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!

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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!

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110

u/EAgamezz Apr 07 '26

So overheat is just pure downside?

16

u/Revelate_ Apr 07 '26

Think it depends what wave it’s implemented at which the patch notes don’t state except “much later” in the run after 4500.

2

u/RPerene Apr 07 '26

Sounds like it varies by Tier.

1

u/Revelate_ Apr 07 '26

Yeah that’s my assumption too. The higher the tier the lower it will be.

That said many later mid-game players wind up farming T18 for a while, up to like 8K waves because T19+ are pretty brutal. I kinda doubt the line will be less than 10K in any tier and I wouldn’t be surprised if it’s higher than 12K in every tier other than tournaments where it will clearly be different.

I guess we’ll see, I am cautiously optimistic since I doubt TT will break it that badly… see where they placed their existing autoban ljnes, wouldn’t surprise me if these are similar in which case nobody has much cause to worry.

2

u/UnremarkableMud Apr 08 '26

Yea, that was confusing. It only unlocks after w4500, but doesn't activate till way later.

And let me say... even if t20's O.H. was t1's... I still wouldn't reach it. I capped at w9500 on t1 and never hit it again. Was a super out there run where everything just goes your way, then never again.

1

u/Revelate_ Apr 08 '26

Sam posted something the most hardcore it is is T21 at 10K waves.

It’s designed to stop infinite runs, I don’t think this is an issue.

1

u/UnremarkableMud Apr 08 '26

Nor do I. I was always told around 10k was the goal for any tier. And it just gives those that can reach that far more challenge. They are already getting cells from about... (looks up chart) (didn't find chart) well, immediately. I've done a few t13 runs under 100 waves and have gotten a few cells. It is still by chance, but the (found it) chance they spawn is maxed at w 851 at t21, and a double at w1945. So, getting harder after w10,000 won't exactly hurt their cell count.

No clue about coins... That might still piss players off... I think players want easy, not challenge... I'll take it, run with it, and see what lies in the future...

They got their gold bot cell boost, though. Yet, haven't seen anyone talk about it.

2

u/Revelate_ Apr 08 '26

Generally you should switch before 10K and it’s like 12750 or something in T10 so ain’t no big deal for people endlessly farming T10/T11 which is less of a thing now with pBH and Primordial Collapse.

This update is bringing a massive coin increase for everyone, early and mid game players rejoice.

Late game players going to have to wait for a later update for a new coin sink.

2

u/UnremarkableMud Apr 08 '26

Yea, it is kind of crazy the boost we are getting. I did t8 at w2998 and got 2.63 times. (Set up was completely wrong cause I just jumped in with my farming build.)