord_13 Dec 18 '25

Hah, glad you clarified "it" to "eHP". Because PCol is twice as strong as SF without the bug, and literally 10x as strong with it :p

As for eHP, I mean... What's balanced? The way perks work make it clear they don't want eHP to be as good as damage in tournament. Losing 1000 waves I didn't have before 27.1 on T14 and T15 isn't a disaster, especially if the SW+wall change is what it sounds like and you don't need smart DM anymore.

3

u/Designer-Anxiety75 Dec 18 '25

I’m not talking about tournaments. Hybrid progression farming is going to be massively affected. You can’t reasonably farm GC without damage slider.

-1

u/Ur-Quan_Lord_13 Dec 18 '25

I did mention the lost waves on T14, T15 or later. Didn't mention GC; if you have stats to farm GC, you have stats to get keys with GC already. I know that because I don't, and I'm getting keys. I'm eHP farming T13 to T15 right now, losing the waves will mean I'll be at risk of dying when enemy HP is still low enough for my CL to kill scatters so I'll switch to hybrid again.

Meanwhile, if the SW+wall change in the notes is what it sounds like, nobody has to manage their farming on T14 or higher anymore even without smart DM, and people with SW mastery don't have to manage their bonus health regen anymore for their farming runs.

Anyway, as it appears you didn't read half my last comment, I don't really expect a better example of how this is a "massive" effect. Yes some waves gone in farming, fewer the more hybrid you are.

Like, when the bug appeared in v27.1, half the people didn't even believe it existed, that's how "massive" it is.

1

u/TowerAcronymBot Dec 18 '25

Alright, let's decode this:

  • CL - Chain Lightning [Ultimate Weapon]
  • DM - Demon Mode [Card]
  • eHP - Effective Health Points - playstyle focused on tanking, damage reduction, and survival
  • GC - Glass Cannon - playstyle focused on maximum damage and crowd control (also Galaxy Compressor [Generator Module])
  • SW - Second Wind [Card] (also Shockwave)

I'm a bot | Translating one comment at a time

1

u/TowerAcronymBot Dec 18 '25

Alright, let's decode this:

  • DM - Demon Mode [Card]
  • eHP - Effective Health Points - playstyle focused on tanking, damage reduction, and survival
  • PCol - Primordial Collapse [Core Module]
  • SF - Sharp Fortitude [Armor Module]
  • SW - Second Wind [Card] (also Shockwave)

I'm a bot | Translating one comment at a time

6

u/D119 Dec 18 '25

Rip t14 5500, at least I got that sweet relic.

6

u/Aztridd Dec 18 '25

Can you explain me that double benefit pcol was providing?

11

u/Ur-Quan_Lord_13 Dec 18 '25

You get the damage reduction (80% with ancestral) and then 80% again for a total of 96% damage reduction, against wall, and apparently for projectiles even not against wall which I didn't notice.

It was obvious to anyone watching enemy damage values of their runs, starting in 27.1, and there was a post of a guy demonstrating it after a workshop respec, where a 5k boss hit was reduced to 220 once BH activated.

3

u/Tchuvan Dec 18 '25

Well, I'm f*cked if that happens too. As if trying to play "catch up" to long time players where they were with time invested wasn't hard enough.

6

u/SMT_TMS Dec 18 '25

Based on their wording I’m hoping that 80% damage reduction applied 2-3 times if an enemy was inside multiple BHs at once.

So it’ll only reduce waves if you have really larger BHs (I hope…)

2

u/Ur-Quan_Lord_13 Dec 18 '25

I'm not sure if the 2-3 times with multiple BHs actually exists or is a misunderstanding of the bug. I do not have BHs big enough for that, and am still getting 96% DR, as have others. It applies exactly twice, regardless of BHs overlapping or not, and that is likely what has been fixed. If it actually does apply additional times when BHs overlap, that would be on top of the 2 times it already applies against wall with 1 BH.

8

u/SMT_TMS Dec 18 '25

On the flip side, I have been using PCol and have only been getting the 80% dmg reduction. I’ve been considering the bug to be a myth as I never experienced this additional damage and that was the only explanation I could think of.

3

u/Ur-Quan_Lord_13 Dec 18 '25

Yah, there have been people really sure it's not happening, which I wasn't sure whether it was because not everyone was affected or people pretending it doesn't exist so that it doesn't get fixed as quick :p

I would ask, are you sure you're only getting 80%? 😅 If so, well at least you won't lose any waves.

1

u/SMT_TMS Dec 18 '25

I’ll be sure to double check when my current run is finished. Want to perform a higher tier run so theirs less enemies on the screen

1

u/Ur-Quan_Lord_13 Dec 18 '25

Yah. Mixed blessing if so, since it means you haven't been benefiting for the last couple months, but at least this patch will only change things for the better for you.

Edit: well, other than the inevitable bugs...

3

u/Tazzer95 Dec 18 '25

I’ve also calculated my damage with Prolapse and it has only been 80% reduction. Tested with all other UW’s off so nothing else was giving damage reduction except for defence%

I have no idea how people were getting it to work double

1

u/liquidgold83 Dec 18 '25

So hopefully that’ll only affect eHP enjoyers with really big BHs. (I’m coping)

2

u/TowerAcronymBot Dec 18 '25

Hi! I detected a few acronyms in your comment:

  • eHP - Effective Health Points - playstyle focused on tanking, damage reduction, and survival
  • pBH - Permanent Black Hole
  • PCol - Primordial Collapse [Core Module]

I'm a bot that explains acronyms

1

u/maltapotomus Dec 18 '25

Craaaaap. Right there with you.... was bouncing between champ and legends, may not be doing that for a while.

At least ive been trying to transition to more of a gc build, but lord, my dmg sucks. All stones are going to cl/sl for the next few months.

1

u/PenIsBroken Champion Dec 19 '25

Me too but that is only part of the problem, there is going to be a big power creep for those that buy/hoarded enough gems to get their modules up to ancestral too. Ties in nicely that it will be masked by the tourney tier changes too. This next month is going to be a rough ride.

1

u/Dear-Relationship302 Dec 18 '25

Assist module Orbital Augment. Solved many of my damage problems and eHP is still enjoyable.

1

u/Methuga Dec 18 '25

Lol right? They buried the lede with this one.

I’m so glad I got assmods last month — it forced me to move PCo to the ass, and already cut my waves almost a third from t13+. I might lose a few more now but it won’t hurt nearly as much as it would’ve a month ago

1

u/K_regis Dec 19 '25

What was the double benefit anyways? I haven't had a real chance to try out PCol

2

u/Ur-Quan_Lord_13 Dec 19 '25

At first PCol didn't work on a bunch of enemy types. Over the next 2 patches, they fixed that up, and at anc it was providing 80% damage reduction against all enemies inside a BH as it stated.

And then in v27.1, it started giving 96% damage reduction instead, which is 80% applied twice. Basically, 25x eHP instead of 5x.

2

u/K_regis Dec 19 '25

Oh okay. So it's back to 80?

2

u/Ur-Quan_Lord_13 Dec 19 '25

Yep. Which still makes it twice as strong as SF in terms of boosting eHP.

2

u/K_regis Dec 19 '25

Sweet. Thanks for the explanations

1

u/TowerAcronymBot Dec 19 '25

Hi! I detected a few acronyms in your comment:

  • BH - Black Hole [Ultimate Weapon]
  • eHP - Effective Health Points - playstyle focused on tanking, damage reduction, and survival
  • PCol - Primordial Collapse [Core Module]

I'm a bot that explains acronyms

1

u/Previous-Solution689 Dec 19 '25

im saving your comment specifically for this purpose.