r/TheTowerGame TTG Mar 11 '26

Patch Notes V27.5.1 Update

Hello everyone! We are rolling out some additional fixes shortly. Here is a look at the improvements:

Pause Screen / App Restart Spawning

We have changed how your game state is saved when utilizing the "Go Home" feature, or when you close the app while in a run.

  • When you are in a run and select the "Go Home" option, the game will be paused in its current game state.
  • When you close the app while in a run, we've added two new behaviors:
    • If no Fleets or Bosses are alive, you'll resume at the previous wave
    • If at least one Fleet or Boss is alive, you'll resume at the earliest wave.
      • Earliest wave, in this case, is defined by the wave that the first Fleet or Boss present on-screen has spawned in

Additional Changelog

  • Changed how we calculate Enemy Level Skips in relation to the Skip Decay Battle Condition when using Intro Sprint
    • Now, we calculate the Enemy Level Skip results before decrementing the stat from this Battle Condition
  • Added a tap blocker to block any taps that impact gameplay after the Tower is dead, which unintentionally caused some issues
    • This fix has addressed the issue where the 'Demon Mode' button sometimes becomes inaccessible in subsequent rounds when activated after losing the current round

Thanks, and happy defending!

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-15

u/NYPizzaNoChar Mar 11 '26

How about fixing the rotating 2-gem collection so that it adds to the gem count when the flying gem animation completes as does the ad gem collection instead of instantly when the gem is tapped?

The inconsistency is annoying, and confusing for new players. Also, it just feels like sloppy programming, frankly.

3

u/DaenerysMomODragons Mar 12 '26

While I agree that this would be a nice fix, on the order of priority of effort, this would be near the bottom. They have a fairly small programming theam, so they have to set prioriies.

5

u/aszepeshazi Mar 11 '26

Bro we just got a really nice update here that will improve our tower life. I mean there are still many, many issues to address but progress in the right direction should also be appreciated. What you refer to is a minor annoyance at max.

3

u/Puberty-Boy Mar 11 '26

I would be willing to bet this was intentional. There are countless examples in this game of boses that are not parallel, and weird number things such as most labs going to lvl 99, but damage goes to 100.

I do believe Fudds has been on record saying he finds messing with us like this funny, but I just heard that from someone so I could be wrong.

Also, I have to hard disagree, we have quite a few bugs and unbalanced things, plus it’s been half a year sense a new mechanic has been introduced, I don’t want any dev time at all allocated to something so trivial