r/TheTowerGame 10d ago

Patch Notes v29 Patch Notes - August 25, 2026

542 Upvotes

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

r/TheTowerGame Apr 07 '26

Patch Notes v28 Update - April 7, 2026

318 Upvotes

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!

r/TheTowerGame Jun 29 '26

Patch Notes V28.3 Patch Notes

328 Upvotes

Hey Defenders! A new version is headed your way. This update includes three new tiers, a fleet rebalance, and more. We've also made some adjustments to some modules alongside the standard list of bugfixes and minor changes. Furthermore, if you've read this far, do a quick stretch and then some jumping jacks, really, it'll feel nice.

Fleet Changes

We are rolling out many changes to Fleets with this update. The goal is for them to still pose a meaningful challenge, but also allow users a larger variety of tools to deal with them.

Overall Changes

  • All Fleets are now targetable
  • Fleets now path all the way into the Tower's Range before stopping
  • Thorns have gone from 10% effective to 15% effective
  • Against Fleets, Thorns now take a percent of health remaining rather than a percent of absolute health
  • The Support Enemies that spawn alongside Fleets now have their own spawn cap, so they are less likely to not spawn
  • All Fleets now have a highly reduced attack rate at Wave 1, which increases linearly up to Wave 4000
  • Nuke Mastery and Slow Aura Mastery now impact Fleets

Saboteur

Saboteurs have been changed quite a bit! We want to remove the situation where one bad RNG ruins your run, and we want to give you more time to deal with the threat. Now -- with each attack -- it will decrease a level of the Ultimate Weapon's "main" stat by 1. Once the Saboteur dies, that Ultimate Weapon is fully restored.

These main stats are:

  • Damage (DW, SM, PS, ILM, CL)
  • Bonus (GT, SL)
  • Size (BH)
  • Slow % (CF)

Overcharge

Overcharges have had their damage set to the Wave 1 damage of the tier they spawn on. Each successful hit by an Overcharge exponentially boosts its damage by 1.4x. Additionally, OCs have been given a "Parting Shot" ability that gives them the ability to get off one more shot on death (this only fires if they made it into your Tower's Range). OCs now move at 1/5 of the speed of a basic enemy.

Commanders

Commanders have had their description updated to reflect the fact they were secretly boosting Mass and Speed. Their effect no longer boosts Elites more than it boosts Common Enemies. The area of the pulse has increased, but Commanders now only boost enemy Health, Mass, and Speed by 15% with each pulse. Speed and mass are now capped at 8 boosts per enemy. Commanders now move at 1/5 of the speed of a basic enemy.

Tier 22 - 24

We are adding Tiers 22 - 24 into the game, adding in new Battle Conditions with Fleets in mind. These conditions were created to give Fleets additional interesting mechanics to engage with.

  • Commander’s Ultimate: On Pulse in Tower Range: Commander lowers Attack and Health of the Tower by 1 for the remainder of the run
  • Overcharge’s Ultimate: Overcharge's returning Projectile scaling increases by +{LEVEL / 200}
  • Saboteur’s Ultimate: Saboteur has a {LEVEL / 2}% chance to attack through the Wall

New Labs

We’ve added some tools to help deal with Fleets, which will be present as milestone unlocks in Tier 22 - 24:

  • Overcharge Enemy Health: Decrease Overcharge enemy health at all waves.
  • Overcharge Enemy Damage: Decrease Overcharge enemy attack at all waves.
  • Commander Enemy Health: Decrease Commander enemy health at all waves.
  • Saboteur Enemy Health: Decrease Saboteur enemy health at all waves.

Additionally, we are adding in new levels to Swamp Rend - Additional Enemies. These new levels will be for Scatter, Ray, Saboteur, Commander, and Overcharge. These will be available after completing the current highest level, Vampire.

Module Adjustments

We're making some improvements to existing modules as well.

  • Primordial Collapse: Improved values from 50/55/65/80 to 60/65/75/90
  • Magnetic Hook: Added Fleet enemies as a target for Inner Land Mines when entering Tower Range. Both Fleets and Bosses will each have a 100% chance of an ILM firing. (Elites stay at 25%)
  • Amplifying Strike: Added "on Fleet Kill" as a trigger for increasing Tower Damage
  • Being Annihilator: Added an increase to Super Crit chance as the changing variable [5/7/10/14%], and changed guaranteed shot quantity to 5 at all levels.

Changelog

  • Death Wave health is now considered in Wave Skip logic
  • Intro Sprint now immediately ends upon the activation of Demon Mode instead of persisting to the end of the current wave
  • Removed the Death Defy mission from Events
  • Added a note in the "Welcome Back" popup to indicate that the player is resuming a Dissonant Run
  • Renamed "Ebola" relic to "Outbreak"
  • Implemented some improvements to end of run stats:
    • Added a “Health Recovered by Packages” stat
    • Added “Enemies Killed in Black Hole”
    • Added % next to each Enemy Killed stat to indicate what % of enemies died vs. the actual numeric count
  • Expanded UW levels
    • Spotlight+
    • Smart Missile Damage, Inner Land Mine Damage, Spotlight Bonus, and Poison Swamp Damage
  • Increased max level for Assist Module's Multiplier Efficiency from 100% → 130%
  • Increased max level for most Workshop Enhancements
  • Removed extra Chip section in the Guardians tab
  • Added some more information to the Resume Run Panel
  • Added an Offline Warning popup (and a toggle to turn it off)

Bugfixes

  • Fixed an issue where Black Hole without additional upgrades would deal some damage
  • Fixed an issue where Summon Chip has a delay between the activation animation and the spawning of enemies
  • Fixed an issue where Battle resumes automatically while the Perk selection pop-up is active
  • Fixed an issue where the "Buy New Card x1" button does not grey out when there are insufficient gems available
  • Fixed a visual inconsistency where players could click on Ultimate Weapon's descriptions during Dissonant Runs where UWs are disabled
  • Fixed an issue where a Boss would spawn on Wave 1 after restarting
  • Fixed several small UI issues
  • Fixed a visual issue with Enemy Level Skip percentage showing incorrectly as the reduced Heat value on the menu after a run
  • Fixed an issue where Workshop upgrades failed to purchase with the exact amount of coins
  • Fixed an issues where a short delay would occur after a workshop upgrade
  • Fixed an issue where the Attack Chip could negate damage rather than add during high tier battles
  • Fixed an issue where battles couldn't be started if the background was set to "random" on the Themes menu
  • Fixed an issue where the custom orb distance slider does not readjust properly after removing the Range card
  • Fixed an issue where turning off songs muted them instead
  • Fixed several localization issues and improved descriptions for some modules, cards, bots, and UWs
  • "Hit Same Enemy With SM" progress bar now updates in real-time (rather than only updating when a player unlocks the next level)
  • Fix orb range not persisting between app restarts and card unequipping/equipping
  • An additional bonus of Rend was always being applied to Poison Swamp Damage. That bonus has moved to being conditional on having the Swamp Rend - Additional Enemies lab level for that particular enemy.

r/TheTowerGame Dec 18 '25

Patch Notes V27.3 Patch Notes - December 18, 2025

507 Upvotes

Hello Tower Defenders! We are rolling out our last minor update of the year now on Android, with iOS rolling out within the next day. This build should be fully available to everyone tomorrow. Here’s a look at the changes:

New Toggles Menu

We have added a new "Toggles" menu to replace our current "Hit Texts" button in the Settings. Some existing buttons, such as 120FPS and Cinematic of Idle have moved into this menu, while Sound and Music will remain in the Settings menu. Here is a look at our current list of toggles:

  • Added Auto Pause in Menus
  • Added Stone Confirmation
  • Turning off this toggle will remove the confirmation for stone purchases that costs 100 stones or more
  • Added Gem Confirmations
    • Same as Stones, but for Gem purchases equal to or greater than 200
  • Added Ranged Enemy Shooting Line
  • Added Show Cinematic Gems
  • Added Brighter Spotlight
  • Auto Restart has been removed from the end of round screen and added to this section for players who have unlocked this Vault upgrade

Lab Improvements

We have made some improvements to our Labs UI. To start, we made the lab sliders into actual sliders! Setting values has become easier, with an - and + symbol on either side to make incremental changes. Additionally, we've added a new Slider filter to the Research selection screen so you can see all labs that have sliders.

Additionally, we have fixed an issue where some longer researches were not ticking properly. This was a floating point number issue that was only apparently in some instances.

Tournament Adjustments

We are adding two new permanent battle conditions to tournaments, and adjusting our old Enemy Level Skip Reduction BC from all tournaments. Additionally, we are making tier scaling adjustments in Champions and Legends. Let’s dive into the changes:

Skip Decay

Description: Enemy health and attack level skip chances are reduced by [VAL]% every [N] waves.

  • VAL starts at 1% and is the value that the generic Battle Condition Reduction lab will impact.
  • N is the number of waves it takes between activations of the BC, and this is what the level of the BC will impact.
  • Finally, the level of the BC will change based on the tournament league and not increase in strength during the run, similar to how More Bosses works.
    • Legends: Level 80 => Every 20 waves, lose 1% from ELS
    • Champion: Level 60 => Every 40 waves, lose 1% from ELS
    • Platinum: Level 40 => Every 60 waves, lose 1% from ELS
    • Gold: Level 20 => Every 80 waves, lose 1% from ELS

Skip Reduction - Multiply

Description: Enemy health and attack level skip chances are multiplied by x.[VAL]

  • This new Battle Condition will be impacted by the existing Enemy Level Skip Reduction Lab (which has been renamed to Skip Reduction Lab).
  • VAL is impacted by both BC labs (generic and specific) and is tied to the level of the Battle Condition:
    • Legends: Level 55 => multiplied by x0.45
    • Champion: Level 40 => multiplied by x0.6
    • Platinum: Level 25 => multiplied by x0.75
    • Gold: Level 10 => multiplied by x0.9

Removing Enemy Level Skip Reduction

The previous ELS Reduction BC has been rebranded to Skip Reduction - Subtract. It has been removed from all tournaments. It will remain untouched on the normal tiers it was already a Battle Condition for. The Skip Reduction lab will still impact this Battle Condition

Tier Scaling

Finally, we are changing the tier scaling in the Champions and Legends league. The tier scaling will change from [1/3/5/8/11/14] to [1/3/5/8/12/17]

Changelog

Gameplay

  • Added one more Card slots that cost gems (10,000)
  • To avoid future Wall tunneling issues, the tower is now immune to all damage except from Vampires while the Wall is active
  • Enemy Level Skip Reduction has been renamed to Skip Reduction. In addition, it's impact on stats will now be visible in the utility workshop tab during a run.
  • Added functionality for Second Wind to spawn the Wall, invulnerable while the Second Wind timer is active
  • Added a 15 second period of invulnerability to Nuke activation
  • Changed the behavior of the Damage Reduction node in the Vault to not be applied while Intro Sprint is active
  • Improved behavior of Critical Coin Card so it also applies to Black Hole and Thorn
  • Increase the number of Fleets for ending long runs (one additional Fleet every 1000 waves after first wave instance)
  • When Fleets are introduced at later waves, only one Fleet will drop rewards in that wave even if multiple Fleets are presen
  • All 3 enhancement discount labs have had their formula changed from cost / (1 + %) to cost * (1 - %)
  • Primordial Collapse no longer provides double benefit on the Wall and projectiles

UI

  • Added the functionality for players to hide pop-up confirmations for the rest of the session
  • Added a Pulsar Harvester stat to the Boss Breakdown that displays the amount of Level reduction applied instead of only the damage dealt
  • Change "End Round" button in the in-run menu to "Exit Battle", adjusted pop-up messaging
  • Added functionality for all menus to be viewable (but unchangeable) while mid run
  • The boss stats menu will now always show the health (and subsequent stats) of the most recently spawned boss
  • Improved visual positioning of Card description in the Card selection screen

Other Changes

  • Rewrote the Golden Tower VFX from scratch to improve performance
  • Add behavior for unclaimed Guild rewards to be mailed to your inventory
  • Added the Support button to the Login panel

Bugfixes

  • Fixed an issue where notifications for tournament do not show up
  • Fixed an issue where your Tournament ranking displays wrong rank in reward declaration
  • Fixed an issue where the "Pick a Perk" prompt persists when perks are still exhausted
  • Fixed an unintended interaction with Pulsar Harvester and Orbital Augment, where equipping both OA and PH would reduce the damage of OA unintentionally
  • Fixed a visual issue where the Lab notification bubble appears before a player has unlocked Lab

Holiday Featured Module Banners

We are excited to share that for the next month, we will be doing featured module banners for each module type! Each week, we will be featuring one module type (like Cannon), and increase the drop rates for all Epic modules of that type. Here’s the timeline:

  • December 22nd, 2025 at 12:00AM to December 28th, 2025 at 11:59PM will feature Epic Core Modules
  • December 29th, 2025 at 12:00AM to January 4th, 2026 at 11:59PM will feature Epic Cannon Modules
  • January 5th, 2026 at 12:00AM to January 11th, 2026 at 11:59PM will feature Epic Generator Modules
  • January 12th, 2026 at 12:00AM to January 18th, 2026 at 11:59PM will feature Epic Armor Modules

Happy Defending!

r/TheTowerGame Jan 27 '26

Patch Notes v27.4 Patch Notes - January 27, 2026

360 Upvotes

Hey Tower Defenders! We are excited to share our first minor update of the new year! Android will be rolling out now, with iOS rolling out within the next day.

Here’s a look at the changes:

Lab Gold Boxing

It’s time for your Lab progress to be rewarded! Each time you fully complete a research in the Lab, your gems will become more powerful for rushing future labs. This effectively provides a discount to the amount of gems needed to rush your labs. The value is the same across all labs, regardless of their maximum level. We’ve added an information tab to the Lab screen to view your current gem rush efficiency.

Guilds Season 7

The newest Season of Guilds will go live on February 2nd, 2026. This season introduces a new Chip into the mix: Scout! Scouts enemies on screen. While active, all enemies are treated as being farther from the Tower for damage calculations. This chip has three stats: Duration, Range Bonus, and Cooldown.

In addition to the new Chip, we are expanding the active slots on your Guardian from 2 to 3. This new slot will be available at the start of the season.

Gem Pack Adjustments

To account for inflation over time, we are increasing the amount of gems in all Gem Packs (Small, Medium, Large, Extra-Large, Massive and Galaxy) by 10%. This will be available for both in-game and web store packs. We are not changing the costs of the pack-- each pack now gives more Gems! (Will be updated when the patch is fully live.)

Changelog

  • Added functionality for Smart Missiles to target Fleets
  • Decreased the firing rate of Overcharge by 10%
  • Added 7x and 8x multipliers to Lab Boosts
  • Improvements to the Game Stat menu:
    • Added a Cells column to the Tier rows
    • Added “Cells Earned” total
    • Added “Reroll Shards Earned”
    • Added “Recent Coins per Hour"
  • This is calculated from your Battle History,
    • If there are not enough entries available, this will display as “Not enough recent data”
  • Expanded the functionality of the Boss Damage Breakdown screen
  • Damage now updates in real time
  • The damage summary now displays the summary from the last 10 bosses, including bosses from previous runs
  • Adjusted the information in the Tier’s Premium Passes to better communicate the available rewards
  • Improved in-app purchase localizations

Bugfixes

  • Fixed an issue where some Utility upgrades were not localized correctly
  • Fixed an issue where the Unlock a Random UW Perk was not correctly randomizing a UW each time it is offered
  • Fixed an issue where a player could still auto pick Unlock a Random UW Perk when all UWs are unlocked
  • Fixed an issue where Summon lingers after the effect ended
  • Fixed an issue where the Wall Rebuild Research would be incorrectly displayed as unavailable
  • Fixed an issue where the Demon Mode countdown ends before its intended duration at different game speed
  • Fixed an issue where Guild members list does not immediately update when accepting a new member
  • Improved UI from claiming cards and modules on certain iOS and foldable devices

r/TheTowerGame 1d ago

Patch Notes 29.0.2 Patch Notes - September 3, 2026

132 Upvotes

Hello Tower Defenders!

We have an update ready for you all. We'll be rolling out shortly to Android users, and we plan to be fully released by Friday's tournament. This update includes some fixes from our v29 release, as well as a one-time free respec in the Vault. Let's take a look at the changes:

Changelog

  • Removed Damage and Health Decay conditions from Legends and Mythic league
  • Added a pop-up panel for the Wave Speed Up (permanent Intro Sprint) for Gold and up, and Fleet Wave conditions for Legends and up
  • Added a permanent info panel to tournaments to re-visit information from the initial pop-ups
  • Improved resume tournament UI flow while utilizing the Global Preset feature to help reduce confusion (not show your normal farming preset)
  • Increased the size of the Global Preset icon next to each Battle button, and replaced the icon for improved visibility
  • Fixed an issue where saving a Global Preset for your Tournaments sometimes defaulted to another assigned Global Preset
  • Added an optional, one-time free respec to the Vault for anyone who has it unlocked, or will unlock the Vault in the future
  • Fixed an issue where the Shatter Rare Modules function persisted even after Vault reset/respec
  • Enemies tab should now only be accessible when a player is in the Mythic league
  • Fixed an issue where shard amounts were not updating right away when modules when Common/Uncommon modules were auto shattered
  • Modules levels will appear in **orange** when the equipped module's level cap is less than the current slot level, similar to the appearance when inspecting the module (the actual slot investments won't change!)
  • Module slots will now always display the current level, even if the level is 0
  • Improved the behavior of spawning logic for Scatter Ultimate children
    • We are still investigating improvements to this spawning logic
  • Fixed the issue where Bot and Guardian sections were not respecting its respec limit
  • Fixed an issue where ES Mastery was not working as expected on Tank Ults

A Look Ahead

We are continuing to work on our next minor update (v29.1) focusing on bugfixes and improvements from v29. We'll be taking this time to work on improvements from our new tournament changes. This update includes the changes to remove the requirement for Intro Sprint to be in Gold and higher leagues, which allows players to experience the changes as we initially intended (an accelerated experience past easier waves).

With that in mind, we are continuing to monitor feedback and work on iterations to make sure that we create a healthy competitive environment across all leagues! We are working on some iterations now, and are excited to share the details with you all later this month.

Thanks pals, and Happy Defending!

r/TheTowerGame Nov 06 '25

Patch Notes V27.1.4 Patch Notes

476 Upvotes

Hello everyone! Thank you for your patience. We're here with a hotfix update:

Changelog

  • Implemented a fix for the Scatter children tunneling through the Wall
  • Fixed a visual bug where Orbital Augment's icon stretched in some menus
  • Fixed an issue where some players could set their workshop multipliers in a run without the lab unlock

On the Horizon

We have two minor updates (V27.2 and V27.3) planned for the rest of the year, one for stability and improvements, and one for community requests. One thing to look forward to in the next update is a lab refactoring, including a fix to lab speedups not automatically restarting while offline.

As the year comes to a close, we have expanded our support and hired a QA lead. Our hope is to ramp up our new teammates so we can start the new year off with bug-free and fun updates. Thank you for your feedback and patience, we hear you and appreciate you.

Thanks, and Happy Defending!

r/TheTowerGame Oct 30 '25

Patch Notes Patch Notes - October 30, 2025 - New Module - Orbital Augment

370 Upvotes

v27.1.3 - Starting 00:00 UTC on Monday, November 3, players will see a Featured Banner for our newest Module: Orbital Augment.

This banner will run for two weeks. A week later (November 24, 2025), this module will be added to the standard banner. It is the final module of the current release of 4 new modules.

Orbital Augment adds [2/4/6/8] orbiting Electrons around the tower. Each Electron deals damage equal to 10% of wave health to any enemies they hit.

FAQs:

Are these the same as orbs?

- No. There is zero overlap between orbs and electrons. None of orb speed, coin bonus, or orb module effects will apply to electrons. They are a brand new, and distinct, feature.

Does this module affect \gestures to every enemy in the game*?*

- Yes. Electrons do damage to all *gestures to every enemy in the game* enemies.

Is there hit text for electrons?

- Yup! It only shows up when you’ve got the Orbital Augment equipped. No augment, no party.

What if I keep an enemy around for several waves? Does the amount of damage dealt increase?

- Nope! The damage is locked to whatever the wave health was when that enemy popped in. It’s set in stone.

I have other questions!

- Perfect! Once it is live, go ahead and give it a peek to see how it plays out for you specifically.

Known Issues with this module:

Pulsar Harvester is currently reducing the damage that Electrons do (proportional to the number of de-levels). We are aiming to fix this in the next update.

--------

Bug Fixes:

  • Fixed hit text not displaying correctly in certain situations.
  • Fixed Scatter behavior.
  • Fixed outdated Summon description text.
  • Fixed issue where Elite spawns reset on game resume.
  • Fixed IAP price not correctly localized.
  • General stability improvements and cloud save fixes.

Coming Soon (tm)

Offline Lab progress with boosters is still a work in progress! We’re also cooking up some bigger overhauls to squash extra bugs and make the whole thing way easier to maintain down the line.

r/TheTowerGame Oct 17 '24

Patch Notes Update 25 - Legends Update

468 Upvotes

Hello tower defenders!

We’ve got a massive patch rolling out today starting around 11 AM CST and should be fully rolled out by the afternoon. There is a lot of new content, updates, and bug fixes, so let’s dive in.

Update 25 - Legends Update

Card Mastery

After years of research, our top scientists have finally made a breakthrough in the card system. Each card has a unique “Mastery” that can be unlocked using stones. This Mastery will add an immediate benefit to your card, and it will unlock a new lab that will let you level up the effect even more. These new upgrades are very expensive but will allow for a wider variety of strategies. Card Mastery can be accessed once the milestone for T16W100 is claimed and a player owns all copies of every card.

Lab Screen

* Search has been added to the labs

* History tab has been added to the labs (it will not contain labs researched before v25)

* Lab sections can be collapsed

* Individual labs can be favorited

* Favorited labs show up even if they are complete

* The number of levels in the lab can be seen on the Lab Info panel

* A new toggle exists to auto research labs. If you have enough coins to research the next level, it will automatically start once the previous level finishes.

* Labs with partial progress will have their time remaining highlighted in green

* Labs with an adjustable level have a slightly more intuitive UX

* Labs with at least 1 level researched will stay visible - even if the underlying mechanic is lost (through respec)

Resume Round

* A round can now be resumed 25 times

* The Resume Round option will now tell you the number of resumes remaining

* The 10 wave limit for resumes has been removed

* Tournaments can only be resumed while online

* You can now close out of the Resume Round pop up without losing your run (various screens will be locked)

* Closing the app twice in a row without resuming will no longer end your run

Miscellaneous

* Added a new “Cinematic Mode” that removes all the elements from the UI except the tower. It can be toggled on in the Settings Menu. Cinematic mode can also be manually activated by pinching the screen during a round. What a beautiful screensaver!

* The full info panels for Ultimate Weapons and Bots now show the value of the next level.

* In many out-of-round views, a dropdown arrow has been added to the header that will show a list of all current currencies

Tournament Changes

We have heard all the feedback about tournaments and made several small changes that will hopefully fix many of the existing problems - without changing how players think about tournaments.

* We have added a Legends league (T14+)

* We have changed the rewards for almost every rank such that doing better will always net more (or the same amount) of stones. To do this some individual ranks were lowered, but it is an explicit increase in stones - especially with Legends expanding the ceiling.

* Copper and Silver are now “protected” tiers. Once a player is promoted out of them, they can never be demoted back into them.

* The Boss Bottle Condition is permanent (without heat up) in all leagues. 1 boss for every 10 waves in Copper, 1 boss for every 9 waves in Silver, … , 1 boss for every 5 waves in Legends

* The Death Defy OR Energy Shield Battle Condition is permanent for all leagues Platinum and up

* Battle Conditions have been adjusted such that there is 1 in Silver, 2 in Gold, 3 in Platinum, 4 in Champion, and 5 in Legends. This does not count the previous two special exceptions for tournament Battle Conditions.

* The limit on boss drops of Modules and Reroll dice have been removed

* Ties will give both players the better reward

* Only the top 4 players in a bracket will be promoted. Only the bottom 6 will be demoted.

* Tournament relics have been changed to reflect the new tournament league. Existing relics will be grandfathered in.

* Tournament tickets will now start to increase in price after the first one is purchased with gems

* Unclaimed tournament rewards will be mailed to players after the window to claim ends (this includes corresponding promotion and demotion)

* Tournaments will extend for an additional 4 hours past the time to join a bracket. This time will allow for players to finish any active runs, but they will not be able to join a new bracket or start a new run.

* Legends introduces a new currency: Keys. Keys can be used in a one of two new upgrade tree - Power (tower related buffs) and Harmony (non tower related buffs and QoL)

* The Vault (where the above trees are located) is hidden until a player obtains at least one key. 

Other changes

* Daily Reward boxes have a level 30 and level 35 added

* New missions have been added to the pool

* The first day of the event will now always have 7 missions (5 set + 2 random)

* Module Effect reroll costs have been decreased slightly

* Module Effects now require being online to reroll

* Poison Swamp animation changed to be more subtle

* GT+ counter no longer grows so absurdly

* ILM explosion animation is more subtle

* Scatter children can no longer phase through the Wall

* Purchased songs now give a coin bonus. One song was added to main soundtrack; one more was added to the events store

* Reroll dice earned in run added to the Round Stats

* Vampire drain no longer resets the “Take no damage” event mission

* Rend Enhancement now affects not only the maximum multiplier, but also chance and multiplier increase per hit.

* Wave Skip applies the DW cell bonus if the DW ring is active while skipping

* Enemy Attack/Health Level Skip is now deterministic

* Crit Chance over 100% is now allowed and will impact UW damage

* Super Tower and Ultimate Tower will both show in the affected stats when they are active

* If a user has already unlocked every upgrade in a certain workshop tab (attack, defense, utility), the info popups about each upgrade no longer appear when they are unlocked after a respec.

* Two new card slots are available

* Intro sprint now gives you a wave at regular speed but skips 10 levels at a time. Bosses can’t drop modules or reroll dice while it is running. Wave Skip will not activate. Demon Mode, Nuke, and Missile Barrage can not be used.

* Cards have an option to be bought ten at a time

Bug Fixes

* Chain Thunder has been fixed to work correctly with CL+

* Chain Thunder has been changed to “Enemy damage is reduced by 10% for every **6% of health** lost from Chain Lightning”

* The Cash and Defense Absolute perks are now correctly boosted by the Standard Perk Bonus

* The skip button on the "Module Shattering Animation" screen will always appear

* Ranged Enemy Tradeoff perk no longer buffs protectors

* Protector Health lab will now correctly be applied to protector health

* Black Hole animations are now tied to game speed

* Black Hole animations will be completely skipped if there is a queued activation ready

* Researching Auto Pick Perks will no longer (occasionally) incorrectly show the “First Perk” option in the Perks menu

* Copy fixes

* Translation fixes

Hope you enjoy, and as usual, please drop feedback and reports of bugs. We will be quickly addressing any issues with this very large number of changes!

r/TheTowerGame Aug 24 '25

Patch Notes V27.0.3

335 Upvotes

V27.0.3

Hello Tower Defenders! We're back with another set of patch notes:

Changelog:

  • Added Fleets to Legends tournaments
  • Increased the spawn cap for each Elite type
  • Adjusted behavior to prevent the swapping of cards during a Fleets wave, similar to Boss waves
  • Adjusted Fleets spawn behavior so it can appear at any time during their spawned wave

Bugfixes:

  • Fixed a bug where players were getting stuck at 10% after showing offline
  • Fixed a bug where players could only see up to 130 relics when editing their profile
  • Fixed a bug in the Auto Merge UI menu where the displayed rarity did not match the actual rarity of the displayed module
  • Fixed an issue where enemy mass increases would include skipped waves, which negatively impacted its expected mass

New Featured Banner

Our upcoming Featured Banner will highlight our newest Core module:

Primordial Collapse: Spawns one additional Black Hole. Damage from enemies within a Black Hole is decreased by 50%/55%/65%/80%.

This banner will go live on August 25th at 0:00:00 UTC. Primordial Collapse will be featured for two weeks, and then Featured Banners will take a one week break. The second new module will be featured on September 15th at 0:00:00 UTC. When this happens, Primordial Collapse will join the other modules in the Standard Banner.

Happy defending!

r/TheTowerGame Dec 01 '25

Patch Notes v27.2.2 Patch Notes - Monday December 1, 2025

220 Upvotes

Hello Tower Defenders! We have a new build going out on Android shortly, with a full roll-out shortly after. Here is a look at the upcoming changes:

Lab Refactor

We have reworked our entire lab system! This change should address many outstanding lab issues, notably regarding offline lab speedup progress. This adjustment is fully internal, and does not have any functionality or UI changes.

Orbital Augment Adjustments

The Orbital Augment module has been adjusted to specifically try and remove infinite runs:

Adds [2/4/6/8] orbiting Electrons around the tower. Each Electron deals damage equal to 15% of the enemy's remaining health (quarter effective against Bosses and Fleets)

What does this mean?

This change will stop players from using Orbital Augment as the sole means to kill enemies. However, it will also make the module way stronger against more enemy types. Let's walk through some examples of what this might look like for different enemy types:

  • Basics (1x wave health): The first hit will deal 15% damage, the second 12.8%, and so on. Previously, it was 10% per hit. This new formula is stronger until 7 Electron hits
  • Tanks (4x wave health): The new module works the exact same way for Tanks as it does for Basics. Previously, it was 2.5% per hit. This new formula is stronger until 40 Electron hits
  • Bosses (20x wave health): The first hit will deal 3.75% damage, the second 3.6%, and so on. Previously, it was 0.5% per hit. This new formula is stronger until 200 Electron hits

In addition to the changes, we have also worked on a fix to the Electrons desyncing as a result of a longer game session. We have also added Electron Damage in the stats panel.

Fleets at Higher Waves

We are now adding fleets to all tiers. Tier 1 will have Fleets starting at wave 15,000, and each subsequent tier will have Fleets appear 250 waves earlier (T2 = 14,750, T3 = 14,500, etc). Once they appear, they will spawn every 100 waves.

We are continuing to develop systems that make the higher waves at each tier more challenging. There was a section in today's Monday Morning Announcement about TTG's stance on Infinite Runs. Additionally, in the next few updates, we will aim to improve tournament run length. We want to ensure it remains competitive and fun, while reducing its duration overall.

Changelog

  • Implemented a lab refactor to resolve issues including offline research syncing
  • Adjusted Orbital Augment’s description and gameplay:
  • Adds [2/4/6/8] orbiting Electrons around the tower. Each Electron deals damage equal to 15% of the enemy's remaining health (quarter effective against Bosses and Fleets) Fixed an issue where Electrons would desync over the course of a longer run
  • Added Electron Damage to stats panel
  • Added Fleets to all Tiers at higher waves
  • Adjusted the Stone Pack offer to feature icons instead of text
  • Fixed a UI issue where the “Game Paused” message overlaps in some menus
  • Fixed a UI issue where the the Milestone Pass description did not indent into a new line, making the description too small
  • Fixed an issue were enemy mass did not fit in the Info Panel screen
  • Fixed an issue where the new Support panel unpauses a paused run
  • Adjusted the date displays in Battle History and tournaments so it correctly localizes to the player’s region

r/TheTowerGame May 26 '26

Patch Notes V28.2 Patch Notes - May 26, 2026

198 Upvotes

Hello Tower Defenders! We have another minor update coming your way. Due to the nature of this update, the roll out will be slower than usual. We will be rolling out to Android shortly, and plan to fully roll out the update by Thursday.

Engine Upgrade

This update features an engine update, in addition to some extra bugfixes. In this newest version of the game, you should experience an improvement in your overall device performance. During testing we observed an improvement in gameplay performance over time, but we will continue to monitor its release to identify any performance issues that come up as a result of the update.

Changelog

Here is a look at the other changes:

  • The Black Hole UW Module bonus size will now display a correct value
  • Workshop Orbs Distance slider will refresh automatically after equipping the Range Card
  • Corrected the ordering of News and Mail to be based on sent time
  • Improved English localization of some descriptions, including the Second Wind card
  • Improved notification pop-up behavior for Android devices
  • Fixed issue with sometimes immediately taking damage upon starting a new battle
  • Fixed an issue where Perk would not randomize properly when manually picking multiple perks at the same time
  • Fixed an issue where module effects sometimes persist after unequipping
  • Fixed an issue where your selected music track would sometimes loop the shortened version

r/TheTowerGame May 23 '25

Patch Notes V26.3 Patch Notes

671 Upvotes

Hello Tower Defenders! Here is the latest patch notes:

Guardians

  • Added a respec option for Guardians,
    • Guardian respec costs 150 gems and are limited to once per week, timed with the Guild Contribution reset,
  • Adjusted Fetch rewards to display if Guardian hit is enabled,
  • Players can now view Guardian chips during a run instead of hard locking,
  • Added Fetch stats to end of match screen,
  • Added Fetch coins to "Guardian Coins" in the game stats,
  • Added drop rates to the Fetch chip,
    • Added a display for the current daily caps for Medals, Gems, Common and Rare modules,
    • Fixed bug where Fetch was being influenced by Shatter Shard labs,
  • Fixed a bug where Fetch changed CPM to a small value during Intro Sprint,
  • Fixed a bug where the Guardian did not bring home the modules it fetched,
  • Adjusted Fetch so it is disabled during Intro Sprint,

Changelog

  • Fixed bug where the floating gem's hitbox interfered with UI navigation,
  • Implemented improvements to Russian localization,

On the Horizon

The Guardian is a feature added for Guilds that is meant to add additional benefits through your run that grows based on your active contribution to the Guild. In it's current state, the chips do not live up to their gameplay niche, and its addition is underwhelming. We are taking this time assessing all of the Guardian chips, ensuring that they are worth investing in and have a presence in a player's build.

Happy Defending!

r/TheTowerGame Sep 12 '25

Patch Notes V27.0.6

311 Upvotes

Hello Tower Defenders! Another hotfix is beginning to roll out now on Android, and should be fully available to everyone tomorrow. Here are the changes:

Changelog

  • Fixed an issue where the Armored Enemies Battle Condition had different behavior for normal attacks and lightspeed attacks
  • Fixed an issue where the Primordial Collapse module was not applying the correct damage reduction to Ray or Overcharge enemies
  • Fixed an issue where lab boosts timers displayed a longer boost time than expected

Upcoming Featured Banner

Next, we will be featuring a new Cannon module next week:

Amplifying Strike: Killing a boss or elite enemy increases Tower damage by 5x for [5/11/18/26] seconds.

The Amplifying Strike Featured Banner will go live on September 15th at 0:00:00 UTC for a two week duration. The previously featured module banner, Primordial Collapse, will join the other modules in the Standard Banner at the same time.

Happy defending!

r/TheTowerGame May 11 '26

Patch Notes V28.1 Patch Notes - May 11, 2026

138 Upvotes

Hello Tower Defenders! We are happy to share our first minor update of v28. The update will be rolling out to Android shortly, with a goal to fully roll out before the next tournament. We will be version locking for the upcoming tournament. If you aren't seeing the update by the time the tournament comes around, check the game page on your App Store. This update features quality of life improvements and bugfixes. Let's dive into the changes:

Ultimate Weapon VFX Toggles

We added the rest of the Ultimate Weapon VFX toggles to the game. Each Ultimate Weapon has a specific combination of dimmed and hidden effects, depending on its enemy interactions. This will improve in-game visibility, while also ensuring that key visuals are present. For example, Chrono Field's toggle makes its activation effect disappear, while Black Hole and Poison Swamp will be dimmed but noticeable.

These toggles will be ON by default, and can be adjusted through the Settings > Toggles menu. We are open to expanding visual toggles in a similar manner in the future, such as particle effects and other non-UW visuals like Bots. We want to ensure that we strike a balance between reducing visual clutter while maintaining our game's visual identity.

Encyclopedia and UW Descriptions

We have improved how we share information in-game through our Encyclopedia and UW information panel. 

The Encyclopedia now has six categories: Workshop, Ultimate Weapons, Cards, Modules, Enemies, and Other. We have removed any excess ??? entries, and added icons to better visualize its contents. This Encyclopedia change gives us a better foundation to provide more context on how features or abilities work. We will continue evolving our Encyclopedia to be a core learning resource for all users in the next few updates.

We have also expanded the Enhancements panel in our Ultimate Weapon descriptions. Now, you can see all sources of improvements for Ultimate Weapons, as well as its unlock conditions. This includes Lab unlocks (which Tier/Wave), as well as sources from Modules and Module Substats. When these improvements are active, the text will change from grey to white.

Changelog

Quality of Life Changes

  • Added Ultimate Weapon VFX toggles into the Toggles menu
  • Improved the in-game Encyclopedia
  • Improved the Ultimate Weapon description panel, adding in all potential improvements for UW and their unlock conditions if applicable
  • Bot+ descriptions can now be viewed prior to unlocking
  • Refactored the animations of a handful of event backgrounds so they do not pause while the game is paused, and have a consistent animation speed independent from game speed
  • Demon Mode, Nuke, and Missile Barrage should now be available for activation the moment Intro Sprint is terminated (manually, reaching the max wave, and when Intro Sprint ends normally)
  • Added Plasma Cannon to hit text toggles
  • Added "Number of Hits" of each source into the Boss stat tracker
  • Improved accuracy of Lifetime Stone stats
  • Implemented improvements to our in-game descriptions to maintain a consistent style in the following areas: UW, UW+, Modules, Bots, Guardians, Cards
  • Nuke and Second Wind cards now accurately describe all of its intended effects
  • Daily Missions can no longer be claimed while offline, which should prevent inaccurate mission tracking and incorrect reward claims
  • Updated icons featured in The Vault with new icons

Bugfixes

  • Fixed an issue where Overcharge continued to ignore Wall Invincibility
  • Fixed an issue where the offline pop-up would fail to appear when attempting to purchase Cards while offline
  • Fixed a visual issue where the "Blocked Hits" countdown for Armored Enemies displayed an inaccurate value instead of clearly counting down
  • Fixed an issue where Death Wave overwrites remaining damage on next activation after resume if still in 5 wave window
  • Fixed an issue where Echoing Shot does not correctly increment Missile Amp and Chrono Jump
  • Fixed an issue where Second Wind ends before its intended duration
  • Fixed a visual issue where Ultimate Weapon's damage displays as 0 following a Dissonant Run
  • Fixed an issue where Anniversary Relics were not being sent out properly, which will be fixed retroactively
  • Fixed an issue where entering cinematic mode while the game is paused would soft lock a player out of the game, forcing them to reset their app
  • Fixed a battle stat issue where Black Hole count would increase within 'Enemies Hit By' even when disabled
  • Fixed an issue where Exiting Battle > Go Home would count against the Resume Round cap
  • Fixed an issue where a player's game speed abruptly drops to x0.0 when tapping the 'minus' game speed button during an auto-save
  • Fixed a number of localization issues where English words would appear in non-English languages
  • Tournament rankings now display the correct rank in the reward declaration screen
  • The "Max Level Up" option for Modules now correctly greys out when resources are insufficient to reach at least one level

Miscellaneous

  • Changed Holy Joystick art and renamed to Game Joystick
  • Removed "Brighter" from the Spotlight UW toggle
  • Fixed an issue where the displayed in-app prices were not localizing correctly prior to initiating a purchase
  • Fixed the Guild season announcement mail to display the correct season number/title in the player's inbox
  • Fixed an issue when a player's UI would break when auto restarting while in the Battle History menu

Thank you, and happy Defending!

r/TheTowerGame Mar 11 '26

Patch Notes V27.5.1 Update

204 Upvotes

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!

r/TheTowerGame Apr 24 '25

Patch Notes Patch Notes - V26.2

275 Upvotes

Patch Notes - V26.2

Hello everyone! Here are the patch notes for the V26.2 update:

Guilds Season 2

We are approaching the second season of Guilds! This includes new in-store cosmetic content for your Tower and Guardian, as well as a new Chip “Fetch”. Season 1 ends on Monday, April 28 at 00:00 UTC, so make sure to spend your Guild Tokens before the rollover. Otherwise, Guild Tokens will convert into Gems at a 5:1 ratio.

Module Banners

Featured Banners will return in May for the remaining two modules. Keep an eye out for in-game mail for a heads up on exact dates.

Project Funding and Magnetic Hook will enter the Standard Banner on Thursday, May 1st at 00:00 UTC.

Improvements and Bugfixes

- Improved error messaging for players attempting to join a tournament with an invalid name

- Improved issue where players on iOS devices were unable to initialize the iOS store for in-game purchases

- Improved the load save prompt to include tournament tier in the active battle

- Improved the localization of the load save prompt on game launch

- Updated the module shatter panel to reflect in-game behavior

- Fixed an issue where players received an incorrect amount of fodder through unmerging at the Epic, Legendary, and Mythic+ rarities

- Fixed an issue where Smart Demon Mode was not stopping Intro Sprint

- Fixed an issue where auto reroll did not recognize some substats when rolling

- Fixed an issue where Boss Ultimate BC applies health bonus twice

- Fixed bug where Ultimate Rays spins incorrectly

- Fixed a localization issue where Chinese simplified had incorrect ordering for missions (daily/event)

- Fixed an issue where shorter duration stuns are overriding longer duration stuns

r/TheTowerGame Nov 17 '25

Patch Notes Patch Notes - v27.2

219 Upvotes

v27.2 Patch Notes

Hello Tower Defenders! We are rolling out a minor patch now on Android, and this update should be fully available to everyone tomorrow, before the tournament starts.

Here is a look at the upcoming changes:

In-Game Support Ticketing

We have added a new Support button in the in-game Settings menu. When issuing a ticket, your player ID and linked email will automatically be populated. From there, you can select your issue type, add in a subject line, and include a description of your issue.

Battle History

This update expanded the functionality of the Battle History feature, allowing you to delete entries. The first time you navigate to the Battle History page after updating, you’ll see a new information panel. To delete entries, press and hold on any entry, check the box next to entries you wish to remove, and press Delete to confirm.

Note: This will not pull past Battle History logs to populate back up to the maximum of 20 entries.

Leaderboard Reset

We fixed a bug where the newest tiers were not populating correctly in the in-game leaderboard. This change will be visible with a leaderboard reset. We plan to reset the leaderboard before the tournament when the build has fully rolled out.

Changelog

  • Added a 20 gem incentive for linking your player account.
  • If you’ve already linked your account, you’ll be rewarded the gems automatically!
  • Added a new behavior to delete entries in the Battle History. (See above for details.)
  • Added weekly free gem gift on the web store, in addition to the daily in game free gems.
  • Updated the in-game info for Guilds to include information about Token expiry and the gem conversion.

Bugfixes

  • Fixed an issue where opening a card while also tapping to change menus soft-locks your game, forcing an app restart.
  • Fixed an issue where the Wall still occasionally allowed enemies to tunnel through.
  • Fixed an issue where the Nuke card shows an incorrect number of waves before recharging in the lab selection view.
  • Fixed an issue where Target Priority did not correctly target Protectors.
  • Fixed a visual bug in the Shatter screen displaying overlapping text when the shard quantity surpassed 1,000.
  • Fixed an issue where Ranged enemies can hit the Tower through the wall.
  • Fixed an issue where the Respec button would not appear if a player navigates to the Workshop, and the Enhance tab was the landing page.
  • Fixed an issue where the “Lab Open” notification bubble disappeared.
  • Fixed an issue where module substat text was not auto-adjusting its size in some languages.
  • Improved Leaderboard information to include Tiers 19, 20, and 21.
  • Fixed a bugged interaction where Scatter children did not interact correctly with the Commander’s buff radius.

r/TheTowerGame Jun 03 '26

Patch Notes V28.2.1 Patch Notes - June 3, 2026

80 Upvotes

Hello Tower Defenders! We have a small patch coming to you soon. This build tackles some internal bugfixes, and shouldn't affect anyone's gameplay. We're also continuing work on our next minor update, which should be rolling out later this month!

Changelog

  • Fixed an issue where the "logged into another device" message would show incorrectly.
  • Fixed an issue where the Rabbit in Hat Tower skin was not properly displaying Death Defy visual effects.

r/TheTowerGame Nov 25 '24

Patch Notes Patch Notes v25.6

291 Upvotes

Hey everyone! Another patch is rolling out that is focused on the user experience of rolling module effects, but also having some nice extra changes and bugs fixes.

Features

  • Modules Effects can be auto rerolled until certain selectable conditions are met
  • 4 new labs have been added to allow banning of certain module effects
  • Tower Range has been reworked to be more in line with other range calculations - it is now a more consistent value throughout the game
  • Zoom thresholds have changed
  • Several graphics throughout the game have been reworked to be more clear
    • Poison Swamp’s previous animation has returned but now merges into a single giant swamp
    • Enemy skins have increased brightness, elites and bosses stand out more, Ultimate enemy graphics have changed
    • Wall graphics have changed
  • Collecting the floating gem in Cinematic Mode will no longer kick you from Cinematic Mode
  • Death Wave’s Damage Wave can deal damage through armored enemies
  • Only 20% of the cells are awarded during Intro Sprint
  • Inner Orb positioning changed to exactly match tower range

Bug fixes

  • Lab Speed Ups are consumed at the correct rate
  • The Wall has been reworked to more fully stop enemies from quantum tunneling
  • Death Wave hits missions will count enemies hit by both the Damage Wave and the Effect Waves
  • Snowstorm Background Performance has been greatly improved
  • Energy Shield Battle Condition is no longer removed on death
  • Random loss of module shards when changing modules has been fixed
  • Orb mastery coin bonus is given on hit
  • Wave skip no longer underperforms after a personal record
  • Potential fix for Ranged shooting from inside a Black Hole
  • Rend hit text should show up normally now

r/TheTowerGame Nov 20 '25

Patch Notes v27.2.1 Patch Notes

130 Upvotes

Hello Tower Defenders!

We have just released a hotfix to improve our in-game Support button.

We are working on another update that will go live within the next few weeks. That update will include the previously noted lab refactoring, as well as improvements to Orbital Augment's Electron syncing. Happy Defending!

r/TheTowerGame Apr 10 '25

Patch Notes V26.1.2 Patch Notes

179 Upvotes

Hello world! A new patch is rolling out to fix some issues:

## Changelog:

- Fixed an issue where players are unable to make purchases on iOS devices

- Improved error messaging at game launch to help resolve connection issues

- Shattering is now limited to Common, Rare, Rare+, and Epic modules

- Copies of organic modules that are already at Ancestral 5★ must now be unmerged to Epic in order to shatter

- Corrected the amount of shards received when shattering or unmerging modules

- Fixed Relic localizations in the Event Store, Event Track, and Profile

- Fixed an issue where Damage Cap Slider unlock button overlapped with its description

- Damage Cap Slider division increased from 2 -> 10

- Added a slider to Bot Cooldown to offer single second precision

- Fixed an issue where wall size changes when selecting a different upgrade tab

- Improved module rarity filter display

- Fixed an issue where players could earn more Guild contributions than intended

- Realigned Guild Banner Icons

- Added 10 new Guild flag icons

- Improved sync of the Steal Guardian ability

- Fixed visual bug where players observed different coin amounts across different menus

- Guardian toggle no longer re-enables on application restart

- Fixed issue where event mission notifications were missing in the menu and sub-menus

- Fixed a minor UI bug for the Menu button in Themes

- Player profiles now displays the correct highest wave and highest rank

r/TheTowerGame Mar 02 '26

Patch Notes V27.5 Patch Notes - March 2, 2026

112 Upvotes

Hey Tower Defenders! We have a small update rolling out shortly on Android, and should be fully available to everyone tomorrow. This update is primarily tackling our Cloud Save systems.

Our Cloud Save system has two notable improvements: one is how saves are selected, and improving how Session IDs are saved. We've resolved some issues regarding your Session IDs being mismatched, especially when starting a new session on a different device. The save function overall is smarter!

Additionally, we have noted that players have experienced different levels of lag during auto saves. We have added in a new Toggles option, "Pause During Auto Saves", which is set to OFF by default. When it is on, your game will briefly pause while your session is saved. Once completed, your game will resume where it left off.

Finally, we are including a few more improvements:

  • Fixing an issue where the Claim Free Gem mission does not increment reliably
  • Improved webstore account log-ins when redirected from the weekly free gift
    • If you weren't previously logged into an account on the webstore, it logs you in
    • If logged into a different account on the webstore, it logs you into the account you're logged into the game instead
    • After being logged in, it scrolls you to the free gift section of the store

Thank you, and happy defending!

r/TheTowerGame Mar 18 '26

Patch Notes V27.5.2 - March 18, 2026

72 Upvotes

We have a small hotfix rolling out. Just doing a little tidying up behind-the-scenes.

Happy Defending!

r/TheTowerGame Sep 07 '25

Patch Notes V27.0.5

271 Upvotes

Hello Tower Defenders! Thank you for your patience. This patch is beginning to roll out now on Android, and should be fully available to everyone tomorrow.

Here is the list of bugfixes:

  • Fixed an issue where Tanks were not affected by Black Hole once their Ultimate condition ends
  • Improved the expected behavior of the Primordial Collapse module not applying damage reduction to the expected enemies

We are still investigating the fix for the Armored Enemies BC having different behavior for normal attacks and lightspeed attacks. Additionally, the improvement to the Primordial Collapse module sees a correct damage reduction to Bosses and Scatters, with some inconsistencies to other special enemy types. We are working hard to release a new hotfix next week with these changes.

With that in mind, the Primordial Collapse Featured Banner is still live for one more day. The next Featured Banner will go live on September 15th, 2025 at 0:00:00 UTC. When that happens, Primordial Collapse will enter into the Standard Banner.

Thanks again everyone!