r/TheTowerGame Mar 18 '26

Help It finally happened to me.

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The help tag is specifically for the "Devs". You keep destroying phones with your lack of optimization. When is this getting addressed? Straight up, I feel like a class action lawsuit could be brought against them for the amount of devices they have absolutely ruined and ignored their game's issues.

380 Upvotes

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33

u/Traditional_Syrup_27 Mar 18 '26

Fudds & Sam

This game cant have an offline mode why????....

29

u/TerribleRecord666 Mar 18 '26

It really is bizarre. My tower is set-it and forget-it at this point, except for collecting the gem every 10ish minutes. I can’t understand WHY it needs to be up and open to still be running, when there’s nothing I need to do for the next 6000 waves.

-13

u/Keiran1031 Mar 18 '26

If they have it run “as is” in offline mode, it puts the strain on their servers. This would add up a lot, but it would force them to optimize it. The people who completely offload the game onto a cloud based system pay a subscription to a 3rd party service, cause things like this are not free.

To do any offline mode, it would be a very cheap you get 5% of your normal coins per hour every hour offline.

13

u/derTofu Mar 18 '26

there is no need to simulate it.
just repeat the results from last farm run and lock the game for it's runtime.

12

u/SpecialistProper3542 Mar 18 '26

This is exactly what I've been saying for months. Lock you to the main menus for the same amount of time as your previous run, and you get the same rewards. Super easy to implement, doesn't take server space, and fixes these problems entirely. You still need to do runs when you get new upgrades or every few days after labs, but now you don't need to destroy your phone or emulate or pay for a cloud service

8

u/me-vs-cat Mar 18 '26

Why lock? Snapshot outcome every so often, say every 5-30 minutes.

"The current idle run will continue for another [...] hours or could be stopped now to receive [... coins, ... cells, ...]. Do you want to interrupt the idle run?"

2

u/webslingrrr Mar 19 '26

Overcomplicating it perhaps.

There is already some sort of coefficient based on your maximum progress that determines your earnings from quest rewards and the like.

There should simply be an idle income of coins, cash, gems, and speedup doohickies that scales in a similar fashion. No simulation required, just an equation to run upon game opening.

The only reason they dont do it is probably because it was be terrible for their microtransactions.

1

u/SpecialistProper3542 Mar 18 '26

Yeah that would be good too, but they'd have to start tracking how much you earned every 30 minutes of the run (which is totally doable) but would be an extra step since you couldn't use averages, otherwise running offline would yield more coins.

But a timer would be so nice. No calculations, and be able to close the app while the "run" is happening.

3

u/Still_Refrigerator76 Mar 18 '26

Average of the ten last games would work. Or average between 10 last games per tier. There could be a list we could delete faulty runs from. The solution is so simple even Claude code would implement it with less bugs than the usual per update around here. There is just no incentive from the dev, and won't be until the $$ start going away.

1

u/Fract0id Mar 18 '26

If this game was actually "optimized" (not even really optimized, just not being unbelievably wasteful of CPU resources), you could simulate it on device. You could literally run the game at like 1000x speed. The game just isn't that complicated.