HomeGamesUpdatesPricingMethodology
Steam News25 May 20261mo ago

Version 1.0.5

Premium card rebalance + tooltip pass Pass driven by player feedback. No new cards.

In this update7

Full notes

Full Slot Theory update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

6 fixes5 additions17 changes2 removals
  • UI and audio
  • Balance
  • Performance
addedPremium card rebalance + tooltip passPass driven by player feedback. No new cards.
changedPremium card rebalance + tooltip passStacking math reworks (multiplicative → additive, matches player intuition):
changedPremium card rebalance + tooltip passHot Loaders: per-copy -10% attack interval (additive, cap -80%). 3 copies = -30%.
changedPremium card rebalance + tooltip passOverclock Doctrine: per-milestone -6% interval (additive). 6 milestones = -36%.
changedPremium card rebalance + tooltip passCold Circuit: per-copy +0.15 slow strength (additive). 3 copies = ×1.45.
addedSpecialization Bonus rework:New formula: +10% damage per duplicate modifier (+40% on a tower with 4 duplicate mods)
Compound Interest:2.0%1.5%Compound Interest: decreased, nerf5% per wave per copy (wave-80 ceiling320%240%5% per wave per copy (wave-80 ceiling decreased, nerfEscalation Engine: max copies43Escalation Engine: max copies decreased, nerfmax copies 4 → 3 (wave-80 ceiling360%270%max copies 4 → 3 (wave-80 ceiling decreased, nerf

Slot Theory changes

addedPass driven by player feedback. No new cards.
changedStacking math reworks (multiplicative → additive, matches player intuition):
changedHot Loaders: per-copy -10% attack interval (additive, cap -80%). 3 copies = -30%.
changedOverclock Doctrine: per-milestone -6% interval (additive). 6 milestones = -36%.
changedCold Circuit: per-copy +0.15 slow strength (additive). 3 copies = ×1.45.

Premium card rebalance + tooltip pass

Pass driven by player feedback. No new cards.

Stacking math reworks (multiplicative → additive, matches player intuition):

  • Hot Loaders: per-copy -10% attack interval (additive, cap -80%). 3 copies = -30%.

  • Overclock Doctrine: per-milestone -6% interval (additive). 6 milestones = -36%.

  • Cold Circuit: per-copy +0.15 slow strength (additive). 3 copies = ×1.45.

Specialization Bonus rework:

  • New formula: +10% damage per duplicate modifier (+40% on a tower with 4 duplicate mods)

  • Max copies of Specialization Bonus lowered 5 → 3 (max bonus +120% on a fully-duplicate tower)

Damage curve tuning:

  • Compound Interest: 2.0% → 1.5% per wave per copy (wave-80 ceiling 320% → 240%)

  • Escalation Engine: max copies 4 → 3 (wave-80 ceiling 360% → 270%)

  • Crosslink Array: 2% → 3% damage per unique type per copy (wave-80 ceiling 36% → 54%)

  • Deep Slotting: amplification 20% → 50%

Thermal Runaway coverage fixes (card claimed coverage that code wasn't doing):

  • Blast Core splash damage now gets the Thermal Runaway multiplier

  • Rift mine final pops now get the multiplier

Premium card tooltip fixes

  • Kinetic Calibration: tooltip stops reading the volatile flat field; now computes actual per-mod bonus from copies × tier × base

  • Singularity Core: tooltip shows how many towers currently have all mod slots filled

  • Deep Slotting: tooltip lists which mods actually qualify; shows live count of benefiting towers

  • Monomania: rewritten to say "EACH dominant tower" instead of aggregate-sounding total; card text adds a copies-stack worked example

  • Cold Circuit: card text now shows the full stack progression (30 → 34.5 → 39 → 43.5) so multiplicative scaling is explicit

  • Per-modifier DPS annotations (Blast Core, Wildfire, Chain Reaction, Split Shot) on tower tooltips now factor in the live Thermal Runaway multiplier

  • New chill icon row on tower tooltips showing effective slow strength + duration

Endless waves balance

Endless mode (wave 21+) was spawning hundreds of low-HP enemies that towers shredded into a boring stream. Retuned so waves favor fewer, tougher, clumpier enemies.

  • Enemy count growth per wave: 5% → 3.5% (-30% growth)

  • Per-enemy HP growth per wave: 4% → 5%

  • Tier HP step bonus: 22% → 25%

  • Walker pack groups now start at wave 27 (was wave 31)

  • Spawn-interval shrinkage decoupled from count growth (new EndlessSpawnIntervalScalePerWave = 0.025)

  • Net effect at wave 40: ~25% fewer enemies, ~27% more basic-walker HP, packs of 4 walkers from wave 27

Late-game crash fixes

  • Hard cap on simultaneously-alive enemies (300) so pile-ups can no longer crash the game

  • Accordion's backward pull capped per pulse so leaders can no longer be held indefinitely (stalemate-proof)

  • Latch parasite crash fixed (ObjectDisposedException when a host was freed via certain paths)

Accordion feel tuning

Backward-pull reference interval widened to 2.3s so compression is fully visible in normal play; cap only kicks in for extreme late-game pile-ups

Source

Steam News / 25 May 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.