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Steam News22 March 20263mo ago

Endless TD — Modes of Mayhem

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.

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

0 fixes7 additions41 changes0 removals
  • UI and audio
  • Balance
  • Gameplay
  • Maps
  • Performance
  • Server
addedPatch Notes — March 16-21Modes 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.
changedChaos RiftChaos Resistance can strip debuffs from hex & shred towers, creating unpredictable wave-to-wave shifts.
changedChaos RiftEarly wave behavior has been adjusted so opening starts feel fairer and less punishing.
changedElemental SurgeEnemy tooltips now show immunities and weaknesses more clearly.
changedElemental SurgeThe HUD now shows how many waves remain in the current surge cycle and previews the next cycle.
changedJuggernautEnemy count reduced to 50%
Fire Boulder and Lightning Fire burn scaling after wave 50+8%+4.5%Fire Boulder and Lightning Fire burn scaling after wave 50 decreased, nerf

Endless TD changes

addedModes 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.
changedChaos Resistance can strip debuffs from hex & shred towers, creating unpredictable wave-to-wave shifts.
changedEarly wave behavior has been adjusted so opening starts feel fairer and less punishing.
changedEnemy tooltips now show immunities and weaknesses more clearly.
changedThe HUD now shows how many waves remain in the current surge cycle and previews the next cycle.

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

Steam News / 22 March 2026

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