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The Snake Is the Tower

Update

**Patch Notes: April 8 to May 12, 2026**

It's been about a month since the last update, and we've been heads-down the entire time. A huge chunk of that month went into level design, learning what makes encounters feel fair, what makes them feel unfair, understanding what constraints we need to implement to keep scope and design in check, and tweaking the early waves over and over.

A big piece of that was figuring out how to keep players engaged the whole run: shorter dead zones, more meaningful decisions between waves, and threats you actually have to react to instead of auto-pilot through. Oh and finally we have a real boss fight at the end of World 1!

Thanks for sticking with us. Here's everything that changed:

** New: First Boss Fight**
A massive serpent boss now stalks World 1. Kill the adds it sends to fill its Rage Meter, once it hits max, the boss commits to a lane and slithers toward your egg. Stop it before it gets there.
- Cinematic off-screen entry and slither-in
- Invulnerable while making its entrance
- Boss spawns its own minions from its lane
- Multiple phases of escalating pressure

**New: Player Profiles**
- Create your own **player profile** from the title screen
- Your meta progression now saves to that profile so you can pick up exactly where you left off

**Protect the Egg**
- The objective is now crystal clear: protect the egg
- New floating Egg HP bar so you always know how much it can take

**New Run Economy**
- Each run picks a focused node pool (3 offensive + 2 support types) so you build around a theme instead of chasing every option
- Recently-offered nodes are less likely to show up again right away

**Tower Changes**
- Singularity tower now actually does damage, pulls enemies in, and spawns where it'll catch the most enemies
- Reactor and Surge support towers now buff a limited number of nearby towers so stacking them no longer scales infinitely
- No more tower placement cap drop as many as you can support
- Bruiser enemy hits a little softer
- Rocket behavior and lifetime tightened up
- Chill application cleaned up so slows land more reliably

**Spawn & Wave Improvements**
- New dynamic spawn system with clearer lane indicators and offscreen markers so you can read incoming threats
- Spawn warnings now ramp in stages instead of popping in last second
- Reworked early waves for better pacing

**UI & Feel**
- Press-and-hold pickup indicator with new shader and particles, no more guessing if you're picking something up
- Mouse + steering controls fixed
- Camera smoothness pass
- Snake head visuals updated; segments slot together cleanly
- **Tooltips no longer load oversized on first hover!!!!!!!!!!!!!!!!!!!!!!!!!!!!**

**Bug Fixes**
- Snake can no longer pick up more than its allowed segment count
- Empty slots no longer trigger pickups
- Squeezing the snake through tight gaps is much more forgiving
- Movement speed correctly accounts for slow effects
- Various boss intro/idle animation fixes
TRASH HERO
TRASH HERO
46 days ago

0.0.25

Changlog - fixed: the inability to toggle open/close the "Level Select" panel with the [TAB] key. This can now be done using [ENTER] key. Tab can be used to cycle the levels in the menu. - fixed: the...

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