Patch Notes — March 16-21
Modes of Mayhem adds four new ways to play, alongside major performance improvements, new 4-star merged towers, gameplay balance updates, UI improvements, and a large batch of fixes.
🌪️ New Game Modes
Chaos Rift
Semi-randomized resistances roll each wave through tiered mutation templates that scale with progression.
- Mutation templates become more dangerous as the run goes on.
- Chaos Resistance can strip enemy resistances, creating unpredictable wave-to-wave shifts.

- Early wave behavior has been adjusted so opening starts feel fairer and less punishing.
Elemental Surge
Elements rotate between immune and super-effective states every 10 waves, forcing you to adapt your builds as the cycle changes.
- Waves 1–10 act as a grace period.
- Surge cycle rotations pause on boss waves every 25 waves, but environmental bosses are still affected by the current Surge elements.
- Enemy tooltips now show immunities and weaknesses more clearly.
- The HUD now shows how many waves remain in the current surge cycle and previews the next cycle.

Juggernaut
A mode built around fewer, tougher enemies and constant elite pressure.
- Enemy count reduced to 50%
- Enemy HP increased to 2.5x
- Bosses appear every 2 waves
- Wraiths appear every 20 waves
- Juggernaut Aura gives nearby enemies ±15% resistance
- From wave 18 onward, bosses have a 40% chance to gain regeneration
- Bosses now cycle through all 10 boss variants instead of repeating the same one
Vortex
A brand new spiral-map survival mode where enemies converge toward a central portal.
- Enemies move at 1.5x base speed
- They gain +2% speed per loop
- Enemy count is increased to 10x
- After wave 30, gold per kill drops to 10% to prevent snowballing
- Solo Vortex starting gold increased to 200
- Vortex enemies now also have +5% HP

⭐ New Content
4-Star Merged Towers
Merged towers can now reach 4 stars.
4-star towers gain:
- +275% damage
- +70% attack speed
- +40% range
- +150% HP
Their special effects are also enhanced, including improvements to splash radius, slow, stun, and poison.
⚙️ Performance & Stability
This update includes a major round of optimization work aimed at smoother long runs and better multiplayer stability.
- Improved multiplayer performance during heavy combat.
- Reduced network overhead during busy matches and large waves.
- Optimized combat event handling for smoother effect-heavy gameplay.
- Improved long-session stability by reducing memory churn and repeated processing.
- Improved performance in high enemy-count situations.
- Optimized Whirlpool behavior to prevent late-game slowdowns.
- New object pooling for attack visuals reduces garbage collection during combat.
- Spawn queue processing has been optimized.
- Spatial queries now reuse memory instead of allocating every tick.
- Pool sizes have been increased for Vortex mode to better handle higher enemy density.
- Ping display now gives a more stable reading during brief spikes.
⚔️ Gameplay Changes
- Merged tower fusion damage bonuses now stack correctly with other damage multipliers, including elemental bonuses, tower-specific bonuses, and Annihilator.
- Merged shield towers are now immune to burn damage on shield HP from environmental hazards.
- Fire Boulder and Lightning Fire burn scaling after wave 50 has been reduced from +8% per wave to +4.5% per wave.
- Multi-select tower upgrades now process much more smoothly when upgrading many towers at once.
- Upgrade purchases now have added rate limiting for better stability.
🖥️ UI Improvements
- Clicking an upgrade card in Power-Ups now highlights which towers in the hotbar it applies to.

- Clicking a talent node in the Talent Constellation now highlights affected tower types in the filter bar.

- Warfare mastery nodes now correctly map to all attack tower types in the filter.
- Merge Glossary filters have been redesigned into a more compact icon-based layout with collapsible Base and Merged sections.

- Merge glossary tooltips now appear below icons for cleaner readability.
- Added a new Hide Enemy Names setting that removes enemy name tags while keeping health bars and status effects visible.

- Mode HUD panel has been scaled up for better readability.
- Tower info panel now displays the new 4-star merged tower state.
- Hotbar and tower pool UI now refresh immediately after talent allocation, refund, or reset.
🎨 Visual & Rendering Polish
- Large map props now consistently render behind towers and enemies instead of occasionally overlapping in front.
- Minor animation and effect tuning for:
- Water Tower L6
- Laser L3
- Arcane Storm
- Death Knight L4
- Eternal Winter
🏆 Leaderboards
- Leaderboard tiebreakers now use timestamp, so whoever reached a wave first ranks higher.
Modes of Mayhem is live! Jump in, test your builds, and see which mode you like best!