Wild Rumble - playwildrumble
Hi Rumblers!
Welcome to the Patch Notes for 04/02! We have done some general bugfixing, made a change to Mutombo's gameplay and added a new feature for Keyboard inputs that you might be interested in. Take a look:

BUG FIXES
-------------
- Fixed localization bug in roguelike loss dialogue.

- Fixed a bug that was showing to the player Awakening Upgrades rooms even when any of the Awakenings were upgradable, causing a lock in post match rewards screen.

- Fixed player's Directional Arrow visual fix during tutorial (in Tackle cooldown animation).

- Fixed a visual bug where Poppy's Ready quote was shown incorrectly after unlocking her.


MENUS
-------------
- Added an Exit popup to leave to Main Menu from roguelike Room Selection screen (don't worry, your game will be saved).

- Tutorial can now be skipped by pressing the Start on Gamepad or Escape on Keyboard (cannot be skipped if it's your first time playing).


INPUTS
-------------
Making accurate passes with the Keyboard is difficult, so we've enabled a new option that allows you to direct your passes to the mouse position.

This allows you to make passes in any direction without having to worry about your moving direction.

Check the option in Settings -> General -> Mouse Pass (Keyboard)



Enabled: Your passes will be directed to mouse position.
Disabled: Your passes will be thrown where the directional arrow points.

We would love to get your feedback on this new setting!


MUTOMBO
-------------
- Fixed a bug that was causing Mutombo's game end cinematic to crash.

- Mutombo's abilities now always have to be targeted, regardless of whether you have the Instant Cast Abilities setting activated. That's because Mutombo's abilities, unlike those of the others, can be cast at a range within range of the character.



-----

That's all for now, we will keep working on updates based on your feedback! AI behavioural improvements will be coming later this week. Keep checking back for updates!

See you on the field!

- Mink Carles
SMITE 2 - HiRezIsiah
Hun Batz
Somersault
  • Decreased Damage Scaling from 70% STR to 60% STR

Overhand Smash
  • Decreased protection shred per stack from 2/3/4/5/6 to 2/2.5/3/3.5/4
  • Increased cooldown from 12/11/10/9/8 to 12/11.5/11/10.5/10s
Fear no Evil
  • Decreased Base Damage per tick from 50 to 40
  • Decreased Damage Scaling per tick from 15% STR to 12.5% STR
Aspect of Disruption
  • Decreased Aspect Passive trigger slow from 20% to 10%
  • Decreased Aspect Ability 2 damage scaling from 40%STR to 20% Scaling
  • Decreased Aspect Ability 2 Stun duration from 0.85/0.9/0.85/1.05 to 0.55/0.6/0.65/0.7/0.75s

Screeching Gargoyle
  • Decreased Silence duration from 2s to 1s
Universal Conquest - Big Chungus
After some discussion... an announcement will be made in the near future. I will let everyone know what exactly is occurring when I get this information, but I cannot comment at this time at what is going to be done here in the new future.

When you know, you'll know.

Sincerely,
The Dev
LostMagic - Free keys for streamers!
THE GAME IS OUT NOW!

It’s finally here – LostMagic is live on Steam! 🎉 We’re incredibly excited to see so many of you joining the adventure. Before launch, we gathered an amazing 16,000 wishlists, and after the first weekend, we’ve already surpassed 22,000 lifetime total units sold! What an incredible journey so far, and it’s only the beginning!

🌍 Welcome to the world of LostMagic!
Get ready to explore a post-magic world, engage in strategic turn-based combat, and dive deep into the mysteries of a shattered realm. With challenging gameplay, beautiful pixel art, orchestral music, crafting, and intense PvP, we’re so excited to bring this adventure to you!

🚀 What’s Next?
We’re just getting started! More content, exciting events, and fun surprises are on the way. We’re actively working on bug fixes and gameplay improvements based on your feedback to make the game even better. Your support and suggestions are invaluable – we’re listening and shaping the future of LostMagic together! 💬

📌 Join the Discussion & Check Out Our Roadmap
We have big plans, and we’d love your input. Drop your ideas in the discussion boards and help us make LostMagic the best it can be. Your feedback helps us create new features, balance updates, and fresh content for everyone!

⭐ Leave a Review!
If you’re enjoying the game, leaving a review helps us immensely! It allows us to grow, improve, and add even more content for you to enjoy.

Thank you for being part of this journey! See you in LostMagic! 🔮✨
Gourdlets - AuntyGames
1. The Chinese and Japanese fonts had a lot of missing characters- that should now be fixed. Apologies to any players who experienced problems in these languages
2. Did a lot of coding changes that are not going to be visible to players, but makes it much easier for me to fix other bugs in future patches.

Thanks again to everyone who has taken the time to report bugs!
Those Who Rule - eturulja
Hey Everyone!

Let's jump right into the changes and roadmap for this update. Would love your feedback in the comments!

Changelog
  • Fix: Fixed an issue where every time you would save in the "battle prep/formation" menu, the elite bonuses on veteran would be applied again.
  • Fix: Fixed an issue where going to main menu and then continuing mid-battle could cause recruited units to disappear (though they'd be back next chapter). This was happening because recruitment flags always check against the slot save, but it's now updated to look at the mid-battle save when you're using the "continue" button to continue from the middle of battle. If you ever recruited a character, hit "main menu", and hit "continue", and came back to a unit not being there, this is why.
  • Fix: Chapter 13 giving a black screen when trying to load a "mid-battle" save if you try to load the save before hitting the top left cave.
  • QoL: In chapter 13, a new defeat condition is now added (chapter 13 spoilers) when Wesley dies, so you can't continue playing the chapter when the win condition is impossible.

Next up I'm going to tackle a couple more of the little nefarious bugs that are hard to repo. Like when you're spam clicking through dialogue and the Dialogue UI starts behaving in glitchy ways, and potentially even locking player inputs. Or skipping a chapter (if anyone has steps on how to reproduce this, please share!). Or duplicating refinements (sorry I know a lot of you are having fun with this one).

Once I have the bugs down to mostly niche scenarios (though will still be prioritizing any you bring up!), below is a very rough outline of the roadmap I intend to follow.

Roadmap (Tentative)
  1. Gameplay affecting bug fixes. This will always be priority #1.
  2. A patch focused on base/storage/shop QoL improvements, as well as general QoL. Keep sharing what improvements you'd like to see!
  3. A patch focused on expanding the story a little bit more. This will mainly involve more support conversations in the latter third of the game, and potentially a few side objectives, maaaybe even some new characters that were designed, but didn't make the original cut. I also want to slightly tweak the epilogue based on some more choices/side objectives, but this will require some work with the voice actor so may happen asynchronously.
  4. A patch where I implement the most popular weapon/item suggestions from the community. Now that a lot of you have had time to get to know the game's mechanics, I know you have ideas for things you'd like to see in the game, well this will be your chance! Stay tuned for more news on this.
  5. Controller support, Steam Deck Verification, potentially Steam achievements here as well.
  6. Brutal difficulty. With the first person to record themselves beating it getting a custom illustrated in-game character that will show up in other brutal mode playthroughs.
  7. Some level of mod support. Still mulling on what is feasible.

Would love to hear your thoughts on this roadmap and what you think should be tweaked.

As always, thank you all for the massive support you've shown the game. We hit 100 reviews with a "Very Positive" rating, and I couldn't be more thankful to this wonderful community for making it happen.

Best,
Eldin T.
Ball Race Party - monteeldas
FPS Settings Added
Landonia - ocanaday
-fixed more bugs with King Kur and Manticore quests
Bloons TD 6 - aaaron
Update: Bloons TD 6 v47.0 - Update Notes!

Available now for most platforms please restart your storefront or be patient if it does not appear for you, these updates can take some time to be rolled out to every region due to how the storefronts are set up.
Key New Features - Legends
  • Legends heralds a new way of looking at designing and building updates for BTD6. The team has so many exciting ideas, many of which could be full standalone games, and Legends gives us a way to push forward with groundbreaking ideas while maintaining the continuity of BTD6 and its awesome community.
  • These DLC should be separate and unique enough not to feel required but to offer a very alternate way of playing. We will continue to focus on a huge variety of content that players get at no additional cost to the base game, but as these features get bigger and bigger, the team does need to keep new IAPs and DLCs coming into the game to support future development.
Rogue Legends!
You’re gonna want to turn your sound on for this one! The first Legend available along with this update is a BTD rogue-lite adventure, featuring a randomly generated replayable single player campaign.
  • Build a party as you progress through the campaign; with a hero, up to 10 accompanying pre-crosspathed towers, and Artifacts to enhance their power
  • More than 10 unique hand-crafted tile based campaign maps to explore
  • Campaign maps featuring multiple paths to plan your own route through to the world, then take on a multi round Stage Boss
  • Featuring an all new, fast-paced Rogue Bloons roundset to learn and master (new hints included!)
  • Challenge tiles with alternate conditions featuring Boss Rush, Races, Endurance Races & Least Cash; these are optional to play & but grant scaling rewards based on performance to boost your team through their journey, also no lives will be lost from your first attempt on any of these tiles so feel free to trial them!
  • Merchants & Campfires to engage in trades and enhance your party
  • Collect from over 60 unique Artifacts as you progress through the campaign, boosting towers with incredible power ups & unique mechanics
  • Make impactful choices mid-game with temporary Boosts choices that last until the end of the current match including stat buffs, insta-monkeys & powers. Bad options? No problem - reroll them for in game cash
  • Defeat the Stage Boss to find Legendary boss-only artifacts & extract any artifact from the current game to earn a permanent copy that can be applied right from the start of a new Campaign
  • Stage Boss defeated & want to keep going? Continue through up to 5 stages of increasing difficulty, and unlock the endless CHIMPS campaign.
  • Obtain Rogue Legend cosmetics on purchase & earned through full campaign gameplay
Check out our video rundown on Rogue Legends here: https://youtu.be/NerXoyaPCgg

Legends - Community Questions
  • We have seen quite a few common questions among the community so we’d like to try and answer as many of them as possible!
  • Why paid DLC?
    • We are dedicated to continuing to support and create free updates and content for the base game. Beyond that, for update ideas that deliver standalone content, require huge amounts of work, and would be creatively constrained by trying to fund them through Monkey Money, we need to rely on IAP and DLC paid models to fund the development.
  • Why does it cost more than the base game?
    • This may sound a bit more like a Quora answer, but here’s a quick history and market snapshot of paid games on mobile, and do keep in mind the game does cost more on PC and console. By 2018, once mobile gaming services were dominated by free-to-play games, the available price points for paid games became severely constricted, with Minecraft effectively setting the high water price at US$6.99. As BTD6 grew we actually increased the price from US$4.99 to US$6.99 in 2022 to better reflect what we see as the incredible gameplay value available. We believe this is still significantly underpriced, and think a fair market value is more like US$19.99 on both PC and mobile. We are not yet prepared to raise the price of the base game again, but that app store delimited undervalued price should not be seen as a high water mark for the fair value of the incredibly robust Rogue Legend DLC. We see US$9.99 as a reasonable price relative to the fair market value of the mobile game, which would be much higher if not constrained by app stores dominated by free to play games.
  • Will this make the base game pay-to-win or give players an advantage?
    • No. We want Legends to be fun self-contained experiences, as the game mode itself is the only exclusive content and does not reward anything that feeds back into the base game outside of cosmetics and Legend stats for your profile so there is no Team or Leaderboard advantage applied to base game content for accounts that purchase Legends DLCs
  • Will you continue to support and update this?
    • Yes! If this is popular, there are still a few features we want to add
  • Will future maps and content be usable in Rogue Legends?
    • Unless something goes wrong or certain maps are banned in certain modes, our goal is that all future maps, heroes, skins, etc., will slot into Rogue and future Legends. We want this to passively grow with every content update alongside the new features we will continue to offer for free in the base game.
  • Will this be on console/Netflix/Arcade?
    • The console team is focused on getting all console platforms up to date with the main game content, but that update is still a while away and concurrent with our plans for Switch release! For Netflix and Arcade, yes, it will be coming but will be a few weeks delayed to allow for the additional testing required on those platforms.
  • How will this affect normal updates, or will this make updates take more time?
    • We plan on having the same number of updates each year (5 or 6) and we still have a huge year of content updates planned for the base game in 2025 and beyond.
  • If I purchase this on one platform, will it be usable on my other platforms?
    • Yes! In the same way our Double Cash or Fast Track purchases work, your purchase will carry over whenever you swap to another device, except for the existing restrictions for walled garden data on Arcade, Netflix, and consoles.
New Awesome
  • New Hero Skin, Rosalia Tinkerfairy
    • The tinkering-est fairy around has come to play!
  • New Advanced Map, Enchanted Glade
    • Help Tinkerfairy defend her home from the approaching Bloon assault
  • New Quests
    • Rogue Legends Preview - Get a glimpse of the Rogue Legends campaign. A free taste of what the Rogue Legend has to offer
    • Moon Colony - Challenge Quest, Moon Landing transformed!
    • Raft Defense - Challenge Quest on Spice Islands with a pontoon raft and no water towers. No land placement is allowed.
  • New Trophy Store Items
    • Bloons: Hearts Pop FX, Heart Glasses Bloons decal
    • Game & UI: Corvus Summons banner, Blastapopoulos From The Past avatar

  • New Limited Time trophy items (Note: Not available until the seasonal event begins!)
    • Limited time - Lunar New Year avatar

  • New CT Team Store items
    • Team Banners: Team Effort Banner
Game Changes / Additions
  • Accessibility options now includes alternate tower range circles with High Contrast & Color Blind options
  • Accessibility options now includes an Ambient Map Effects on/off toggle
  • Quests will no longer track all profile stats (You can now happily keep 0 powers used, and we can make more quests using powers)
  • [Map Editor] Pips will now appear in editor leading players to paths that have errors
Bug Fixes & General Changes
  • Resolved a scrolling issue with the Odyssey editor map-edit UI
  • Ace Centered Path 'Advanced' hotkey will bring up the centered path position placement
  • Super Monkey Storm & Thrive powers should correctly count to victory screen stats
  • Resolved a crash that could occur when attempting to delete a custom Odyssey
  • Sniper chameleon pet now transitions its color changes more smoothly
  • Resolved a crash that could occur when reconnecting on co-op after starting the game during an internet disconnection
  • [Map Editor] When toggling ‘Show Variants’ the selected prop (if any) should remain visible in the scroll panel
  • Quincy should no longer fall stuck endlessly screaming at the player in a loop when closing the pause menu while adjusting hero volume
Event changes
  • [Boss Event] The Rewards sub-section of the Boss Leaderboards UI should no longer break when attempting to view it post-game
  • [Boss Event] Resolved an issue in which the leaderboard could fail to load scores
  • [Boss Rush] Resolved an issue where track length speed multiplier was not calculating correctly for multi-path tracks
  • [CT] Resolved an issue where other player CT scores wouldn’t appear on your teams roster until the CT World UI is viewed
Map Specific changes
  • Damaged Ceramics should no longer display beneath waterfalls on Adora’s Temple
  • Resolved Ice Monkey Snowstorm Layering Issues on the Ancient Portals map
Tower Specific Fixes
Mermonkey
  • 4xx Abyss Dweller should no longer slow Lead Bloons without the correct damage type
  • xx4 Totems should no longer be considered overclock targets
Engineer
  • 200 Sentries when un-crosspathed should no longer deal bonus damage to MOABs
  • xx5 Bloontrap Cooldown should no longer break depending on upgrade order
Hero Specific Fixes
Geraldo
  • [Map Editor] Resolved an issue where Dart Monkeys that were turned into Super Monkeys with Geraldo’s cape item would sell themselves immediately when an interactable next to them is used to show or hide something.
  • Geraldo’s action figure should no longer sometimes fail to increment price until 2nd round end after placement
Corvus
  • Resolved a crash with the Echo spell being used while Corvus is standing on Water
  • Resolved an edge case crash that probably doesn’t even happen unless you’re doing a handstand while playing
Platform Specific fixes
  • [MacOS] Resolved a game softlock when attempting to login via Twitch
  • [Netflix]: Game should no longer fail to localize when player selects Chinese (Traditional) Profile as default on initial launch
  • [Netflix]: No longer displays a grey screen on launch
Balance Changes
Tower Balance
Rogue Legends took up nearly all of our balance time for this update, however as we know many players look forward to the balance changes each update we’ve included a quick list of simpler changes that shouldn’t be too game breaking. Also get me pictures of spider monkeys!

Dart Monkey

Shuffle on lower tier upgrade costs & increased attack speed across middle path in order to offer these upgrades more value both in and out of Super Monkey Fan Club transformation.
  • 2xx Razor Sharp Shots price reduced from $220 > 200
  • 3xx Spike-o-pult price increased from $300 > 320
  • x3x Triple Shot price increased from $400 > 450
  • x3x Triple Shot also reduces attack cooldown 25%
  • x4x Super Monkey Fan Club price reduced from $7500 > 7200
  • x4x Super Monkey Fan Club reduces attack cooldown further 25% > 50%
  • xx3 Crossbow price reduced from $625 > 575
  • xx4 Sharpshooter price increased from $2000 > 2050
Boomerang Monkey

While the higher tier upgrades work well, Bionic Boomerang is often not as effective as expected for this price range.
  • x3x Bionic Boomerang price reduced from $1450 > 1250
Bomb Shooter

Nudging Bloon Impact price down, pushing it more in line with other early support options & as this is a support path. Frag damage is being greatly improved all the way up as there’s little reason to trade stun uptime for improved damage. Moving some cost up into MOAB Assassin so Maulers have more leeway early game & en masse. Cutting down roughly 10% on all bottom path upgrade costs as especially on Bomb Blitz even after recent buffs there are many downsides that need to be covered to use this path effectively.
  • 4xx Bloon Impact price reduced from $3200 > 2800
  • 202 Frag Bombs damage increased from 1 > 2
  • 302 Really Big Bombs frag damage increased from 3 > 6
  • 502 Bloon Crush frag damage increased from 24 > 36
  • x3x MOAB Mauler price reduced from $1100 > 1000
  • x4x MOAB Assassin price increased from $3350 > 3450
  • xx3 Cluster Bombs price reduced from $800 > 700
  • xx4 Recursive Cluster price reduced from $2800 > 2500
  • xx5 Bomb Blitz price reduced from $25500 > 23,000
Ice Monkey

A long time coming - Absolute Zero will finally be able to slow MOAB-Class Bloons within its radius, and additionally the main attack while it can’t initiate attacks without Bloons in radius will freeze non MOAB-Class Bloons over the entire screen for a short time! Nudging bottom path Ice Monkey to keep up with similarly priced support options, and Icicles especially doesn't feel versatile enough, which limits chances to go down this path so it is gaining the attack rate increase from the T5.
  • x5x Absolute Zero wind slow aura slows MOABs in radius 20%
  • x5x Absolute Zero’s attack gains a second radius freezing one layer of non-MOAB Class Bloons anywhere on the map for 0.75s
  • xx3 Cryo Cannon price reduced from $1950 > 1750
  • xx4 Icicles attack cooldown reduced from 1s > 0.75
  • xx5 Icicle Impale unchanged
Glue Gunner

Improved Ceramic Damage scaling up Bloon Dissolver compared to other support options, and a small price shuffling to make Glue Hose more favourable on the journey up to Glue Strike.
  • 3xx Bloon Dissolver bonus damage to Ceramic increased from 1 > 2
  • 4xx Bloon Liquefier unchanged
  • x3x Glue Hose price reduced from $2100 > 1950
  • x4x Glue Strike price increased from $3850 > 4000
Monkey Sub

Price reductions for Energizer to reduce the cost of related build synergies. Armour Piercing Darts subs are generally a tough choice as even though their single target damage is greatly improved the pierce is lacking for the cost, so price has been reduced at T4 and T5 has been granted extra airbursts to make it more desirable an upgrade for dealing with higher pierce itself
  • 5xx Energizer price reduced from $31,000 > 28,000
  • xx4 Armor Piercing Darts price reduced from $3000 > 2500
  • xx5 Sub Commander number of airbursts increased from 3 > 5
Monkey Buccaneer

We’re currently happy with Pirate Lord, but Monkey Pirates has been hit hard by changes so cost is being pushed out of it to encourage multi mid path building.
  • x4x Monkey Pirates price reduced from $4900 > 3900
  • x5x Pirate Lord price increased from $26,000 > 27,000
Monkey Ace

Upgrades to the basic Bombing run are never why you move up this path, so we’re improving these across the board while also reducing the cooldown of Ground Zero to match the T5.
  • x4x Ground Zero ability cooldown reduced from 45s > 35s
  • x4x Ground Zero bombing run damage increased from 10 > 15
  • x5x Tsar Bomba bombing run damage increased from 15 > 30
Heli Pilot

We’re raising move speed for Apache Dartship up to match Prime to improve skillful use in some more difficult situations mainly assisting on spread path maps
  • 4xx Apache Dartship max move speed increased from 50 > 60
  • 5xx Apache Prime unchanged
Mortar Monkey

Improvements made for the underused damage over time crosspaths, and improved damage for the T4 as it’s effective at what it does but not so versatile outside of shredding metal bands.
  • 4xx The Big One damage increased from 8 > 10
  • 402 The Big One damage over time increased from 7 > 12
  • 502 The Biggest One damage over time increased from 60 > 65
  • 032 Heavy Shells damage over time increased from 3 > 4
  • 042 Artillery Battery damage over time increased 4 > 6
  • xx4 Shattering Shells MOAB Burn damage increased 10 > 20
Dartling Gunner

Pushing around price for the underperforming T3, and pushing up the price further on the MAD that excels in MOAB destruction.
  • x3x Hydra Rocket Pods price reduced from $4800 > $4500
  • x4x Rocket Storm price reduced from $5550 > $5850
  • x5x MAD price increased from $60,000 > 65,000
Wizard Monkey

Archmage still seems to prefer the 502 crosspathing, so the fire attacks are being taken even further. Summon phoenix falls off in single target fairly early so we are lowering the cost back again to bring back options to let it fly before it has to deal with so many stronger targets. Shimmer struggles as a de-camo option due to the low consistency, so the attack rate is being improved.
  • 52x Archmage fireball bonus to MOAB-Class increased from 27 > 36
  • 52x Archmage wall of fire bonus to MOAB-Class increased from 4 > 8
  • 5xx Archmage dragon's breath bonus to MOAB-Class increased from 6 > 10
  • x4x Summon Phoenix price reduced from $7000 > 6000
  • x5x WLP dragon’s breath attack damage over time increased from 10 > 30
  • x5x WLP dragon’s breath damage over time duration increased from 3s > 15s
  • xx3 Shimmer camo pulse attack cooldown reduced from 2.5s > 2s
Ninja Monkey

Master Bomber is janky to build for given the high cost and the fuse time limits how much single target damage it can do as well, so we’ve given a massive rate boost to the sticky attack.
  • xx5 Master Bomber sticky bomb attack cooldown reduced from 4.5s > 2.25
Alchemist

Middle path alchemists have complicated use cases that don’t bring enough of a payoff for the effort so the price is being reduced. Instead of being only a niche income source, the Rubber to Gold debuff is being reworked to now expire after a duration but for that duration it will nullify Bloon properties. Some seriously interesting build options from this.
  • x3x Unstable Concoction price reduced from $3000 > 2800
  • x4x Transforming Tonic price reduced from $4500 > 4200
  • xx4 Rubber to Gold duration reduced from MAX > 7s
  • xx4 Rubber to Gold debuff also disables Lead property for duration
  • xx4 Rubber to Gold debuff also disables Black property for duration
  • xx4 Rubber to Gold debuff also disables White property for duration
  • xx4 Rubber to Gold debuff also disables Purple property for duration
Druid

Not a huge change on its own, but reduced price should add up and shave off some spending for full Poplust setups.
  • xx4 Poplust price reduced from $2500 > 2350
Mermonkey

Middle path pierce was lacking all through to T5, so pierce is now being matched to T5 across the path. Symphonic Resonance is powerful, but Alluring Melody is inconsistent for a Bloon-only stall, so pierce here is also being matched up to the same as T4.
  • x3x Riptide Champion pierce increased from 12 > 18
  • x4x Arctic Knight pierce increased from 12 > 18
  • x5x Popseidon pierce unchanged
  • xx3 Alluring Melody trance pierce increased from 3 > 4
Spike Factory

After much deliberation we still don’t particularly feel like making any large overhauls to the popular Permaspike upgrade right now, so we have decided that in order to follow through on this vision the best course of action would be to not do anything. This lack of attempt to make any change should in theory prevent any alterations from occurring to this particular upgrade in this update and thus leaves Permaspike extremely similar as to how it currently is. For now.
  • xx5 Permaspike unchanged
Engineer

This was becoming annoying screen clutter with large numbers of sentries, and feels unnecessary when you can overclock the engineer itself to create more sentries instead.
  • Sentries can no longer be targeted for Overclock
Beast Handler

As a quality of life improvement, Beast Handler movement cooldowns have now been separated
  • Fish & Dino upgrades now have individual repositioning cooldowns
Hero Balance
Gwendolin

Taking the opportunity to invest in some fire & water synergy
  • Lv9 Burn duration increased +1s per level
Obyn Greenfoot

As Benjamin & Geraldo dominate the main income strategies we want to push up another hero choice into the income mix, as Obyn’s druid benefits are currently applied the least effectively to middle path Druid we’re starting this off by giving a Cash Generation boost for Jungle’s Bounty.
  • Lv5 also grants increased income to Jungle’s Bounty ability used within radius +20%
Captain Churchill

Given how hard it is to get to high levels with Churchill, the Barrage ability needs much more high level payoff.
  • Lv13 MOAB Barrage damage increased from 200 > 250
  • Lv17 MOAB Barrage damage increased from 200 > 500
  • Lv20 MOAB Barrage damage increased from 500 > 1000
Benjamin

Early income snowballing has shifted favour greatly over to Geraldo, so Ben’s baseline cash generation is being increased more.
  • Lv1 Cash Generation increased from 80 > 90
  • Lv2 Cash Generation increased from 120 > 140
Rosalia

Rosalia doesn't fly strongly into high rounds so she is gaining more direct Grenade pierce, and Adrenaline Rush’s maximum is increasing to scale up into larger groups of Bloons.
  • Lv2 Grenade pierce increased from 8 > 10
  • Lv13 Grenade Cluster pierce increased from 8 > 10
  • Lv4 Adrenaline Rush max stacks increased from 20 > 25
  • Lv11 Adrenaline Rush max stacks increased from 30 > 40
  • Lv17 Adrenaline Rush max stacks increased from 40 > 60
Bosses

Blastapopoulos

Especially at lower tiers, Blastapopoulos' stuns are quite unforgiving, so we’ve lowered the baseline stun duration & scaled this up over the tiers instead of starting off so high immediately.
  • Heat Bar no longer fills immediately on Boss Spawn
  • Stun durations reduced
    • Overheating initial stun duration reduced from 5s > 4s
    • T1 Fireball stun duration reduced from 4s > 2s
    • T2 Fireball stun duration reduced from 4s > 2s
    • T3 Fireball stun duration reduced from 4s > 3s
    • T4 Fireball stun duration reduced from 4s > 3s
    • T5 Fireball stun duration reduced from 4s > 3s
Dreadbloon
  • T3 Elite Rock Bloons health reduced from 10,000 > 9,000
  • Rock Bloons now scale with boss HP/Speed modifiers
Looking Forward
Usually our first update for the year is a humble offering, but Rogue Legends in 47.0 gets 2025 off to a massive start, and we have big plans for the rest of the year. A huge part of our planning each year leans into what the team is excited to work on, and we have two experiences to share. The first is Legends itself, which saw the team working together in a whole new way, pushing art styles, design thinking, and code framework in untried directions and pushing ourselves to do some of our best work yet. The second was our end-of-year retrospective when we got very excited brainstorming new Monkeys of all kinds (Towers, Heroes, NPCs), which reminded us how much we enjoy the raw game mechanics and personalities that start with the Monkeys themselves. We hope to carry this inspiration throughout 2025 and beyond to create awesome updates that give you new ways to play, new challenges, and rich rewards for the time you share with this game we love making so much. Thank you for your continued support!
  • Legends
    • We hope everyone loves Rogue Legends and finds the DLC cost more than fair for the dozens of hours of replayable and progressive gameplay. Having new IAPs and DLCs is the best way for us to continue to deliver other big updates that don’t require additional spend. We won’t be satisfied unless players find the prices fair and the game experience rewarding, so we’ll be responsive to feedback.
    • As discussed when we first mentioned Legends last year, we are planning 2 Legends DLC campaigns per year (not counting Rogue, which was planned for last year). So some teasers…
    • Desperado Legends - explore the Monkey Wild West within a map that dynamically reacts to your actions and allows other customizations. Go fishing, watch Bloon races, recruit posse members, hunt bounties, and go after the targets on the Most Wanted list. Highly stylized and replayable, planned for mid-year.
    • Runic Legends - an epic crafting/modding-focused campaign, taking the raw elements of Monkey Knowledge and Artifacts and putting them in player’s hands. Find individual elements and combine them to create Monkeys with specializations far beyond their crosspaths. Get ready for mod-inspired madness with custom rounds to handle the power creep.
  • Monkey Focus
    • Many players love the additions we make to Paragons and Bosses and we are planning at least 1 Paragon and 1 Boss for the year, but given the team’s excitement around new Monkeys, we are going to spend more time on new Heroes and new Towers this year, and have plans for 1 of each.
    • We’re also thinking about Powers, in decidedly Monkeyish and path-based ways. That 0-0-0 Cavemonkey got the wheels turning. No firm plans for Powers Pro this year but a couple of us really want it.
  • Game Editor
    • The work on Tower-Game-Mod Editor is progressing well, but the goals are morphing, as we found that adding elements to make a complete mode wasn’t as fun to play with as getting into the scripts that make up each Monkey and playfield element. So we’re taking more time to focus on that, working with a few awesome community modders. This will not land as a .x update to 47 or in 48; please give us a bit more time, and we’ll give more details later about when this will be ready for a first version.
  • Console
    • Xbox players, please accept our apologies for the delay in getting the content patch out. We had to revert it when we saw login issues for some players. We are still working to fix this and will update as soon as possible.
    • The main push for all consoles is to get the console branch on “main” - merged and unified with the entire BTD6 game project. This will get us much closer to content parity, and it will allow controller support to move forward on all platforms, which is good news for Steam Deck as well.
    • Switch is making great strides and will launch alongside this main branch integration. We are hoping to have this work completed and have Switch submitted by June this year.
  • Crossovers
    • Our partnership with Mattel’s Masters of the Universe franchise continues, and we’re excited to introduce She-Ra and Skeletor Hero Skins into the game this year. As licensed content, these will be IAP-only skins as that is the only way we can pay for the license accurately.
    • You may have questions about why this brand, but do know that we have fans on the team, which makes a big difference to us. We also think it will make more sense to everyone once hype starts to build for the 2026 feature film.
    • We don’t have plans for any other crossovers this year, but we do see them as a good way to bring fans of other IPs into Bloons for the first time. We will be thinking about other crossovers when they excite the team and feel like fun and creative fits with the Monkeys.
  • Teams
    • We want to provide more to do with friends, either RL friends or cool people that you’ve friended up in game. One of the main blockers to Teams is the ownership model for Team Store items, so we’re planning to revamp that to allow more ability to keep items and display items on the Team Island.
    • We’ve also heard that many people want Team activities for the main game, so we are looking into a Social Goals feature that will provide multiple challenges and rewards for hitting Team targets across all types of BTD6 play.
    • And the biggest Team is everyone, so we’d also like to add some epic all players Goals to offer us a chance to truly all play together for fun event-based rewards!
We hope that sounds like a fun year ahead! As always, let us know what you think, as our discussion with our awesomer player community is one of the things we love most about building games. Cheers to 2025 and beyond!
Airframe Ultra - [AG] riv otter
In January, we hosted the first ever closed beta for Airframe Ultra and I was shocked by the amount of people and feedback we received from the community. While I was predicting somewhere around 500 to 700, we actually got over 1,800 people who joined the beta.

The community had a blast going through the tracks and knocking each other’s heads in with pipes, burning them up with molotov, and racing to get the most points! Most surprisingly were folks who actually got together and hung out in the sandbox warehouse map. It’s so neat and wholesome to see that the community could get together and just relax in the game about violence and racing.


The team is already hard at work after the closed beta absorbing and implementing the feedback and reviewing the different bugs reported from the community play testing. From crashing when rolling the airframe to some controller issues, we’re investigating these reports to resolve them. These issues may not have been discovered without keen eyes of the beta testers, so I do want to give a bit of a secret screenshot. For some accessibility, how about some sensitivity sliders and inverted X and Y axis controls? Don’t tell Buddy I’m showing you this.


The community discovered so many cool tech and skips while playing the beta. From shotgun-hopping to velocity storage to wall-kicking, there are tons of interactions they figured out in just over the weekend. They already have an Airframe Ultra Tech and Skips wiki set up to share the different tricks they have found! Maybe you can test these cool tricks in the demo of Airframe Ultra on Steam?

Fan Art
The fan art! Oh boy the fan art that came from this was just amazing and so wonderful to see! I would love to highlight just a few of them but these for sure are not the only ones. If you want to check out more art pieces from the community, I would strongly recommend joining the Airframe Ultra Discord!


Drawn by mvsnake on Discord


First Cosplay by val.zip on Discord


Drawn by ohmanit on Discord


Drawn by 100_eels on Discord

Our marketing lead, Buddy, already revealed that there will be another closed beta for Airframe Ultra! While you’ll need to wait a little bit longer on when that will happen, I strongly recommend joining the Airframe Ultra Discord or following the Airframe Ultra Twitter and Bluesky to keep up with the game’s news and announcements!

- Riv Otter
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