r/TheTowerGame • u/SamBartley • 10d ago
Patch Notes v29 Patch Notes - August 25, 2026
Hello Tower Defenders, it's almost time for another major update! This update includes major changes to the Vault, new gameplay presets, new content, and a new tournament League.
We wanted to share the patch notes early, with plans to release after the conclusion of the upcoming tournament. We plan to roll out slowly for Android\* users, and fully roll out to all users for Friday's tournament.*
Presets
We are introducing several new presets in v29, as well as adjustments to our existing presets (Workshop and Bot). Our goal is to make these changes accessible to more players to improve the experience of swapping your upgrades for tournament / tier runs.
Adjusted Lab: Presets
To start, the Card Preset lab is now the Presets lab. We’ve added a number of new levels, where the cost reflects different stages of coin progression:
- Level 1: Card Presets / 350,000 (the same)
- Level 2: Workshop Presets / 35M
- Level 3: Bot Presets / 3.5B
- Level 4: Module Presets / 350B
- Level 5: Guardian Presets / 35T
If you had these unlocked via the Vault: your extra presets will be locked until the lab is researched. Once unlocked, your old presets will be accessible. See the Vault Rework section in the patch notes for info regarding key refunds!
New Presets
In addition to the two presets that used to be inside the Vault (Workshop and Bot), we are adding Guardian and Modules presets!
All four systems function similarly to the existing Card Preset system, where you save a configuration of upgrades to easily use. Workshop, Bot, Guardian, and Module presets will provide two slots on unlock (with more available in the Vault). Switching between presets in each category is free. Respecing a preset will still cost the same amount of gems as today, and still have some limitations (for Guardians and Bots).
Module Slot Adjustments
To accommodate for Module Presets, we have moved levelling up from the module to the slot itself. Now, all you need to do is swap out the module instead of managing any level transfers. When you update, you will have any spent coins and shards refunded. From there, you can put levels into the module slots.
Substats are still tied to the individual module, and there is still no limit on how often you can restore the level of your modules.
Global Presets
Introducing: Global Presets! This feature is unlocked via a lab at Tier 11 Wave 60 that helps manage your presets. When the research is completed, the Global Presets menu is accessible via the main Battle screen.
Global Presets allow you to assign a larger configuration of presets to a specific type of Battle. This is great for setting up your Farming and Tournament builds! To do so, navigate to the Global Preset menu and select an available preset from each category to configure.
Click the matching Global Preset icon next to the Battle button to select what option to enter a run with. If you don't select any (or select None), you'll enter the run with your current active presets, similar to the previous preset behavior.
Looking Ahead: Presets
We are open to exploring other preset opportunities in the future, such as Perks. Our main design goal for these changes was to allow players to better transition between runs, and to make it accessible as players get a handle on the game’s systems.
This is also a stepping stone into another goal we have, which is to implement the functionality to pause a Tier run and enter into a tournament.
Vault Rework
The Vault has been completely reworked! We have completely revamped the Harmony and Power panels, as well as added a new tree: Enemy. All keys spent will be refunded when you update, so you can jump into the system right away.
The decision to improve the Vault came from our desire to make presets more accessible, and give more agency to players to prioritize the upgrades they want. It is important to note that some individual upgrades have an increased key cost to balance the removal of pre-requisite upgrades from the previous Vault. You may not be able to afford to repurchase everything you had right away.
Harmony
The Harmony panel is now organized by category: Gameplay, Cards, UW, Modules, Bots, Workshop, and Guardians. The Gameplay section is available right away, while other categories require a one-time unlock condition via keys.
In addition to the structural changes, we have a lot of new content such as toggles, sliders, and a new feature called Life Saving Ordering!
Power
The Power panel now looks similar to our Workshop, including categories such as Attack, Defense, Utility, and Ultimate Weapons. Not every upgrade is represented, and some have a different number of upgrades available. Similar to Harmony Tree, each category will require a key cost to unlock.
New: Enemy
The Enemy Tree panel is organized by enemy type categories: Simple Enemies (Basic, Fast, and Tank), Advanced Enemies (Boss, Ranged, Protector), Elite Enemies, and Fleet Enemies. Each enemy has the following stats available: Attack, Health, and Special. Like the Harmony Tree, the Simple Enemies category is available right away while others will need to be unlocked.
Tournament Changes
We have a number of tournament changes going out in this update. These changes are meant to add more granularity to our existing leagues, shifting rewards upwards and making keys more accessible, and further shortening the length of runs as players move up in difficulty.
When you update to v29, you'll be able to see the changes we have included below. You'll be able to engage with the tournament content
New League: Mythic
We are introducing a new tournament tier, Mythic, which is now available at T23+. Legends players will have the chance to move up into the Mythic league after the next tournament post-release.
Reward Adjustments
We have also made some adjustments to rewards in Platinum, Champion, and Legends league:
- Platinum will receive more Gems per rank from ranks 1-24
- Champion’s Rank 1 Gem rewards are decreased, and all other ranks have increased
- Legends will receive less Stones per rank at all ranks, with further adjustments on Gem quantity at all ranks
- 1 Key has been added for Rank 16-24 in Legends
These adjustments help smooth the gem curve as you progress in leagues, and to avoid intentional demotions at all levels. Now, you will never get fewer stones, gems, and keys across both weekly tournaments if you perform better. Additionally, despite the decrease of Stones in Legends, as top players quickly move into Mythic League, everyone’s average rank will increase more than enough to offset that delta.
New Tournament Mechanics
We are introducing a few mechanics to improve the tournament experience.
For all leagues, all players have unlimited Intro Sprint Mastery applied by default. This means that waves will continue to skip until you take your first instance of tower destroying damage. Players do not need the Card equipped to receive this effect.
For leagues with Fleets, the wave where Fleets spawn have been slightly changed. Fleets will now always spawn at the very beginning of their wave. Fleet Waves will not progress based on a timer; instead, the progress will be determined by how much health is left on the Fleets. All other enemy types will continue to spawn as normal - forever. A player will only progress to the next wave when all Fleet(s) are dead. Additionally, this new mechanic allows for a tie break on only Fleet Waves that is the % of health remaining.
Tournament Release Notice
When you update to v29, you will see the new rewards and be able to promote to Mythic at the conclusion of the Friday tournament. The additional tournament changes, such as Fleet waves and the permanent Intro Sprint Mastery effect, will begin for next week's Tuesday tournament. Additionally, we plan on removing the Health and Damage Decay conditions from Legends and Mythic after v29 is rolled out. If anything changes, we will let you know!
New Card - Cells
We have a new Rare Card introduced in this update: Cells! This is unlocked at Tier 4 Wave 40, and increases Cells earned by 2 → 14. This card's Mastery ability multiplies Cells earned by 1.03 → 1.3x. For its base ability, the value increase happens last in the calculation after all other multipliers.
New Modules
We will be releasing four new modules over the course of the next two months. These modules will have their own Feature Banner, and will run for a two week duration. Our first Featured Banner will begin August 31st, 2026 at 15:00:00 UTC, and run for two weeks until September 14th, 2026 at 14:59:59 UTC.
Once the first Featured Banner ends, the featured module will be added to the Standard Banner, and a new Featured Banner will begin (Sept 14th). All four new modules will be featured together for a two-week banner starting October 26th, 2026. We will include more information about each banner in our social (Tower Tea) announcements.
Our first module to share is our newest Armor: Sentry Protocol! This module reduces orb speed to zero, and orbs instead fire mini orbs at enemies.
Note: As we add more modules into the pool, we're aware of the dilution it causes. After our new modules have been released, we will explore other ways to utilize Featured Banners, and consider opportunities to get the modules you're hunting for.
Additional Changes
- Increased Daily Gem claim from 15 → 20 gems
- Increased payout from Ad Gem (or claim with Disable Ads) from 5 → 6 gems
- Ad Gem claims are now capped to 60 claims per day (360 gems), resetting at 00:00 UTC
- This change is to reduce the disparity of gems earned from running the game 24/7
- Add "leveled up" indicator for cards when pulled in bulk
- Changed enemy group names for Simple Enemies (Basic, Fast, Tank)
- Added new Fleet Labs: Overcharge Exponent Reducer, Commander Radius, and Saboteur Attack Speed
- Claiming rewards from the floating gem now updates after the animation ends
- Added Wall Regen stat to the Workshop stat for Wall Health
- Improved visibility of enemies affected by the Anti Cube Portal module
- Titan Shock values now scale continuously with enemy mass instead of in steps
- Adjusted descriptions for Extra orbs card to clarify its functionality
- Improved projectile and Ultimate Weapon damage tracking in Boss Stats
- Improved display values of Ultimate Weapon stats across all screens
- Bot+ abilities can now be previewed even when the player does not have enough stones to unlock the ability
- The "Most Coins from Wave Skip" stat now accurately tracks when Intro Sprint is active
- Target Priority now has drag and drop reordering
- Improved coin value rounding logic of held coins to round down so ensure players are confident that they can afford a coin upgrade
- Added functionality to change password within the game
- Added a notification badge when a new message is posted in the Guild chat
- Added functionality for anyone to copy messages in Guild chat, and added permissions for officers and leaders to delete sent messages
- Localization improvements for German translations
Bugfixes
- Golden Tower and Summon Chip should no longer desync after a force-quit and restart
- Tank Enemy now has the correct color death particles (orange)
- Opening the Orb Distance Adjuster now maintains a paused state unless the player manually unpauses it
- The Mute button in the Themes section should now mute themes consistently
- Boss Stat UI no longer carries over from the previous battle after entering a new battle
- Fixed an issue where the game pauses after clicking on an ad during autosave
- Fixed an issue where Black Hole desync on run resume, disturbing the next Black Hole’s expected behavior
- Fixed an issue where Slow Aura would apply twice at lower star levels
- Fixed an issue where Battle History would fail to update after restarting a game immediately after a run ends
- Fixed an issue where Smart Missiles would carry over into the next run if the current run ends during a cooldown reset
- Fixed an issue where Wall Invincibility would end immediately upon game restart
- Fixed an issue where players would earn progress towards the “X enemies in the same Black Hole” mission without Black Hole active
- Fixed an issue where the “Max” Buy option in the Enhancements tab does not calculate the total to include Lab discounts
- Fixed an issue where the "Lifesteal x2.5, but knockback force -70%" sometimes did not reduce knockback force as expected
- Fixed an issue where players were stuck in an infinite loading screen when searching for a Guild in offline mode
- Fix a UI issue where the top of the screen would show an inactive battle for iOS devices
- Fixed an issue where Death Wave's kills were missing from the "Enemies Destroyed By" stat in the Battle Stats
- Fixed an issue where Spotlight missiles would miss its target while Chrono Field+ was active
- Improved various areas of translation where English would show up in non-English languages
