Endless TD — Game Save/Hotfix Update
March 12–14, 2026
This update introduces a new save game feature for Practice Mode and PvE Mode, alongside another round of hotfixes focused on reconnect stability, performance, and overall gameplay flow. It’s designed to let players continue runs later while preserving continuity and protecting leaderboard integrity.
💾 New Save Game Feature
A new save game feature is now live for Practice Mode and PvE Mode.
How it works
- Saves are now single-use
- This allows you to leave a run and continue it later
- Once a save is loaded, it cannot be reused again
- If you lose or surrender, that save is cleared
- You cannot save again on the same wave you just resumed from
Why
This system was built to let players continue long runs later without creating retry abuse or leaderboard loopholes.
Save rules
- Players can have up to 3 saves per unique team
- Example:
- Solo play = 3 solo saves
- Duo play = 3 separate duo saves
- Team saves only appear when the correct party/team is together
This keeps runs continuous and fair while still making long sessions much easier to manage.
⚙️ Save / Load Overhaul
We spent a big part of this update hardening the save and resume system across both Practice Mode and PvE Mode.
Improvements
- Weather intensity now saves and restores correctly
- Tower cost and upgrade investment are now preserved correctly in saves
- Tower kills and total damage dealt now persist through save/load
- Older saves now load more reliably with improved path handling
- Legacy saves missing cost data are now estimated more accurately
- Offline talent data now syncs correctly right after restoring a save
- Ready panel now shows the correct wave after restoring offline saves
- Offline Practice Mode has been brought closer to parity with online play
- Improved talent integration and game state handling in offline runs
Resume flow improvements
- Resumed games now return to a Ready panel instead of auto-starting immediately
- Selecting a save now immediately loads it
- Environmental damage is now suppressed during ready-up after resuming
Fixes
- Fixed save/load cases that could cause wave count issues on restore
- Fixed restored games double-incrementing wave progress
- Fixed talent restore timing issues
- Fixed several sell value issues affecting saved merged towers
- Cleaned up merge UI behavior when returning to menu or lobby
- Added stronger validation and error protection around save restore flows
🔌 Reconnect & Stability
We’ve continued improving reconnect behavior and general match stability.
- Co-op towers now transfer to the host if a player disconnects
- Talent state and Run XP now restore more reliably after mid-game disconnects
- Players no longer appear to rejoin twice on reconnect
- Added stronger protection against bad restore/socket states
- Added better safeguards against invalid save data
- Improved internal handling around restore-related errors
- Fixed a race condition affecting certain save refresh flows
- Improved alert handling to prevent false server-down alarms
🚀 Performance Improvements
This hotfix also includes more performance work aimed at keeping high-wave gameplay smoother.
- Improved shield-related performance with better caching
- Improved regeneration aura performance using spatial optimizations
- Added a fast path for extremely large tower ranges to prevent lag at very high waves
- Prevented massive unnecessary range checks in edge-case late-game builds
These changes should especially help performance in runs with extreme scaling and very large tower coverage.
⚔️ Gameplay, Towers & Combat
A few additional improvements and fixes went into core gameplay, stat display, and combat interactions.
- Added Mass Sell Towers
- Select multiple towers and sell them all at once using the Delete key or the UI button
- Confirmation modal helps prevent accidental mass sales
- Supports up to 300 towers in a single batch
- Fixed multiplayer stat display mismatches by improving buff multiplier syncing
- Fixed shield dome protection against lightning strikes using proper distance checks
- Improved interactions between lightning strikes and protected or unprotected towers
🎮 Tutorial, UI & Quality of Life
We’ve also made a few usability improvements to make the game clearer and smoother to use.
- Tutorial now includes camera controls:
- Right-click drag to move the camera
- Scroll to zoom
- Added a golden badge on the talent button to show available unspent talent points
- Talent and archetype notification badges now stack properly when both are present
- Fixed display issues affecting the talent screen
- Improved save selection flow when returning to runs
- Cleared stale save selection state when returning to lobby
📰 Main Menu & News
- Added a new What’s New side panel to the main menu
- Fixed an issue where links in the news panel could fail to open properly
- Improved refresh behavior so newly saved runs appear more reliably
📌 What This Update Focused On
This was another heavy stabilization stretch centered around implementing the new save game feature for longer games, while continuing to improve reconnect flow, offline parity, stat syncing, combat reliability, and high-wave performance.
This update strengthens the core, and it sets the stage for the next wave of improvements ahead.