Tower Trials
← Blog
Patch Notes

Version 1.0.2

Released September 16, 2026 · 5 min read

This is a big one — mostly balance, some UI. The short version: the Shop economy and a lot of card costs were undertuned, to the point that a normal-difficulty run could max out every character upgrade by around floor 20-25 with gold left over and nothing to spend it on. That's not supposed to happen until much later in the climb, so this patch rebuilds the numbers behind it.

Shop economy rebalanced

Every character upgrade in the Shop now costs significantly more at higher tiers — tier 1 stays close to where it was, so the early game shouldn't feel any different, but fully maxing out every stat line is now a real late-game milestone instead of a floor-20 formality.

  • Total gold to max every upgrade: 2,335 → roughly 7,600
  • Coin Find upgrade: 20/40/60% gold bonus per tier → 12/24/36%
  • Gold-bonus relics (Philosopher's Stone, Lucky Clover) trimmed so they can't be used to snowball past the new costs the same way
  • Gold earned from fights and treasure no longer keeps climbing forever — it now levels off around floor 50 instead of accelerating all the way to floor 100

45+ card stamina costs corrected

A lot of cards were priced as if their bonus effects (card draw, debuffs, hitting every enemy instead of one, extra block or healing stacked on top) were free. They weren't supposed to be. The fix wasn't across-the-board — cards that were already fairly priced are untouched — but anywhere a card was doing meaningfully more than its cost suggested, that's been corrected. A few examples:

  • Area-of-effect cards now consistently cost more than a single-target card dealing the same damage — hitting every enemy for the price of hitting one wasn't intentional.
  • Second Wind, Panacea, and Hold the Line (Rare-tier effects at Common-tier prices) went from 1 Stamina to 3.
  • Ore Toss — previously a starting card — is being moved out of the opening deck into the general card pool. 9 damage plus Vulnerable ended up priced like a mid-game card, which doesn't belong in your hand on floor 1 for free. Your starting deck is 9 cards now instead of 10.
  • Several cheap cards that stacked a free rider on top of solid damage or block (Arc Bolt, Iron Wave, Healing Elixir, and others) went up by 1 Stamina.

UI improvements

  • Card rewards now clearly label each card "CHOOSE," and picking one shows a proper selection moment — the other two fade away and your pick highlights briefly — instead of jumping straight to the next screen.
  • Upgraded cards now show "−1" instead of an unlabeled "+", so it's actually clear what improved.
  • The Shop button moved from the bottom of the screen (right where your thumb naturally rests) up to the top bar next to your gold, as a proper icon button.
  • The Tower map now uses the extra space that freed up — more of the climb is visible without scrolling.
  • Fixed a bug where trying to scroll through your deck while removing a card at the Shop would instead instantly remove whatever card your finger landed on.
  • The Tower map no longer overlaps the floor header on phones with a notch or Dynamic Island.
  • Shop → Remove a Card now asks you to confirm before a card is actually gone, instead of removing it the instant you tap.
  • First time you pick up a relic or a potion, a quick highlight shows you where it lives and that it's tappable.

Also in this update

Players in the EU, UK, and Switzerland will see a new Privacy Options entry in Settings, letting you revisit your ad-consent choice at any time.

A note on the balance changes

This is a real, deliberate shift in how runs feel, not a small tweak — it came directly out of playtesting where progression was clearing out far too early. If something still feels off after this patch, that's genuinely useful to know — reach out, this is still being tuned.

Play Tower Trials

Get Tower Trials on iOS