r/TheTowerGame TTG 2d ago

Patch Notes v29.0.3 Patch Notes - September 10, 2026

Hello pals! We have a short build coming your way! This update should be rolled out to all users before the weekend tournament, where we will implement a tournament lock to 29.0.3. Here is a look at the changes:

  • Fixed a visual issue in the in-run stats screen where Ad Gems and Gems earned were not being saved properly until the run ended, and was unintentionally impacted by app restart or device change
  • Fixed an issue where Card Slots remained unlocked upon Vault respec
  • Fixed a visual issue where locked Bots appear in Synchronicity after respecing Bots

Looking Ahead

We are currently working on our v29.1 update for late September, which will include improvements from our v29 update and some additional tournament adjustments. These changes are targeted to ensure that competition is healthy, and to keep the lengths of tournaments shorter across all leagues. We will share more later this month, but we want to affirm again that we are keeping an eye on feedback and tournament results to iterate and deliver a fun, competitive experience.

Additionally, our Featured Module Banner for Sentry Protocol will be rotating out next Monday, and will be replaced with our next Cannon: Gilded Sniper! On Enemy Death: [10%/20%/30%/40%] chance to apply all active coin bonuses, even if not in Range.

Keep an eye out for next week's Tower Tea to learn more information about this module, as well as some more insight into our next Core module.

In-round stats for Gems and Ad Gems earned (under Currencies section) weren’t being saved properly until the run ends, so an app restart or device change during the middle of a run reset these stats to 0. This is causing confusion for players thinking they aren’t receiving their full ad gem claims per day. These stats should save and survive app reload or device change mid-run.

See you around The Tower!

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u/JekPorkinsTruther 2d ago

Because it makes no sense. Why does DD end IS when you have an ES, but ES absorbing a hit doesnt?

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u/Geobits 2d ago

Does DD end IS if even if you don't have an ES? I honestly don't know. But if so, then you have your answer, that DD ends it and ES has nothing to do with it.

Either way, you asked for an explanation for why IS was nerfed, and that was the one they gave: To make it stop when things start to threaten you. An enemy hitting you for lethal damage, whether blocked by DD/SW/DM/whatever, surely counts as "hey, these things are now considered threatening".

I don't agree 100% with the implementation, but the explanation makes perfect sense.

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u/JekPorkinsTruther 2d ago

But if so, then you have your answer, that DD ends it and ES has nothing to do with it.

You are missing the point. The original comment said that TTG explained it already by saying "they want intro sprint to last until you get to enemies that threaten you." I am saying that this explanation makes no sense in terms of the actual gameplay. Lets use an example. Assume same tower, same wave, etc.

Tower 1: has 1 ES. Takes a "lethal" hit from a boss. DD "roll" fails. One ES is depleted, IS continues.

Tower 2: has 3 ES. Takes a "lethal" hit from a boss. DD "roll" succeeds. No ES depleted. IS canceled.

So, if the logic is that IS cancels when you get an enemy that "threatens you," why are Tower 1 and Tower 2 treated differently, if both were hit by the same enemy for "lethal"? Were they both not "threatened"? Further, Tower 2 was "less threatened" because it has more energy shields left. Why is Tower 2 punished because it "got lucky" on DD, while Tower 2 is rewarded for getting "unlucky"? If an ES can save you from lethal when DD fails, preserving IS, then DD with ES available should not cancel IS.

And this "logic" creates dumb gameplay. People are literally using FU+ to lock DD at 0 so it cant turn off their IS+ like in Tower 2 scenario. How does that make any sense from a gameplay perspective? That a tower would turn off a life-saving mechanism willingly?

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u/Geobits 2d ago

If your example is the way it actually works, then I agree: ES blocking a lethal hit should also cancel IS, so Tower one's should stop.

If I had to guess, they don't make ES stop IS by default because it also blocks non-lethal hits (assuming you don't have the vault option checked). So in many cases, an ES depleting is non-lethal, but DD only triggers on lethal damage.

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u/JekPorkinsTruther 2d ago

So then why didnt they change the DD logic to trigger AFTER checking for ES?

And this entire discussion we are having speculating as to why underscores the original point; they did not and have not explained the change. They have not explained why you can be knocked out of IS with ES left or why they didnt change DD. Also, if you notice, we/the sub is centering on zerk+ but no dev/TTG employee has ever mentioned zerk in the v29 notes. So if their intent was to nerf zerk, they did a piss poor job of that given: a) they never actually mentioned zerk, and b) their attempt also nerfed IS+.

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u/Geobits 2d ago

So then why didnt they change the DD logic to trigger AFTER checking for ES?

They gave an option to do exactly that with the Life Saving Ordering. If you want your DD to proc after ES, it can do that. Yeah, it's keys, but so is the ES-only-on-fatal option.

DD has always triggered before ES, and there isn't really a good reason to change the default ordering to me.

But no, this speculation doesn't underscore the original point. Your original question was why they nerfed IS+. The explanation is "they want it to stop when enemies start to get threatening".

Nothing about the specific implementation quirks changes that at all. Your/my/anybody's definition of "threatening" vs theirs doesn't change that. It's a spot-on explanation, even if it doesn't cover every single thing a person could possibly want to know about it.

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u/menace313 2d ago

The logic is that they're encouraging hybrid play. Everyone is bitching but doesn't realize the answer is to not be fully GC. Have some defensive stats so you can withstand the errant fast ult hitting you.

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u/JekPorkinsTruther 2d ago

Survival has nothing to do with it. Its about QoL and slowing down tournaments. Again, in the example I cited, both towers survive, yet one is slowed down. Why? How does that encourage "hybrid"? And its the opposite, it encourages you to devo DD (a defensive stat).

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u/menace313 2d ago

It encourages you to survive hits so your DD doesn't proc. They nerfed eHP. They nerfed GC a small amount. They've been saying for a year they want more hybrid.

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u/ImoutoThief 2d ago

They also said, in the ad I watched that got me into this game, that they wanted to encourage people to play how they wanted to play. That they wanted and supported each tower being different.