Gem Tower Defense

Updates

Sep 26, 2026
Sep 24, 2026
  • Classic: Standard gems and special towers now use the Season 2 elemental strengths and resistances. Enemy details show each matchup, and tower details identify their damage type. Against late Survival Pink armor, Emerald deals 50% more damage, Topaz 20% more, Ruby 20% less, and Diamond 80% less.
  • Classic: The strongest overlapping armor-reduction aura now applies consistently to attacks and burns. Tower stats, poison and spell calculations, and enemy armor progression remain unchanged. See the Classic damage and armor table.
Sep 22, 2026
  • Season 3: Tower descriptions now use larger text and stay above action buttons. Long descriptions open in a scrollable Details view.
  • Season 3: Tempering and Wave Booster menus now fit their descriptions and scroll on smaller screens. Temper and Booster buttons sit below Gem Chances, while crafting buttons keep their fixed positions.
  • Season 3: No game version change was needed. Gameplay rules are unchanged, and games already open continue normally. Reload when ready to use the updated layout.
Sep 21, 2026
  • Season 3: Tempering prices now grow by 40% per purchased rank before any upgrade cap. Prices use the total ranks on a tower, so buying the same upgrades in a different order does not change the total cost within the same level tier.
  • Season 3: Blood Stone no longer has the quarter-of-upgrade Tempering cap, so repeated purchases keep increasing in price. Great gems now start at 400 gold; Sapphire Knight, Diamond Trapper and Miasma Emerald start at 640. These starting prices increase with the level tier.
  • Season 3: Vivid Malachite starts Tempering at 20 gold and keeps its 70-gold cap per purchase. Mighty Malachite retains its existing prices, including the 25% increase per rank. Temper credit still carries through crafting and upgrades.
  • Season 3: After the initial increase at level 101, ordinary enemy speed and resistance to stuns and grounding grow gradually through level 399, replacing the jumps at levels 201 and 301. The late-game limits, special-wave weaknesses and boss rules are preserved.
  • Season 3: These changes apply to new runs started with the refreshed client. Games already in progress keep their existing balance when saved and resumed. The displayed version remains 1.0.35 Alpha; Classic, Season 1 and Season 2 are unchanged.
Sep 20, 2026
  • Season 3: Tempering is cheaper across ordinary gems, specials and Slates, with prices reflecting each tower's progression. Each Temper purchase on an upgradeable special costs at most a quarter of its next gold upgrade. Malachite starts at 6 gold and Vivid Malachite at 60; existing Temper credit is preserved.
  • Season 3: Corrected Range Tempering for single-target splash towers, including Rubies below Great quality: they gain 6% per rank. True multi-target and area attackers gain 4%.
  • Season 3: All ordinary Opal qualities gain one percentage point of Haste per Specialty rank. Star Yellow Sapphire Specialty now improves both attack slow and damage aura, with both effects shown in its description.
  • Season 3: Wave Boosters have been toned down: Overcharge grants 15% extra damage, Sky Net slows ordinary flyers by 20%, and Bulwark protects two ordinary leaks. Booster prices are unchanged.
  • Season 3: Ordinary waves now contain 12/14/16 enemies after levels 100/200/300, with 4%/8%/12% more movement speed and shorter stuns and grounding. Full-clear base gold rewards are preserved. Boss health and control rules are unchanged.
  • Season 3: Special ground waves every 25 levels after level 40 alternate Diamond and Aquamarine weaknesses and resist further stuns for four seconds after recovering. Ordinary ground waves keep their Amethyst weakness.
  • Season 3: Fixed fractional armor preventing damage, including armor changes from Tempering. This fix supports both existing and new Alpha runs.
  • Season 3: The new balance applies to new runs started with the refreshed client. Games already in progress keep their current balance through completion, including saving and resuming. The displayed version remains 1.0.35 Alpha; Classic, Season 1 and Season 2 are unchanged.
Sep 19, 2026
  • Season 3: Tempering now carries its gold investment through crafting, upgrading, downgrading and Forge as tower-bound credit. Ranks reset, and credit buys upgrades at the resulting tower's price, closing the cheap-gem Tempering shortcut.
  • Season 3: Tempering prices now reflect gem and Slate progression. Upgrade choices show current and next effects, costs and available credit, including on mobile. Haste scaling is gentler, Wraith Boost updates correctly, and more towers have useful Specialty upgrades.
  • Season 3: Range Tempering gives single-target towers 6% per rank and multi-target or area towers 4%. Repicks cost 25/50/75/… gold across the run. Gem Contract starting prices are reduced to 75 for Attune, 750 for Perfect Writ and 200 for Slate Kit, with tier and repeat scaling. Great Aquamarine keeps a fast 0.35-second attack interval and no longer grants Vitality.
  • Season 3: Added live PATH beside the score and steadier crafting controls with Slate confirmation. Miasma, Diamond Trapper, Ancient Blood Stone, Ancient and Viper receive selected combat improvements, alongside bounded stun recovery on control-check waves. Save validation now correctly handles Contracts and spent spell charges.
  • Season 3: The revised balance applies to new Season 3 Alpha runs. Existing Alpha runs retain their original balance. The displayed version remains 1.0.35 Alpha; Classic, Season 1 and Season 2 are unchanged.
Sep 12, 2026
  • Season 2: Fixed crafting confirmations failing when a clickable gem was underneath the prompt. Clicks and taps on Confirm or Cancel no longer select gems behind it.
  • Season 2: No game version change was needed. Season 2 remains on version 1.0.44; gameplay mechanics are unchanged.
Sep 12, 2026
  • Season 2: No game version change. Season 2 remains on version 1.0.44; gameplay mechanics are unchanged.
  • Season 2: Fixed missed clicks and taps on the crafting pop-up buttons.
  • Season 2: During gem selection, Combine Special crafts with one click when only a special recipe is available, including Malachite. Craft… appears when both a slate and a special are available. Slate-only recipes have a dedicated button with a compact Confirm/Cancel prompt.
Sep 7, 2026
  • Season 2: Added final PATH length in tiles, measured at the end of the game, to individual score pages.
  • Season 2: Fixed an issue that could leave the Submit Score button disabled at the end of a game.
  • Season 2: No new game release or version bump was needed for these updates.
Sep 2, 2026
  • Season 2: Version 1.0.44 makes grounded flyers fully return to their air route before they can be grounded again. Private final-map images now exclude the high-score prompt and Submit Score button.
  • Season 2: Because repeated flyer grounding materially affected late-game results, the 1.0.43 leaderboard has been preserved in the archive and version 1.0.44 begins a fresh leaderboard. Runs already in progress on 1.0.43 remain playable and their eventual scores will join the archive. No scores were deleted.
  • Season 2: The season has been extended to two full months. October 31 is the last playable day, and final standings close November 1, 2026 at 12:00 a.m. Vancouver time.
Sep 1, 2026
  • Classic: Version 1.0.3 makes enemy armor and speed auras resolve before tower attacks, preventing instant-damage towers from briefly missing an active aura based on tower order. No other Classic gameplay rules changed.
Aug 31, 2026
  • Season 2: Version 1.0.43 makes the last ten ordinary levels increasingly unforgiving: leaks cost 3 lives at level 390 and one additional life per level through 399. Earlier levels are unchanged, existing runs continue under their original rules, and the announced September 1 leaderboard reset remains unchanged.
Aug 30, 2026
  • Season 2: Version 1.0.42 smooths ordinary-wave population growth into two-enemy steps every 50 levels: 15, 17, 19, 21, 23, and 25 enemies across levels 101–399. The leaderboard is not reset for this adjustment; the announced September 1 launch reset remains unchanged.
Aug 29, 2026
  • Season 2: Version 1.0.41 strengthens Miasma Emerald with Enchanted Emerald's critical strike and lets its toxic clouds and Flame Strikes benefit from nearby damage auras.
  • Season 2: Later wave populations now rise in smaller steps: tier three begins with 18 enemies before reaching 20, and tier four begins with 23 before reaching 25. Existing 1.0.40 runs continue under the rules they started with, and both versions remain on the current leaderboard.
Aug 28, 2026
  • Season 2: Version 1.0.40 restores meaningful late leaks without restoring the old Buy Life multiplier: ordinary enemies cost 1 life through level 200 and 2 lives afterward. Tier-four flying waves now arrive 0.4 seconds apart, giving focused anti-air and grounding towers more time to work.
  • Season 2: The special control-check waves now accept a stun, then resist further stuns for 10 seconds after recovering instead of ignoring every stun. The Prismatic Colossus has stronger control resistance, while Diamond Trapper's 20% chance for 5× critical damage is restored.
  • Season 2: Lucky Asian Jade's combined level-201+ payout is increased again, and Repick price escalation now resets at each 100-level tier. Viper and Ancient Slate kill progression is stronger; Ancient Blood Stone has a wider flamestrike; and Miasma Emerald can build one more exposure step against bosses.
  • Season 2: Starting a new run can no longer silently replace a progressed saved run. The game now asks whether to resume or abandon it, and an older tab is stopped once a newer run has replaced it.
  • Season 2: Version 1.0.40 begins a fresh leaderboard for the harder balance. Version 1.0.39 scores remain in the Season 2 Archive, and runs already in progress continue under the rules they started with.
Aug 26, 2026
  • Season 2: Version 1.0.39 removes the late-game life-cost cliff: ordinary enemies now cost one life when leaked at every level, and Buy Life keeps its 10 + purchases² price without another late-tier multiplier. Lucky Asian Jade's combined payout from level 201 is tripled so gold earned after level 200 can meaningfully support late-game decisions. Existing 1.0.38 runs continue under the rules they started with.
  • Season 2: Version 1.0.38 retires Uber Stone from Season 2. It remains available in Classic and Season 1, while existing 1.0.37 runs continue under the rules they started with.
  • Season 2: Version 1.0.37 lets both ground-only and air-only towers attack late-game massive bosses. The Prismatic Colossus remains on the ground path, opening more viable level-300 builds without reducing its health. Existing 1.0.36 runs continue on their archived client, and both versions remain on the current leaderboard.
Aug 24, 2026
  • Season 2: Version 1.0.36: Extra enemies added in later wave tiers now award their normal gold and qualify for Lucky Asian Jade bonus gold. Wraith-mark chain explosions now settle every defeated enemy's reward before completing the wave exactly once.
Aug 23, 2026
  • Season 2: Version 1.0.36 replaces late-game compounding health with a gentle straight-line increase: ordinary enemies are about 21% above the original flat curve at level 200 and 50% above it at level 400, instead of roughly 73% and 419%. Stun-immune waves in tiers 3 and 4 return to every 50 levels.
  • Season 2: Version 1.0.36 makes Lucky Asian Jade's combined roll from level 201 more generous: each contributing Jade adds a 10% chance and a success pays floor(level / 2 + 5) gold. An earlier update halved Jade bonus gold to floor(level / 4 + 5) without documenting that change; the smaller amount remains only for the pre-201 per-hit rule.
  • Season 2: Version 1.0.36 makes Elder Slate reduce armor by 8 and doubles Viper Slate's direct damage to help it earn progression kills. Combining stored Damage and Range Slates into Viper asks for confirmation; other slate recipes remain immediate. A signed-in player's saved Malachite, Silver, or Fully Random preference is now used directly by Start Game and can still be changed before a run.
  • Season 2: New runs start on 1.0.36 and share the current leaderboard with 1.0.33. Runs already in progress continue under 1.0.33 rules on the archived client. The goal is to begin the settled Season 2 on September 1, 2026.
  • Season 3: Season 3 has been renamed from Beta to Alpha while its mechanics are still at an early testing stage. Its opt-in 1.0.35 lane inherits these shared balance changes without a version bump.
  • Season 2: Version 1.0.33 is restored as the official Season 2 ruleset because its late game remains the intended difficult challenge. Its leaderboard is live again; no scores were deleted.
  • Season 3: The experimental 1.0.35 rules have moved into a separate opt-in alpha with their own runs and leaderboard. Enable Pre-Season Testing on your profile to try the new economy and Gem Contracts without affecting Season 2.
Aug 22, 2026
  • Season 2: Version 1.0.33 increases the difficulty of levels in the later tiers. More gameplay data is being collected from these runs so the balance can be adjusted in a future update if needed.
  • Season 2: The Season 2 leaderboard has been archived and starts fresh with version 1.0.33. Scores from 1.0.32 remain available in the Season 2 Archive, and everyone who passed level 100 on that board receives the S2 Wayfinder badge.
  • Season 2: Version 1.0.33 collects more detailed gameplay telemetry for balance tuning, and keeps collecting it through dropped connections. Runs already in progress continue on the version they started on; new runs start on 1.0.33.
Aug 18, 2026
  • Season 2: No gameplay changes. Season 2 now has a dedicated mobile interface with a map-first layout, responsive action controls, drag-and-release gem placement with an offset preview, a subtle placement grid, and mobile recipe sheets that fit the screen without horizontal scrolling.
Aug 17, 2026
  • Season 2: Version 1.0.32 moves the final ranked encounter later in the tier-four progression; defeating it now completes the ranked run. Existing test scores remain available in the Beta Test Archive, and the current leaderboard starts fresh for this balance version.
  • Season 2: From level 201 onward, Lucky Asian Jades now contribute to one combined bonus-gold roll when an eligible enemy they helped damage dies. Each distinct Jade contributes a 5% chance, the killing tower no longer has to be a Jade, and reinforcements remain ineligible.
  • Season 2: Buy Life retains its 10 + purchases² price at every wave tier. Late ordinary leaks still cost multiple lives.
Aug 12, 2026
  • Season 2: Version 1.0.31 makes enemy armor and speed auras resolve consistently before tower attacks, preventing instant-damage towers from briefly missing an active aura based on tower order. Paraiba Tourmaline's Frost Nova now deals its configured area damage across the intended radius.
Aug 11, 2026
  • Season 2: Fixed temporarily grounded flying enemies jumping forward to their predicted air-route position when the effect ended. They now resume from their visible position without receiving hidden route progress.
Aug 10, 2026
  • Season 2: Version 1.0.30 adds 3 new towers.
  • Season 2: Version 1.0.30 replaces free boss casts with a persistent Spell Charge meter. Clean waves build charge, lost lives drain it, and each cast spends 20 of the 60-charge bank. Every boss encounter still guarantees one cast when the bank is empty, cooldowns are shorter, unused charge adds a small end-of-run score bonus, and charge earned beyond the cap lengthens the next timed spell. Sky Anchor now truly grounds the Sky Warlord, allowing ground-targeting towers to attack while its ward is broken.
Aug 8, 2026
  • Season 2: No gameplay changes. Following the community poll's 21–3 result, the early-balance high scores have been preserved in the Beta Test Archive and the current Season 2 leaderboard has started fresh. No scores were deleted.
  • Season 2: Thank you to everyone who helped test and balance Season 2. Beta Tester and Veteran Tester badges have been awarded based on testing participation and feedback; Veteran Tester is the higher tier and replaces the normal Beta Tester badge.
Aug 6, 2026
  • Classic: Version 1.0.2 allows the letter R to be typed normally in the final High Score Text field. The R shortcut continues to remove rocks during gameplay.
  • Season 2: No gameplay changes. Version 1.0.27 privately captures the final tower map when a signed-in run ends and shows it on that score's details only to its account owner. The owner may deliberately share it with an unguessable Copy Link; first-party image links pasted into Comments now render as images.
  • Season 2: Version 1.0.26 lets the player choose a Malachite or Silver aided start, begins runs at 4× speed, and leaves the final board unobstructed after a loss.
  • Season 2: No gameplay changes. Version 1.0.25 makes the final boss damage and remaining-HP result a required part of the completed score submission so it is not lost behind older pending telemetry.
Aug 5, 2026
  • Classic: Fixed the final high-score prompt so its Submit Score button remains available after other interface updates. Pressing Enter in the High Score Text field now also submits the score.
Aug 2, 2026
  • Season 2: Version 1.0.24 reduces Uber Stone's kill scaling from 10% to 5% damage per 10 kills. Extra Chance can now produce at most two targeted Perfect gems in one round, and its repeat price rises by an uncapped 35% of the base price per use within each 100-level tier.
  • Classic Season 1 Season 2: High-score details now highlight gems actually constructed during a run instead of rolled and repicked gems. Uber Stone and Great Opal statistics include their first construction level, construction count, and retained kills when available.
  • Season 2: Version 1.0.23 restores strict Combine Special recipe pools. A recipe must now be completed entirely from the five gems in the current placement round or entirely from gems already placed on the board; current-round and placed gems can no longer be mixed.
  • Season 2: Version 1.0.22 fixes a combat crash that could occur when an enemy died while Wraith Slate was processing its attack targets.
Aug 1, 2026
  • Season 2: No gameplay changes. Version 1.0.21 improves the save/reload mechanism so progress stays more current on slower connections and completed scores submit more promptly.
  • Season 2: Version 1.0.20 shows the remaining and maximum HP for a boss that ends a run. The boss-health snapshot is sent once with the final loss result and is not streamed during combat.
  • Classic: Congratulations to WGW for holding the all-time highest Classic score at 13,538,578 on level 1,301! WGW has received the new Legendary Classic Fan badge.
  • Season 1: Congratulations to Raine in 1st place, 216 in 2nd place, and TTJ in 3rd place on the Season 1 leaderboard! Raine has received the S1 Champion badge, 216 the S1 Silver badge, and TTJ the S1 Bronze badge.
  • Season 2: Version 1.0.19 fixes Combine Special so recipes accept only the exact standard gems listed. Slates and existing special towers can no longer substitute for ingredients based on their elemental damage type, and the recipe is checked again before any gems are consumed.
  • Season 2: Version 1.0.18 restores Repick as an all-five pre-commit reroll. It is available only after five untouched gems are placed, retains none of them, has no cooldown, and costs 50 × (repicks purchased + 1) × the current 100-level tier. New-gem Special and Slate crafting now waits until all five placements are complete and commits the round.
  • Season 2: Version 1.0.17 keeps individual tower and action telemetry non-blocking, queues a per-wave aggregate immediately before combat begins, and stores any differences for manual review. Missing advisory telemetry no longer labels a score as suspected cheating.
  • Season 2: Version 1.0.16 keeps pending and review-needed scores visible with an Under review label, retries final score submissions after transient network failures, and corrects false review flags for ghost slates, purchased lives, and derived tower levels.
  • Season 2: Version 1.0.15 removes Repick from Season 2; Classic and Season 1 retain it. The Splitter's four fragments are now must-defeat enemies, and any fragment reaching the exit ends the run.
  • Season 2: Version 1.0.14 adds limited-use player spells to boss encounters. The centered spell control appears beneath the game only while its encounter is active and shows its remaining casts and status.
  • Season 2: Extra Chance now becomes 25% more expensive after each completed use within a 100-level tier, up to twice its base price. The escalation resets at levels 101, 201, and 301; changing or clearing an unused target does not raise the price.
  • Season 2: The Extra Chance dialog now shows the exact Extra Chance-only odds and next price for every target.
  • Season 2: Fixed a combat freeze that could occur when simultaneous Great Emerald poison effects killed the same enemy.
Jul 31, 2026
  • Season 2: Version 1.0.11 gives slates their assigned elemental damage and colors, aligns Opal with Aquamarine's Water color, displays Extra Chance odds and pity, restores bounded Ancient Slate scaling, and gives Viper diminishing returns toward 50%.
  • Season 2: Ordinary enemy health now rises gradually from 1× at level 30 to 1.5× at level 50. The level 200 and 300 bosses receive a limited 10% health reduction; the level 100 Splitter is unchanged.
  • Season 2: Version 1.0.10 subdues slates with a neutral grey tint and greater transparency so enemy paths remain visible. Selecting or moving a slate temporarily makes it clearer.
  • Season 2: Version 1.0.9 corrects elemental Damage-line coloring so it starts at “Damage:” and stops before “Cooldown:”.
  • Season 2: Version 1.0.8 prevents Extra Chance from lowering a normal quality roll, so maximum gem chances cannot produce Chipped gems.
  • Season 2: Uber Stone once again requires four matching Perfect gems. Three matching Perfects now produce the corresponding Great gem.
  • Season 2: Viper's damage aura now stacks separately with Black Opal, while Ancient Slate and Uber Stone have been rebalanced to prevent runaway damage.
  • Season 2: Slates now look translucent and ghostly, and Move Slate shows a snapped green or red destination preview before committing.
  • Season 2: Standard and special gems now display their elemental damage color and use the corresponding elemental armor matchup.
  • Classic Season 1 Season 2: Corrected displayed minimum damage and updated Red Crystal's descriptions to match its actual 5/6/7 armor reduction.
Jul 31, 2026
  • Classic: Logged-in Classic high-score submissions are now linked to the player's account and appear on their profile. Classic still supports score submission without login and still does not save or resume runs.
Jul 30, 2026
  • Season 2: Version 1.0.7 separates Make Slate from Combine Special so overlapping recipes no longer choose a slate automatically.
  • Season 2: Move Slate and Extra Chance are now visible in the game panel with explanations when they are unavailable.
  • Season 2: Wraith Slate now displays both its enemy-slow and tower-Boost aura ranges.
  • Season 2: Boost, Haste, and Vitality now stack multiplicatively instead of adding their cooldown reductions.
  • Season 2: The Season 2 rules now clarify that slates do not block enemy pathing.
Jul 29, 2026
  • Season 2: Version 1.0.4 fixes placement after upgrading a gem or gem chances before the first placement of a new round.
  • Season 2: Elemental armor strengths and weaknesses now apply to every Standard gem quality, while the additional Great-gem stat rebalances remain Great-only.
  • Season 2: Combine Three now remains in the build phase so the resulting gem can be downgraded before Keep starts the wave.
Jul 28, 2026
  • Season 2: Version 1.0.1 reduces non-boss wave growth from 10 to 5 additional enemies every 100 levels: 10 enemies through level 100, then 15, 20, 25, and so on.
  • Classic: Restored Classic to its original fixed rules while retaining the crash fix and 1×, 2×, and 4× speed controls. See the full Classic rules and restoration details.
  • Classic: Classic no longer saves or resumes runs. Classic high scores can again be submitted anonymously and accept free-form High Score Text without a login.
  • Classic: Restored scores from the original site, now included on the Classic Scores page, and split the leaderboard into High Score Text and Account columns.
  • Classic Season 1 Season 2: Classic, Survival Season 1, and Survival Season 2 now have independent version lines, beginning at version 1.0.0 for each mode.
Jul 23, 2026
  • Season 2: Season 2 rebalances all eight Great standard gems with stronger individual roles, restored elemental armor matchups, and their intended projectile speeds.
  • Season 2: Highlights include Diamond's 5× critical hits, Ruby's three-target multishot, Emerald's reliable poison, Topaz attacks against up to nine enemies, Amethyst anti-air armor reduction, and Aquamarine's new Vitality speed aura.
  • Season 2: Season 2 adds milestone bosses at level 100 (The Splitter), level 200 (the flying Sky Warlord), and level 300 (the Prismatic Colossus).
  • Season 2: Non-boss waves add 5 enemies every 100 levels and deploy each tier faster. Enemies after the first 10 are reinforcements: they still count for score, kills, and slate progress, but award no base gold or Lucky Asian Jade bonus gold.
  • Season 2: Late-game leaks now cost 2 lives at levels 201–300 and 3 lives from level 301 onward. From level 201, Lucky Asian Jade rolls bonus gold only when it lands an eligible killing blow.
  • Season 2: New Season 2 gold sinks scale with the 100-level tier: life purchases, repicks, Extra Chance targets, paid slate moves, and the once-per-tier Prismatic Forge.
  • Season 2: This balance pass is exclusive to Season 2. Classic and Survival Season 1 Great gems remain unchanged. See the Great Gems Rebalanced guide.
Jul 22, 2026
  • Season 2: Survival Season 2 opens August 1, 2026 at 12:00 a.m. in America/Vancouver (Pacific time) with its own leaderboard.
  • Season 2: Season 2 introduces 12 slates: eight one-hit base recipes and four combination slates that can be crafted directly or from stored base slates.
  • Season 2: New Season 2 rules include Combine Three, Extra Chance targeting, inherited slate kills, and up to three moves per slate with anti-stacking placement rules.
  • Season 2: Season 2 random outcomes and placement progress are saved deterministically, so reloading cannot reroll a committed result and a stale tab cannot replace newer progress. Irreversible build choices now happen at safe pre-wave boundaries so a resumed wave restarts with the same board.
  • Classic Season 1 Season 2: Classic and Survival Season 1 remain available and keep their existing rules. See the full Season 2 rules, mechanics, and slate recipe list.
Jul 22, 2026
  • Season 1: Version 0.9.12 now stops stale copies of the same saved run instead of allowing an older tab to replace newer progress.
  • Season 1: Reduced the delay when placing gems while logged in by using smaller placement saves.
  • Season 1: Please reload any game tab that was already open before this update before continuing a saved run.
Jul 7, 2026
  • Season 1: Season 1 high scores open July 8, 2026 and run through September 1, 2026.
Jul 3, 2026
  • Season 1: Released version 0.9.12.
  • Site: Fixed an issue where the comments form could post the same comment twice.
  • Season 1: Some stones do not rest quietly. Neither does the sky.
Jun 30, 2026
  • Released version 0.9.11.
  • Added further internal diagnostics to track down the crash some players still hit on very long, high-level runs. The earlier change reduced one source of memory growth but did not resolve this crash, which is still under investigation. No changes to gameplay.
Jun 26, 2026
  • Released version 0.9.10.
  • Fixed a late-game memory leak that could freeze the game on very long Survival runs while a tower or enemy was selected. The on-screen info panel now refreshes on a steady cadence instead of on every hit, eliminating the runaway GPU memory growth.
Jun 22, 2026
  • Released version 0.9.9.
  • Expanded the internal memory diagnostics (GPU buffer and render-target tracking) to pinpoint the source of the late-game memory growth. No changes to gameplay.
Jun 22, 2026
  • Released version 0.9.8.
  • Added internal diagnostics to help track down the late-game memory growth. No changes to gameplay.
Jun 21, 2026
  • Released version 0.9.7.
  • Fixed a save bug: gem changes made during a wave (downgrade, upgrade, combine, removing a rock, or buying a life) are now kept when you reload an in-progress game, instead of reverting to how things were when the wave started.
Jun 19, 2026
  • Released version 0.9.6.
  • Added player accounts: use the Register / Login link above the game to create an account or log in, so you can save your game and resume it on any device. Your account name is used automatically on the high scores page, so there's no longer a name prompt — your score is recorded for you.
  • You can still play as a guest, but saving your progress and appearing on the leaderboard now require an account.
Jun 17, 2026
  • Released version 0.9.5.
  • Hardened save & resume against save-scumming: a run is now saved the moment a wave begins, and resuming drops you back into that same wave exactly as it was, so a saved game can't be used to retry a wave for better luck.
Jun 16, 2026
  • Released version 0.9.4.
  • Added save & resume: your run is now saved automatically so if the game crashes or the page reloads you can pick up where you left off instead of starting over. When a saved game is found you'll be asked whether to resume it or start fresh.
  • The resume prompt is now an in-game dialog (Resume / New Game) instead of a plain browser pop-up.
Jun 13, 2026
  • Released version 0.9.3.
  • Fixed a crash that could happen at very high levels when fielding many Paraiba Tourmaline towers. Their frost nova effects are now reused instead of being recreated on every cast, which was slowly leaking memory.
Jun 5, 2026
  • Released version 0.9.2.
  • Reduced late-game memory growth by rendering the status bar (level, lives, gold, time, score) from a cached bitmap font instead of redrawing it every update.
Jun 4, 2026
  • Released version 0.9.1.
  • Added extra late-game crash diagnostics to help investigate browser freezes without changing gameplay.
Jun 2, 2026
  • Released version 0.9.0.
  • Upgraded the game runtime from Phaser 3.90.0 to Phaser 4.1.0.
  • Rebuilt the game with a modern Vite and TypeScript toolchain in place of the previous Rollup setup.
  • Kept the existing gameplay, UI flow, DOM score-entry form, and fixed-step simulation intact while refreshing the engine.
May 19, 2026
  • Released version 0.8.8.
  • Pooled projectile sprites. Towers now reuse projectile instances instead of allocating a new sprite for every shot and destroying it on hit.
  • At very high gem counts on 4x speed this drops thousands of per-second allocations to near zero, easing garbage-collection pauses and per-frame display-list churn in late-game runs.
May 18, 2026
  • Released version 0.8.7.
  • Paused the game when the browser tab is hidden so the GPU context is not driven in the background, reducing the chance Chrome drops the canvas in favor of another tab.
  • Redrew the selected-tower range circles automatically after a WebGL context loss is recovered.
  • Added an overlay with a reload option when the game canvas cannot recover from a context loss on its own.
May 17, 2026
  • Released version 0.8.6.
  • Added crash and memory telemetry so late-game browser-tab crashes can be diagnosed without local repro: uncaught errors, unhandled promise rejections, WebGL context-loss events, and periodic heap samples are now reported back from the game.
  • Freed dead enemies from the Phaser display list as soon as they die instead of waiting until the next wave starts.
  • Skipped already-dead enemies in the per-step aura reset to stop wasting work on cleared entries.
  • Invalidated pending pathfinding requests when a round is repicked so a stale result cannot apply after the round is torn down.
May 8, 2026
  • Released version 0.8.5.
  • Moved survival high-score checkpoints from level 101+ to level 501+ and made checkpoint email optional.
  • Cleared stale projectile and target references when towers are transformed or waves end to reduce late-survival memory pressure.
  • Hardened repicks so destroyed round gems, selection state, and placement previews cannot linger after returning to placement mode.
  • Added extra placement guards and reduced per-frame targeting allocations to lower heap pressure during very long survival runs.
  • Stopped logging successful background telemetry writes in the browser console during long runs.
May 7, 2026
  • Released version 0.8.4.
  • Added level 100+ high-score checkpoints so survival runs are saved after each completed late-game level.
  • Prompt for name and email before continuing past level 100 so checkpointed scores are not anonymous.
  • Cleaned up stale tower references from repicks and placed special combines to improve very long run stability.
Apr 21, 2026
  • Released version 0.8.3.
  • Removed 10x speed after player reports of slowdown; the speed cycle is back to 1x, 2x, and 4x.
  • Kept FPS and simulation step-cap telemetry in place so performance can continue to be monitored.
Apr 20, 2026
  • Released version 0.8.2.
  • Replaced 3x speed with 10x speed for faster late-game play when the device can keep up.
  • Added FPS and simulation step-cap telemetry so higher game speeds can be monitored safely.
Apr 20, 2026
  • Released version 0.8.1.
  • Fixed a late-game freeze when flamestrikes kill the final enemy during wave cleanup.
  • Hardened transient visual cleanup so wave-ending effects cannot restore destroyed references.
Apr 19, 2026
  • Released version 0.8.0.
  • Upgraded the game runtime from Phaser 3.50.1 to Phaser 3.90.0.
  • Kept the existing gameplay, UI flow, DOM score-entry form, and fixed-step simulation architecture intact while refreshing the engine version.
  • Rebuilt the game bundle against Phaser 3.90.0 for the next release cycle.
Apr 19, 2026
  • Released version 0.7.2.
  • Fixed late-game enemy minimum-speed scaling so slows can reduce enemies to their intended floor again.
  • Corrected the displayed Minimum Speed value in the enemy info panel.
Apr 18, 2026
  • Released version 0.7.1.
  • Restored Star Yellow Sapphire's combat stats to 180 damage, 0.8 second cooldown, and 121 range.
  • Fixed a wave-end projectile freeze when the last enemy dies with projectiles still in flight.
Apr 17, 2026
  • Released version 0.7.0.
  • Added a Speed control with 1x, 2x, 3x, and 4x gameplay modes.
  • Refactored wave timing, projectiles, and spell timing so faster speeds preserve gameplay outcomes when performance allows.
  • Added automatic speed fallback to protect run accuracy on slower machines.
Apr 17, 2026
  • Released version 0.6.4.
  • Fixed minimum-speed handling so enemies with a minimum speed can no longer be slowed below that floor unless they are stunned.
  • The High Scores page now shows all scores instead of only the top 50.
  • Restored the Special Gem Recipes hover details on the Play page.
Apr 15, 2026
  • Released version 0.6.3.
  • Fixed 4-of-a-kind combines so drawing 4 matching gems now upgrades by 2 levels as intended.
  • Fixed Combine Special so any valid ingredient can still be selected, but only the exact recipe gems are consumed once.
  • Fixed Mystic Black Opal and Star Yellow Sapphire so both aura buffs now apply together instead of overriding each other.
  • Updated Lucky Asian Jade's description to mention its bonus gold effect.
  • Adjusted slow and minimum-speed logic so late-game enemies can still be slowed correctly.
  • Reworked enemy path movement to prevent late-game vibration, freeze, and focus-related movement glitches when frame times spike.
  • Hardened tower placement and removal input handling to reduce frozen-rock and stale-selection issues in long runs.
  • Fixed score submission input so names stay stable across runs and the letter R can be typed normally.
  • Removed extra effect logging and tightened frost/flame cleanup to improve late-game stability without re-enabling floating crit or gold text after level 100.
Dec 4, 2021
  • Released version 0.6.2.
  • Corrected the dev build upload.
  • Increased Lucky Asian Jade's gold generation to 5%, still below the original 10%.
Dec 3, 2021
  • Removed crit and gold text above enemies after level 100 due to a memory leak.
Nov 25, 2021
  • Released version 0.6.1.
  • Fixed a case where COMBINE SPECIAL appeared on special towers.
  • Fixed a missing Reset Game button after clicking No.
  • Fixed reset flow so Upgrade Chances returns correctly.
  • Reduced Lucky Asian Jade gold generation.
Oct 25, 2021
  • Released version 0.6.0.
  • Adjusted a bug related to different monitor refresh rates.
  • The High Scores page now shows the latest version by default, with all scores under the all view.
  • Added the version number beneath the difficulty buttons.
  • Increased Survival difficulty slightly.
Jan 13, 2021
  • Released version 0.5.3.
  • Fixed restart game and added hold-R click-to-remove support.
  • Added the game version to the High Scores table.
Jan 12, 2021
  • Released version 0.5.2 with a fix for the level 50+ performance issue.
  • Repick cost reverted back to the original Gem TD cost.
Jan 1, 2021
  • Gem Tower Defense re-released in JavaScript.