Full notes
Full Endless TD update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- Server
- Balance
- UI and audio
- Fixes
Endless TD — Launch Week Stabilization Update
March 9–12, 2026
Thank you for your patience and understanding as we continue stabilizing Endless TD during launch week. Over the past few days, we’ve been moving quickly on fixes, polish, and gameplay improvements to make the experience smoother, more reliable, and easier to jump into. We want to thank you all for your feedback and critics as we aim to provide a premium experience!
Patch Notes below:
🔧 Stabilization & Reconnect
A major focus of this update has been improving match reliability and making reconnects and crash recovery much smoother.
Added a reconnect grace period so matches stay alive briefly after the last player disconnects
Improved reconnect flow so players can return to active matches more reliably
Added shard-aware reconnect support for smoother recovery
Improved solo crash recovery and restore handling
Added stronger protection against invalid restored match states
Preserved team data more reliably through crash recovery
Added duplicate match prevention during restore flows
Improved restoration of talents, run progression, and other important match state
Prevented solo-style restore behavior from incorrectly applying to multiplayer games
Resolved cases where reconnecting players could lose end-of-game tracking
Resolved cases where upgrades or gold could be lost after disconnecting during active games
Preserved cumulative match stats more reliably after recovery
Corrected match duration issues showing on the leaderboard after restored games
Fixed reconnect failures that could leave players stuck in broken restore loops
🚀 Performance Improvements
We’ve made a broad set of performance upgrades aimed at improving match stability and reducing strain during longer runs.
Improved how tower buffs and support effects are processed
Reduced unnecessary recalculations during combat
Optimized nearby tower checks for better scalability in larger runs
Improved caching so only changed tower data is recalculated when possible
Reduced overhead from repeated combat and targeting calculations
Improved long-session stability, especially in more demanding matches
Reduced frame spikes when tabbing back into the game
Improved rendering safety to help prevent white-screen style failures
Improved recovery handling for rendering and canvas-related issues
Reduced background throttling issues in the desktop build
These changes are aimed at making gameplay feel smoother and more consistent as runs scale up. ⚡
⚔️ Gameplay, Towers & Balance
This update also includes a number of gameplay fixes, tower behavior improvements, and balance adjustments.
Improved shield tower behavior so it now works more consistently when shields break
Improved how shield effects interact with environmental strikes
Prevented shield towers from being hit incorrectly multiple times in the same event
Range buffs now correctly apply to certain debuff auras
Rebalanced Rapid Assembly so it now reduces merge requirements instead of acting as a speed bonus
Tower stat tooltips now include star bonuses
Improved wording and display for star upgrade progression
Adjusted range limits to prevent extreme cases that could cause rendering issues
Updated the hotkey for the Unholy tower and Water tower hotkey
Fixed issues where AI-related tower changes were not updating support calculations correctly
Fixed stat reset issues on rematch
🏆 Leaderboard & Match Tracking
We’ve made several improvements to match results, leaderboard accuracy, and overall tracking.
Leaderboard entries now show a region badge
Improved reliability of match result tracking
Improved handling of team data in restored matches
Corrected several edge cases that could create inaccurate leaderboard records
Fixed issues affecting post-match stat tracking and display
Improved leaderboard reliability when requests fail or take too long
Fixed issues affecting the Versus leaderboard
Updated Versus leaderboard presentation to better match Co-op
🎮 Tutorial, Controls & UI
We’ve continued improving clarity, readability, and usability across the game.
Added clearer tutorial text explaining when merging becomes available
Added a UI Scale slider for better readability across different screen sizes
Added a Display Mode setting with fullscreen, borderless windowed, and windowed options
Added Delete key support for selling towers
Press Delete once to sell a selected tower
Press Delete again to confirm
Added new hotkeys for tower elements
Added a Reduced Visual Effects setting for players who want a cleaner or lighter visual experience
Increased maximum display name length
Improved tower tooltip accuracy
Updated shield tower tooltip to better explain its destruction behavior
Replaced the HUD music button with a settings gear icon
Maintenance and announcement messaging no longer overlap
Steam post image
🛠️ Maintenance & Live Ops
We’ve also continued improving the tools and systems that support smoother maintenance and server monitoring during launch.
Improved maintenance handling so active games can finish more safely before shutdowns
Added better live server monitoring tools
Added server health alerts and status tracking
Improved visibility into server capacity and uptime
Expanded admin tools for better incident visibility and monitoring during live service
Improved drain handling for safer maintenance windows
📌 Going Forward
Our top priority remains continuing to stabilize Endless TD while improving the overall gameplay experience. We’ll keep pushing updates focused on:
reliability and reconnect stability
smoother crash recovery
gameplay smoothness and responsiveness
performance in larger and longer matches
leaderboard accuracy and match tracking
UI clarity, readability, and display options
quality-of-life improvements
reduced downtime and smoother maintenance handling
save game functionality for longer runs that you want to come back to
Thank you again for the support, feedback, and patience during launch week.
Source
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