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Full notes
Full The Snake Is the Tower update
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What changed
- Gameplay
- Balance
- Maps
- UI and audio
The Snake Is the Tower changes
Patch Notes: April 8 to May 9, 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!
💬 Join the Conversation
Got feedback, found a bug, or want to share a build? Come hang out with us on Discord: https://discord.gg/QKG5Geth39
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
Source
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