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Tower Lab PlaytestNewsPatch v0.0.2-p3
Game update

Patch v0.0.2-p3

Tower Lab Playtest · published 27 Oct 2025, 08:16 UTC

All newsPlayers around this dateRead on Steam

Hellooo! We wanted to get one more patch in before the end of the playtest to fix some of the critical issues that have been impacting the experience. Since this patch is coming in so late in the day, we've decided to extend the playtest a few hours. It will now end on Monday, October 27th at 9PM PDT!

Features

  • 🕹️ Added an initial implementation of Sandbox Mode! All towers can be freely placed for experimentation (and deleted by pressing X while holding them). Note: Level building and waves will be added in the future.

Bug Fixes

  • Fixed Grow/Shrink towers ignoring the minimum and maximum scaling limits (causing enemies to be 50x the intended maximum mass in some cases)
  • Fixed Grow/Shrink/Fan volumes being slightly too small and too high off the platform, resulting in very small objects like units and Mines being unaffected in most cases
  • Fixed an issue where Gravity Tower's projectile could despawn briefly after wave start
  • Fixed an issue where immovable decorative lanterns could be scaled
  • Fixed an issue where units could be too large to fit into the exit portal
  • Fixed level 1 platforms being misaligned with the build grid
  • Fixed mines not increasing explosive force based on scale level
  • Temporarily disabled tower swapping while in build mode as it was causing towers to be picked up when starting waves

Balance Changes

  • Adjusted the default scale and mass of all enemies across the game. Enemies can now be larger and have the appropriate maximum mass. This impacts the balance relationship between units and towers across the board, so many towers have been reduced slightly to compensate.
  • Rebalanced waves in levels 2-5 to contain fewer of the heaviest units. Level 3 in particular introduced heavy units far too early compared to 4 and 5
  • Rebalanced the stability system (consecutive hits on units have increased force)
  • Increased the force multiplier from 1.5x to 2x
  • Decreased max stability multiplier from 5x to 3x


Default Enemy Unit

  • Increased the default size for visual clarity


Bomb Tower

  • Increased effect radius from 4 to 5
  • Increased explosion force from 4 to 6


Fan Tower

  • Reduced blow force from 8 to 6


Mine Tower

  • Reduced spawn radius from 1.0 to 0.5 (mines spawn closer to the center of the path)
  • Increased explosion effect radius from 2 to 4
  • Increased explosion force from 4 to 9
  • Increased mine default size by ~20%


Tesla Tower

  • Reduced activate interval from 3s to 2s
  • Reduced lightning damage from 10 to 4
More from Tower Lab Playtest

Other announcements

All news
Game update15 Jan 2026v0.0.3-p10Bug Fixes · Detection-based towers no longer waste activations on immune targets (includes Growth Lockout, Shrink Lockout, and entities already at max/min scale level). · Fixed a bug where you could buy more copies of cards than intended from shop. · Fixed Reinforced Core to also heal 50 when purchased. · Fixed enemies spawning on top of each other in rapid succession. · Fixed market volatility…Game update9 Jan 2026v0.0.3-p9Bugfixes · Fixed player stats resetting to start of last stage when transitioning to endless mode · Updated mine force to be less upward-dominant · Fixed Market Volatility resulting in energy costs outside the modification range · Fixed graphic quality settings (Low, Med, High) · Fixed infinite modal stacking bug. Now ESC closes the modal instead of the UI layer behind it. ENTER confirms the mo…Game update9 Jan 2026v0.0.3-p8Sorry, we missed uploading this patch note here on Steam. Patch 8 was actually released about 2 days ago on the 6th. Bug Fixes · Fixed lighting on multiple levels · Fixed leaderboard to rank First-to-achieve higher · Fixed stage 4 enemies pathing · Fixed not translated labels in multiple cases · Fixed loading screen text not visible in ultra wide screen · Fixed settings menu dropdown doesn’t cl…