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Steam News23 January 20265mo ago

v2.1 Changelog

v2.1 Update Changelog, Mystic boots now have their active SP regeneration rate at 75%, up from 50% Adjusted the numbers on the Knight's abilities.

Full notes

Full Triple Swap Tower update

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What changed

1 fix1 addition7 changes0 removals
  • Gameplay
  • Workshop
addedMystic boots now have their active SP regeneration rate at 75%, up from 50%
changedAdjusted the numbers on the Knight's abilities. Anything that made the primary attack last longer now increases that time a bit more. The Knight's abilities didn't lead to more than one good build path, so this should let you have a bit more choice when choosing skills.
fixedFixed chests spawning on top of the exit stairs.
changedI adjusted various hero attack hitboxes and enemy hitboxes to make the game feel more consistent. Player attack hitboxes have been increased in size slightly to feel more consistent across all characters. Enemy hitboxes have been largely adjusted to better match the shape of the enemy.
changedFor the most part, humanoid enemies stayed the same, with their hitboxes being confined to their legs, torso, and head, and not their arms/weapons. Enemies that move fast and have erratic movements were changed to better match their appearance, such as the ghost and flame skull. A few hitboxes were inconsistent between the levels of the enemy, sometimes getting smaller as they leveled up. (What was I thinking?)
changedAdjusted the Flame Skull hitboxes to better match the shape of the enemy. They should feel a little more fair to dodge and fight against now.

Triple Swap Tower changes

addedMystic boots now have their active SP regeneration rate at 75%, up from 50%
changedAdjusted the numbers on the Knight's abilities. Anything that made the primary attack last longer now increases that time a bit more. The Knight's abilities didn't lead to more than one good build path, so this should let you have a bit more choice when choosing skills.
fixedFixed chests spawning on top of the exit stairs.
changedI adjusted various hero attack hitboxes and enemy hitboxes to make the game feel more consistent. Player attack hitboxes have been increased in size slightly to feel more consistent across all characters. Enemy hitboxes have been largely adjusted to better match the shape of the enemy.
changedFor the most part, humanoid enemies stayed the same, with their hitboxes being confined to their legs, torso, and head, and not their arms/weapons. Enemies that move fast and have erratic movements were changed to better match their appearance, such as the ghost and flame skull. A few hitboxes were inconsistent between the levels of the enemy, sometimes getting smaller as they leveled up. (What was I thinking?)

v2.1 Update Changelog,

  • Mystic boots now have their active SP regeneration rate at 75%, up from 50%

  • Adjusted the numbers on the Knight's abilities. Anything that made the primary attack last longer now increases that time a bit more. The Knight's abilities didn't lead to more than one good build path, so this should let you have a bit more choice when choosing skills.

  • Fixed chests spawning on top of the exit stairs.

Hitbox Overhaul

I adjusted various hero attack hitboxes and enemy hitboxes to make the game feel more consistent. Player attack hitboxes have been increased in size slightly to feel more consistent across all characters. Enemy hitboxes have been largely adjusted to better match the shape of the enemy.

For the most part, humanoid enemies stayed the same, with their hitboxes being confined to their legs, torso, and head, and not their arms/weapons. Enemies that move fast and have erratic movements were changed to better match their appearance, such as the ghost and flame skull. A few hitboxes were inconsistent between the levels of the enemy, sometimes getting smaller as they leveled up. (What was I thinking?)

Notable hitbox changes include:

  • Spider hitbox is much better in line along all levels. Its center body is the only thing hittable now. It had an inconsistent hitbox where at certain levels it was easier/harder to hit.

  • Adjusted the Flame Skull hitboxes to better match the shape of the enemy. They should feel a little more fair to dodge and fight against now.

  • The Paladin's hammer attack hitboxes have been increased in size to better match the shape of the attack.

  • The Beserker's upgraded large attack hitbox has been increased in size. (From a ~20% overall increase in upgrade to now ~40%)

  • The Knight's upgraded large attack hitbox has been increased in size slightly.

  • I did not change the Rogue's minuscule knife hitbox. It is perfect the way it is.

Please reach out if you have any feedback or thoughts on the game. Thank you for playing Triple Swap Tower!

Source

Steam News / 23 January 2026

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