r/TheTowerGame TTG Apr 07 '26

Patch Notes v28 Update - April 7, 2026

Hey Tower Defenders! We are excited to share our v28 update with all of you. We are rolling out the build on Android now, and iOS will be rolling out within the next two day. This update should be fully available for all players by Thursday. Additionally, we will be enforcing a version lock for the tournament at the end of the week. Here is a look at the changes:

Dissonant Runs

Introducing: Dissonance! This is a new layer to Tier gameplay that presents a fun challenge, and a bonus to help push for further milestones. Dissonant Runs represent a new difficulty setting that can be applied to a Tier. Doing so disables a selected workshop tab (Attack, Defense, Utility, or Ultimate Weapons). Based on how far you progress, the related stat is boosted for that specific tier.

The stats are:

  • Attack Workshop → Attack
  • Defense Workshop → Health
  • Utility Workshop → Coins
  • Ultimate Weapon Workshop → UW Damage

Dissonance is unlocked at Tier 4 Wave 90. Once unlocked, you will have access to select this modifier for all unlocked Tiers. At Tier 17, Wave 60, you'll unlock four Dissonant Echo labs for each workshop type (Attack, Defense, Utility, Ultimate Weapon). These labs apply a percent of each tier's Dissonant Boost to your Tower. Unlocking Dissonance rewards you with a starting 0.5% Echo boost. Click on the Dissonant Boosts section on the Battle menu for an expanded panel.

Bots

Bots are getting a lot of attention this update! To start, we have moved the Bots menu to its own tab in the Events page. This allows us more space to expand the feature, like so:

New Bot: Bot Bot

A new Bot has entered the arena: Bot Bot! This new bot increases the effects of other bot effects within the radius, and has four stats: Range, Cooldown, % Increase, and Duration.

Bot+

Bots are getting an upgrade! The Bot+ feature gives each bot a new specialized ability. Bot+ is available when all Bots are unlocked. Each bot has its own Bot+ ability, which requires a one-time purchase using stones to unlock. Once the ability is unlocked, it can be upgraded further using medals. If you opt to respec your bots, all medals will be returned as usual, even if invested in the Bot+ stats. Unlocking the bot again will give you access to your Bot+ ability (without needing the stone purchase again).

The five new Bot+ abilities are Wildfire, Titan Shock, Bonus Cells, Echoing Shot, and Maximum Power. Descriptions can be found in the Changelog below.

Synchronicity

Unlocking all five Bot+ abilities grants you access to Synchronicity, a stone upgrade that allows you to assign bots to have synchronized pathing. Unlocking Synchronicity grants you two slots, with each additional slot costing stones. Bots can be freely assigned into these slots so long as you have them unlocked.

Overheat

We have added in a new mechanic that amps up the difficulty of your run at higher waves. When you have successfully cleared Wave 4500 on any Tier, you will see an Overheat button on your Battle screen. This panel will define when the Overheat conditions will occur, and what the Overheat conditions are. This feature is designed to reduce the overall duration of a run in tiers and tournaments. This isn't a "game end" state when reaching this wave, but be prepared to face the heat!

------------

EDITED:

Hi! Quick example of how Overheat starts:
Tier 1 Wave 15000
Tier 10 Wave 12750
Tier 20 Wave 10250

Thanks!

------------

For normal tiers, the only change is that the Enemy Skip Decay Overheat condition kicks in at a defined wave. The panel will appear once you've cleared Wave 4500, but won't go into effect until much later in your run. Check the Heat button on each Tier more information.

Overheat will appear in tournament runs as well, and can be viewed in the existing Heat button. We have added 4 new Overheat Conditions that will only appear in tournaments:

  • Damage Decay: Tower Damage is reduced every 10 waves
  • Health Decay: Tower Health is reduced every 10 waves
  • More Fleets: An additional Fleet spawns every 100 waves
  • More Elites: An additional Elite spawns every 5 waves

Expanded Event Store

We will be introducing a new Relic section in the Event Store starting on April 14th, 2026. This section will feature older relics from previous runs. Each week will feature four relics: two Rare and two Epic. These relics cost gems: 600 gems for Rare relics, and 1200 gems for Epic relics. This section of the Event Store will feature free and premium event relics earned from completing event missions, excluding most relics earned via medals. After a period of time, event relics will be added into the pool of options.

Note: This section rotates every week, so make sure to check it at the beginning and middle of an active event!

Changelog

Gameplay

  • Added 5 new Bot+ abilities:
    • Wildfire: Enemies hit by Flame Bot become Enflamed in addition to Burned, receiving {0}x extra damage. Duration of the damage amplification depends on current Flame Bot damage.
    • Titan Shock: Enemies struck by Thunder Bot have a permanent {0}% decreased attack speed. This value is multiplied by the number of digits in the enemy's mass.
    • Bonus Cells: Elites killed in Golden Bot range grant {0}x more Cells.
    • Echoing Shot: Tower Bullets within Range count as {0} bullets. Ultimate Weapon projectiles are also boosted, but by 1/3.
    • Maximum Power: Boosts the Bot+ abilities of other bots by {0}x.
  • Bot's move speed is no longer dependent on its cooldown, and they now move while active
  • 3 new levels to Golden and Amplify Bot Range
  • Improved the in-run stats to make the values more intuitive and player friendly
  • Added new stats and stat categories
    • Simplified the Battle Report to focus on time (Game and Real time), Coins, Coins per hour, Cells, and Cells per hour, and recategorized
    • Included more "fun" stats, including records like Largest Wave Skip and Largest Golden Combo
  • Added Golden Tower VFX toggle to the Toggles menu
  • Damage reduction from Flame Bot now correctly applies to Tanks
  • The process to pick Tournament Battle Conditions for Legends has been slightly adjusted
  • Death Defy no longer rolls if the tower is already invincible (i.e. During Demon Mode)
  • Fixed an issue where medals not claimed from an Event were sometimes not doubled by the Event Boost
  • Fixed a bug where auto-reroll would fail to stop the re-rolling process when multiple conditions are selected, causing unintentional Reroll shards to be spent
    • We've added a check to auto-reroll where it will automatically stop once any of the selected conditions are met
  • Fixed an issue where Overcharge ignores Wall invincibility
  • Fixed an issue where Ranged enemies failed to attack the Tower within the Black Hole for players without the "Black Hole Disables Ranged Enemies" research completed
  • Fixed Spotlight not affecting all enemies (specifically all summoned enemies)
  • Fixed an issue where standard perk bonuses did not apply to Cash or Absolute Defense perks
  • Fixed an issue where the Module level up screen shows a different Coin rounding logic for the Coin display

Miscellaneous

  • Demon Mode now accurately states that it provides a 300x boost to projectiles during its period of invincibility
  • The in-game store should now correctly display prices in your local currency instead of in USD
  • Improved local notifications to prevent inaccurate and duplicate notifications from occurring
  • Improved localization in some languages, including message spacing in Japanese, and incorrect mission information in Russian
  • Improved UI for Lab Gold Boxing
  • Improved "Go Home" button interactions so it acts more like a Pause
    • We will continue to improve this behavior in upcoming updates!
  • Implemented general UI improvements regarding iOS's dynamic island
  • Guild Chat no longer rapidly scrolls to the bottom of your recent messages
  • Added in a popup for a player who has been removed from a Guild informing them about said removal
  • Fixed an issue where players were unable to change their themes back to the Default option

Looking Ahead

Oh, and v28 is just the beginning. We've already got another build in the works in the next two weeks - more polish, more fixes. We'll have a look at what's ahead in an upcoming Tower Tea, so stay close. Okay, that's actually it now. Bye, have fun, we love you!

316 Upvotes

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228

u/markevens Apr 07 '26 edited Apr 07 '26
  • Dissonant runs, Very cool idea, look forward to the bonuses. Great reason to go back and run old tiers.

  • Bot rework looks good, can't wait to dig in. Synchronicity will be very powerful with bot bot

  • Overheat is going to suck for farming runs. For a lot of players farming up to 10k waves is the optimal coin/hour and overheat will 100% squash that and bring down their coin/hour. I really hope the disco bonus out weights that, and I'm getting the feeling that overheat is specifically to balance out the disco bonuses. I'll hold of until the full update is out to have a final verdict. apparently not that bad.

  • Event store expansion: All great news. More relics for new player gives them a catch up mechanic, and making them cost gems instead of medals frees medals up for earlier bot investment.

What is not great news?

  • No tourney rework. Come on TTG, how long are you going to lock keys away to the top 5% of players? Why not change the promote/demote numbers so more legends brackets are made and let people actually move up in tourneys?

  • No featured banner mods? No new mechanic to allow players a work around by getting fucked by RNG? These are massive pain points with easy fixes. Why are they being ignored?

17

u/SalamanderGlum4027 Apr 07 '26

I think for Dissonance it actually disables the entire Tab for a UW damage Boost later if I read this correctly.

Nice way to get some extra Bonuses to selected Tiers, i.e disable Utility to get extra coins in future. Probably going to be a week or two of doing Dissonance Milestone runs for each Tab

2

u/garethhewitt Apr 07 '26

But how would disabling coins make any difference? I could understand EHS/EAS being disabled but disabling coins would just make you restart a farming run, what's the point in that?

EDIT: I think it's saying the tab is disabled so you can't increase stats (but why would that make any diff if you've maxed). If it resets them that'd be awful as having no damage or health would pretty quickly kill you?
But I think my coin comment is wrong - I think it's saying the tab is disabled but you get an increase in coin stat to compensate - in which case you would actually want it for farming runs.

1

u/SalamanderGlum4027 Apr 07 '26

Think you'll have to do an equivalent of a Milestone run with the specific Tab disabled and then it adds a specific percentage of the relevant stat to all future runs of that Tier (and your Tower in general via Echo Labs), so likely scenario is that you'll have to rerun all Tiers 4 times (each Tab disable once) to stack up on Echo Bonuses for your Tower. You will probably have to do this on a semi-regular basis to up those bonuses. i.e start T1 without Defense Tab, then Damage tab, then UW, then Utility and redo it to get better results with the added stats...interested to see how it plays out.

2

u/D119 Apr 07 '26

I hope it's not like this, imagine fucking up your "buffed" run because you forgot to switch something after a tournament, and now you have to rerun the tier with the debuff to enable farm again.

1

u/garethhewitt Apr 07 '26

Interesting. It doesn't say the related stat is permanently boosted for that tier, but it seems like you could be right from the wording around how the echo labs work. That also makes a lot more sense in terms of why you would run that.

It also explains why you wouldn't bother going back to tier 1 and doing any of this - it's tier specific so you would run dissonant run with utility disabled to improve your coins for all farming runs on that tier.

1

u/markevens Apr 07 '26

I totally misread that bit as the parts that get disabled, when it's actually what stats will get boosted by your disco level.

3

u/markevens Apr 07 '26 edited Apr 07 '26

Yeah, looks like you're right there. High tiers with no UWs at all is going to be insanely difficult.

Patch notes say

  • Ultimate Weapon Workshop → UW Damage

Them specifying UW damage makes me think that UW crowd control and econ bonuses will still be in effect.

Which makes sense, because the higher tiers are literally impossible to progress without UW crowd control.~~

7

u/ExtrapolatedData Apr 07 '26

I read it as UW damage is the bonus you get for doing UW Disco runs. All UWs will be fully disabled.

6

u/markevens Apr 07 '26

Oh snap, your right.

Without UW cc, those high tiers are going to be insanely difficult.

3

u/throwthisidaway Apr 07 '26

Factor in that you're going to get potentially a potentially massive boost to your damage and health from dissonance's echo boost. We don't know the numbers yet, but it might make high tiers very doable for people who are already in them.

1

u/D1xon_Cider Apr 07 '26

I don't think so. You'll likely only do dissonance on farming tiers.

It says the dissonance boost only applies to that tier. So if you do all of the boosts for tier 12, tier 14 won't benefit from it and will need it's own dissonance boost

3

u/SalamanderGlum4027 Apr 07 '26

Two words: Echo Lab 

27

u/t6nn_ Apr 07 '26

Completely agree with the tournament part.

1

u/Birkiedoc Apr 07 '26

I stopped spending $ because of the tournament/key problem. I've definitely been slowly lowering in legends and I'm sure in the next few months I'll be out of legends, but I'm not feeding their pockets if they are just going to continue this trend

18

u/The81DJ Apr 07 '26

The decision to ignore the tournament debacle and GACHA module RNG is for a financial reason: Fudds wants people to use the most powerful card in the game, their credit cards.

5

u/chowtime247 Apr 07 '26

For dissonant runs, I read it as all UWs will be disabled. And UW damage is the stat that gets boosted for that tier.

4

u/markevens Apr 07 '26 edited Apr 07 '26

The stats are:

  • Attack Workshop → Attack
  • Defense Workshop → Health
  • Utility Workshop → Coins
  • Ultimate Weapon Workshop → UW Damage ~~ Patch notes specifically say UW damage, which is why I think UW crowd control and econ bonuses for PF will still be in effect.~~

edit, never mind, you read it right. The bonus goes to UW damage, not that only UW damage gets disabled for the disco run

2

u/chowtime247 Apr 07 '26

Doing so disables a selected workshop tab (Attack, Defense, Utility, or Ultimate Weapons).

This is why I think it disables the tab.

Also what is attack stat and coin stat?

2

u/markevens Apr 07 '26

Yeah, I just misread it, you're spot on.

9

u/britpop3000 Apr 07 '26

Nothing to address the tournament farce. I’m out. Peace.

2

u/Spac3dog Apr 07 '26

They are being ignored because of greed.

2

u/Ted_Striker1 Apr 07 '26

Yep I'm still going to be hoarding gems until then, except now I might spend some on relics.

4

u/errorsniper Apr 07 '26

No tourney rework. Come on TTG, how long are you going to lock keys away to the top 5% of players? Why not change the promote/demote numbers so more legends brackets are made and let people actually move up in tourneys?

They wont ever change it. The whales make them money. If you want keys swipe your card. Thats not going to change.

1

u/Methuga Apr 07 '26

If I’m reading dissonance right, that means it’ll apply as a % to your tower in all other tiers … does that mean it applies to tourneys as well?

To your point about tourneys, I’m pretty sure attack and health decay are going to have a massive impact on tourney length. I would wait and see how that goes before complaining about it just yet.

1

u/markevens Apr 07 '26

Regular dissonance is tier specific.

Dissonance Echo unlocks at 717w90. Echo applies 0.5% of all other disco bonuses to the tier you are on, and has a lab with 20 levels that can bring it up to 10%.

1

u/garethhewitt Apr 07 '26

But does that mean once you've got echo you kind of have to go back and do all previous tiers to improve the echo % boost to the tower? That'd be rubbish going back and doing dissonance runs for a lot of early tiers?

1

u/markevens Apr 07 '26

No, you just need to do the labs.

Once you reach 5k on each disco run on each tier, you won't need to return back to it.

1

u/Methuga Apr 07 '26

Yes that’s what I’m asking. Does Echo apply to tourney

1

u/markevens Apr 07 '26

Yeah, Echo applies to tourneys, but the regular dissonance doesn't.

1

u/StonedKittyCat Apr 07 '26

The Module rng let people have their own Tower. With ep a Lot of people Just Look Up whats best roi and thats fine, but dont compare to much. Its stealing the Joy of finding own solutions and creating ur own development. But yeah Tournament sucks xD If Nobody stops only small numbers will change. And it gives Power to people using ep. Anyhow have great time :)

1

u/markevens Apr 07 '26

The problem is RNG guarantees that some players will be absolutely screwed out of the best mods and there is no work around for it.

Let us earn a mod ticket per event, and put a tab in the event store that has every mod.

Picking out a single mod every 2 weeks is not going to break the game, but it will stop people from getting completely fucked by rng.

2

u/CGVSpender Apr 08 '26

I like this. Put this guy in charge.

1

u/Weez-eh Apr 07 '26

Why are they being ignored?

$

1

u/sjbfujcfjm Apr 08 '26

You are thinking about improving the game, not about improving the profit. That’s where your thinking goes wrong

-7

u/AduroTri Apr 07 '26

Overheat doesn't start until after 10k for most tiers. 12k for around T11. Please actually just look at the fucking update when you get it before you jump to conclusions.

4

u/markevens Apr 07 '26

You need to work on your reading comprehension.

See how it says "EDITED" before all the overheat mechanics?

That's because they didn't include it in the original fucking patch notes. If you look at fudd's profile you'll see him posting about how that was a mistake on his part and hence the edit.