Totally Defenceless Patch Notes — March 9, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
IMPORTANT NOTE:
Due to updating to a newer version of the game engine, save files from v1.0.1.0 or earlier will not be compatible with this update. This is not ideal, so a legacy branch containing the older v1.0.1.0 will be available on Steam for anyone wishing to finish their current map before updating.
All progression, game settings and highscores are preserved and should not be affected by this change.
To access the legacy branch, right-click on Totally Defenceless in your Steam library and click Properties. From there it will be located under the 'Game versions and Betas' tab.
Now, on to the patch notes!
Tower Changes:
Towers that fire projectiles will now lead their targets, rather than fire directly at the target. Taking into account the path the creatures will take, so they won't get caught out by those spooky corners either. This should result in greater accuracy and fewer sad tower noises from precious cooldowns being wasted.
Mine tower damage and cooldown increased to put the tower in a position to provide high initial damage output in a wave, with less sustain.
Mine damage increased from 60/120/176/232/284 to 120/232/338/435/525.
Mine cooldown increased from 16/15.75/15.5/15.25/15 to 32/31/30/29/28.
Tower Modification Changes:
You now start the game with 1 Mod Point, allowing for some decision making and variability right from the beginning.
Further lowered tower modification point cost from 60000 to 50000.
Additionally, you now gain more score from defeating bosses and finishing waves without taking damage. This serves two purposes. Firstly it increases overall Mod point generation. Secondly, the scoring on smaller vs larger maps will become closer together, due to the proportion of score coming from defeated creatures being smaller. Larger maps with more creatures will still see higher scores, but it should be closer than before.
Wave completion no-hit bonus increased from 100 to 200.
Queen value increased from 44 to 220.
Nightmare value increased from 40 to 200.
Ladybird value increased from 48 to 240.
Sludger value increased from 60 to 300.
Hive Mother value increased from 56 to 280.
Guardian value increased from 52 to 260.
Mods are supposed to be something to look forward to, giving a meaningful boost in power, or enabling synergies between towers. A lot of them were not hitting the spot, so now they have a bit more pizzazz and sparkle.
Rocket Mod 2 Was: +20% damage to Flying.
Rocket Mod 2 Now: +10% damage to Flying for each adjacent Explosive tower.
Cannon Mod 2 Was: -32 minimum targeting range.
Cannon Mod 2 Now: +40% damage to Normal creatures.
Flak Mod 1 Was: +20% damage to Special creatures.
Flak Mod 1 Now: +40% damage to Stunned for each adjacent Explosive tower.
Kinetic Mod 2 Was: +100% damage, but CANNOT push enemies.
Kinetic Mod 2 Now: +200% damage, but CANNOT push enemies.
Shockwave Mod 2 Was: +10% damage to Shocked.
Shockwave Mod 2 Now: +10% damage to Land for each adjacent Physical tower.
Tracking Mod 1 Was: Attacks ignore shields.
Tracking Mod 1 Now: Can apply Stunned status through shields.
Tracking Mod 2 Was: +40% damage to Boss Creatures.
Tracking Mod 2 Now: +40% damage to Boss creatures for each adjacent Physical tower.
Plasma Mod 1 Was: +10% damage to land.
Plasma Mod 1 Now: +1 projectile per tower level. -50% damage per projectile.
Plasma Mod 2 Was: +20% damage to Chilled.
Plasma Mod 2 Now: +20% damage to Chilled for each adjacent Energy tower.
Beam Mod 2 Was: +40% damage to shields.
Beam Mod 2 Now: +10% damage to shields for each adjacent Energy tower.
Precision Mod 2 Was: +40% damage to Stunned.
Precision Mod 2 Now: +20% damage to Tracked for each adjacent Cold tower.
Shard Mod 2 Was: +8% damage for each adjacent Cold tower.
Shard Mod 2 Now: +10% damage for each adjacent Cold tower.
Pierce Mod 1 Was: +20% damage to Poisoned.
Pierce Mod 1 Now: +20% damage to Poisoned for each adjacent Cold tower.
Pierce Mod 2 Was: -1 second to cooldown.
Pierce Mod 2 Now: -2 seconds to cooldown.
Frostbite Mod 2 Was: -80 Resource build cost.
Frostbite Mod 2 Now: +100% damage to Shocked.
Radiation Mod 1 Was: Also applies Irradiated debuff, reducing healing effectiveness to 90%.
Radiation Mod 1 Now: Also applies Irradiated debuff, reducing healing effectiveness to 80%.
Radiation Mod 2 Was: Reduce cooldown by 2s on kill.
Radiation Mod 2 Now: Shoots twice per volley.
Toxin Mod 1 Was: +10% base damage.
Toxin Mod 1 Now: +40% damage to Special creatures for each adjacent Poison tower.
Toxin Mod 2 Was: +20% damage to Normal Creatures.
Toxin Mod 2 Now: Remove minimum range limit.
Gas Mod 2 Was: +20% damage to Burned.
Gas Mod 2 Now: +20% damage to Burned for each adjacent Poison tower.
Slow Mod 1 Was: +10% slow on Boss Creatures for each adjacent Utility tower.
Slow Mod 1 Now: -200 Resource build cost.
Weakness Mod 1 Was: Creatures that are also Stunned lose an additional 10% resistances.
Weakness Mod 1 Now: Creatures that are also Stunned lose an additional 20% resistances.
Cost Changes:
Reduced cost of Reality Shift from 2400 to 800.
Reduced cost of Core EMP unlock from 3000 to 1600.
Reduced cost of Sludge Removal from 3600 to 2400.
Increased cost of Multiplier Boost from 1800 to 2000.
Lowered amount of Charge gained from reward packages from 12% to 6%.
Monster Changes:
Rebalanced ALL monster resistances. They should be similar totals to before, but more focused into certain strengths and weaknesses.
Slightly decreased the amount of healers that spawn from 0.04 to 0.03.
A couple of mysterious creatures are no longer affected by the core EMP blast.
Lowered the waves that certain creatures start spawning.
Detonator from wave 82 to 74.
Incinerator from wave 93 to 86.
Zapper from wave 102 to 92.
UI Changes:
Added notification to show summary of E.L.P.Rs contribution for the wave.
Added more tower information to the displayed stats.
Added a more convenient display for which tower mods are selected.
Updated font.
Map Changes:
Adjusted difficulty scaling on ALL maps to compensate for the new monster resistances, the new tower modifications and to align better with the vision for the game.
Minor visual changes to Park map.
Slightly increased buildable area near the Core on the City Park map to help with fliers from the top-right spawner.
Adjusted small path in the Crypt to allow Link towers to connect properly.
Status Changes:
Bleeding status decreased from 0.2% to 0.1% current health per second.
Optimisations:
Improved damage number performance.
Bug Fixes:
Fixed bug relating to relocate and proximity alerts.
Fixed battleship damage type to match description.
Fixed mod point display bar being weird.
Fixed tower slot and Kinetic tower unlocks being erroneously swapped.
Fixed some squiffy rounding errors. You should have more resources to spend now as a result.
Fixed sludge removal utility causing creatures to get stuck with the sludged buff when used. Whoopsy!
That's everything for this one. Thanks for reading.