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v29.1 Patch Notes - October 13, 2026

Writer: TTG Community
TTG Community
Oct 13
3 min read

Hello Tower Defenders! We have a minor update coming later on this week, and plan to be fully rolled out before this weekend's tournament. This update includes tournament adjustments, some quality of life improvements, a new lab, some anti-cheat system improvements, and bugfixes. Let's dive into the changes!


Tournament Adjustments

We have a number of tournament changes in this update in response to feedback from v29's tournament update. These changes will be live for the weekend tournament. Remember, these changes are isolated for tournaments only, and should not affect your non-tournament runs:


  • Demon Mode, Second Wind, and Viking Funeral now have a maximum amount of waves after activation. The limit is determined by a time limit or a number of waves of activation, whichever comes first.

  • Viking Mastery is buffed to activate on all death saves (Demon Mode, Nuke, Death Defy, and Second Wind)

  • Energy Shield and Wall must both take at least two waves to charge. If you are still within two waves of charging, the value will stay at 99%

  • The Wave Speed Up mechanic for Gold and up will only end if you've used up all of your shields (Smart Demon Mode, Smart Nuke, Energy Shield, Second Wind)

Security, Save Data, and Leaderboard Improvements

In this release, we put in some work under-the-hood to improve save data integrity and anti-cheat systems. These changes won't be visible to most players, but it will help reduce cheater activity and make it easier to keep the leaderboards clean. We also did a big ban wave recently. :hammer: Big thank you to everyone who has reported cheaters and suspicious accounts!


Changelog

  • If you have full uptime on an Ultimate Weapon (Golden Tower, Chrono Field, Black Hole, Poison Swamp), it fires immediately on run start.

  • Added 4 new Labs: Primary Module Bonus [Cannon / Armor / Generator / Core]

    • 30 levels, each increasing the primary module bonus stat from 1% to 30%

  • Added button to quickly level up Module Slots to the next Sub-Stat Effect

  • Standardized Stat Icons and descriptions across Vault and Encyclopedia

  • Updated descriptions for Ally and Attack Chips to make them clearer to their intended behavior

  • Moved the guild chat notification badge from the Guild icon to the Guild Chat button

  • Added a new toggle "Guild Chat Notification", set to ON by default

  • Added an info button to the Card tab to include drop rates

  • The Module inventory cap was increased from 300 to 350

  • Updated Vault Descriptions to better inform players of effects

Bugfixes

  • Guardian Chips no longer remain active while not part of a guild

  • Intro Sprint card now clarifies that no persistent currencies except Cash are granted during its duration

  • Fixed an issue where tournament rankings would appear inaccurately on new accounts

  • Tournament attempts should no longer require a restart to appear on the leaderboard

  • Spotlight missile animations now align better with actual impact

  • Flame Bot's AoE animation now accurately reflects its actual range

    • This will make the effect look larger for most accounts, but now accurately captures the existing range of the bot

  • Bots no longer appear in Synchronicity without being unlocked

  • Added functionality for Card Masteries to not be unlocked during a run, causing some unintended issues during its active battle

  • The Extra Orb distance no longer resets when restarting the app

  • Fleet "Overheat more fleets" spawns are no longer delayed by the Wave Skip card

  • Card Masteries should no longer take effect if unlocked while a run is active

  • Intro Sprint should no longer retrigger during an ongoing battle when the mastery is purchased

  • Fixed an issue where Module Slot's level remains orange after a module of a lower level cap is unequipped

  • Fixed an issue where Black Hole Size may sometimes be greater than expected on a new run when the previous Black Hole size was affected by Saboteur's ability

  • Fixes an issue where the Basic Ultimate Reduction lab was not applying accurate value reductions

  • Fixed an issue where Energy Net could fail to hit the Boss with Chrono Field + active

  • Fixed an issue where coins earned during battle failed to appear in the mission section until a mission reward was claimed

  • Fixed a visual issue where Restorative Bonus, while equipped, would appear to block the ability to level up a workshop upgrade during a run

  • Fixed an issue where the "Killed with Effect Active Orbs" and "Enemies Hit by Orbs" counts could become out of sync

  • Fixed an issue where the Modules count failed to get updated immediately after purchasing more Modules using Module Tickets

  • Uncommon modules should no longer be mergeable past Legendary+

  • Various minor UI and text fixes

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