In this update13
Full notes
Full Endless TD update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Balance
- Gameplay
- Maps
- Performance
- Server
Endless TD changes
Patch Notes — March 16-21
Modes of Mayhem adds four new ways to play, alongside major performance improvements, new 4-star merged towers, gameplay balance updates, UI improvements, and a large batch of fixes.
🌪️ New Game Modes
Chaos Rift
Semi-randomized resistances roll each wave through tiered mutation templates that scale with progression.
Mutation templates become more dangerous as the run goes on.
Chaos Resistance can strip debuffs from hex & shred towers, creating unpredictable wave-to-wave shifts.
Early wave behavior has been adjusted so opening starts feel fairer and less punishing.
Elemental Surge
Elements rotate between immune and super-effective states every 10 waves, forcing you to adapt your builds as the cycle changes.
Waves 1–10 act as a grace period.
Surge cycle rotations pause on boss waves every 25 waves, but environmental bosses are still affected by the current Surge elements.
Enemy tooltips now show immunities and weaknesses more clearly.
The HUD now shows how many waves remain in the current surge cycle and previews the next cycle.
Juggernaut
A mode built around fewer, tougher enemies and constant elite pressure.
Enemy count reduced to 50%
Enemy HP increased to 2.5x
Bosses appear every 2 waves
Wraiths appear every 20 waves
Juggernaut Aura gives nearby enemies ±15% resistance
From wave 18 onward, bosses have a 40% chance to gain regeneration
Bosses now cycle through all 10 boss variants instead of repeating the same one
Vortex
A brand new spiral-map survival mode where enemies converge toward a central portal.
Enemies move at 1.5x base speed
They gain +2% speed per loop
Enemy count is increased to 10x
After wave 30, gold per kill drops to 10% to prevent snowballing
Solo Vortex starting gold increased to 200
Vortex enemies now also have +5% HP Steam post image
⭐ New Content
4-Star Merged Towers
Merged towers can now reach 4 stars.
4-star towers gain:
+275% damage
+70% attack speed
+40% range
+150% HP
Their special effects are also enhanced, including improvements to splash radius, slow, stun, and poison.
⚙️ Performance & Stability
This update includes a major round of optimization work aimed at smoother long runs and better multiplayer stability.
Improved multiplayer performance during heavy combat.
Reduced network overhead during busy matches and large waves.
Optimized combat event handling for smoother effect-heavy gameplay.
Improved long-session stability by reducing memory churn and repeated processing.
Improved performance in high enemy-count situations.
Optimized Whirlpool behavior to prevent late-game slowdowns.
New object pooling for attack visuals reduces garbage collection during combat.
Spawn queue processing has been optimized.
Spatial queries now reuse memory instead of allocating every tick.
Pool sizes have been increased for Vortex mode to better handle higher enemy density.
Ping display now gives a more stable reading during brief spikes.
Optimized Anathema Spire and Ice Tower Tier 5 projectile animations to reduce lag on some machines
⚔️ Gameplay Changes
Merged tower fusion damage bonuses now stack correctly with other damage multipliers, including elemental bonuses, tower-specific bonuses, and Annihilator.
Merged shield towers are now immune to burn damage on shield HP from environmental hazards.
Fire Boulder and Lightning Fire burn scaling after wave 50 has been reduced from +8% per wave to +4.5% per wave.
Multi-select tower upgrades now process much more smoothly when upgrading many towers at once.
Upgrade purchases now have added rate limiting for better stability.
🖥️ UI Improvements
Clicking an upgrade card in Power-Ups now highlights which towers in the hotbar it applies to. Steam post image
Clicking a talent node in the Talent Constellation now highlights affected tower types in the filter bar. Steam post image
Warfare mastery nodes now correctly map to all attack tower types in the filter.
Merge Glossary filters have been redesigned into a more compact icon-based layout with collapsible Base and Merged sections. Steam post image
Merge glossary tooltips now appear below icons for cleaner readability.
Added a new Hide Enemy Names setting that removes enemy name tags while keeping health bars and status effects visible. Steam post image
Mode HUD panel has been scaled up for better readability.
Tower info panel now displays the new 4-star merged tower state.
Hotbar and tower pool UI now refresh immediately after talent allocation, refund, or reset.
🎨 Visual & Rendering Polish
Large map props now consistently render behind towers and enemies instead of occasionally overlapping in front.
Minor animation and effect tuning for:
Water Tower L6
Laser L3
Arcane Storm
Death Knight L4
Eternal Winter
🏆 Leaderboards
Leaderboard tiebreakers now use timestamp, so whoever reached a wave first ranks higher. Modes of Mayhem is live! Jump in, test your builds, and see which mode you like best!
Source
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