Follow the latest RetroTD improvements, balance changes, fixes, and backend updates as the game keeps evolving.
Progression & Rewards Fix
Version 2.1.2 restores the original progression system, including your correct rank, Research progress and unlocked buildings. This update also fixes Daily Challenge resets and incorrect Diamond balances after claiming rewards.
This update restores RetroTD’s original, stable progression system.
Some players experienced an incorrect rank, missing Research progress or locked buildings after updating. Version 2.1.2 reconnects the game to your original progression data, restoring your correct rank, Research levels and previously unlocked buildings.
Thank you to everyone who reported these issues and helped track them down. Your existing original progression remains preserved.
Improved account linking, profile synchronization, daily challenges, cache handling, and all-time score tracking. Challenges now reset correctly each day, show only the challenges appropriate for the player’s rank, and use accurate personal best and highest wave values.
Build 210 restores the stable RetroTD gameplay systems, preserves legacy progress, and migrates eligible Wallet v2 diamonds back to the legacy wallet.
RetroTD returns to the previous stable gameplay systems after issues with the newer Wallet, Research and Account systems.
• Research categories now unlock based on your Rank
• Goldmine Research unlocks at Recruit
• Freeze and Splash Research unlock at Sergeant
• Improved Research progression and lock states
• Improved local-first gameplay and offline support
• Various stability, UI and gameplay fixes
• Research categories now unlock based on your Rank
• Goldmine Research unlocks at Recruit
• Freeze and Splash Research unlock at Sergeant
• Improved Research progression and lock states
• Improved local-first gameplay and offline support
• Various stability, UI and gameplay fixes
RetroTD v2 is here!
This major update introduces Research v2, Balance v2, Leaderboards v2 and Wallet v2, along with improved offline gameplay, new progression systems, updated challenges and many gameplay improvements.
RetroTD v2 is a major rebuild of the game’s core systems.
RetroTD remains fully playable offline.
Your game progress is stored locally and synchronised with the server whenever a connection is available. Online features such as leaderboards, challenges, Inbox messages and rewards are updated automatically when you reconnect.
Existing players upgrading to RetroTD v2 may receive a Diamond reimbursement based on eligible historical activity.
Previous progress remains preserved in the background, while Research v2, Balance v2, Leaderboards v2 and Wallet v2 provide a fresh foundation for the future of RetroTD.
Thank you for playing RetroTD!
Account-based progress, smoother gameplay, improved research and balance updates, plus important fixes for restarts, flyers and cloud snapshots.
This update improves account synchronization, gameplay reliability and overall progression.
This release contains important reliability improvements for account progression, research and active runs.
NEW
• Claim / Delete ALL buttons in the inbox
UI
• Boss/Flyer alarm only at top part of the screen
FIX
• All new balancing system, making later waves harder!
BUGS
• Badge on App Icon now updates correctly
• Inbox persistent 1 new message badge fixed
• Double Ad reward issue fixed
• Many, many backend API issues fixed
* Critical bug solved
A critical bug, which caused delays between server/client sync, was quickly found and solved
• Added the new Weekly Lottery and Lottery information screen
• Added “First” targeting for Gun and Rocket turrets
• Improved all turret Target Priority modes
• Rockets now retarget with smoother turns and no longer stick at screen edges
• Improved performance and gameplay consistency at high game speeds
• Flying enemies now respond correctly to Game Speed changes
• Added new HUD warning lights for flyer and boss waves
• Improved score submission and active-map scores in Player Profile
• Improved new-player onboarding and starter gift visibility
• Tracking permission is now requested when opening the Store
• Fixed monthly rewards for active maps
Version 1.7.9 introduces the Weekly Lottery, improved turret targeting, smoother rockets, redesigned enemy warnings and several important gameplay and performance fixes.
• New enemy: Flyers!
• Dynamic damage based on turret vs enemy
• Tutorial Scenes explaining the enemies
• Dynamites/Claymores now show range
• Smart Targeting now only affects rockets
• Rockets now have little smoke puffs
• Inbox now has better line breaks and text formatting enabled
• Background fixes and improvements
Version 1.7.8 focuses on improving gameplay clarity, polishing the overall experience, and making battles feel even more dynamic. This update introduces a brand-new enemy type, smarter combat mechanics, and several quality-of-life improvements throughout the game.
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A new enemy has entered the battlefield!
Flyers ignore the road completely and fly directly towards your base, creating an entirely new strategic challenge. Make sure your defenses are prepared before they arrive.
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Every enemy type is now introduced with a dedicated Enemy Intel screen the very first time you encounter it.
These information cards include:
The game automatically pauses while the information is displayed and resumes once you're ready to continue.
Enemy Intel is only shown once for each enemy type, ensuring new players receive useful information without interrupting experienced players.
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Enemy resistances are now fully data-driven.
Each enemy can receive different amounts of damage from each turret type, allowing much more strategic gameplay and easier balancing for future updates.
Examples include:
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Dynamite and Claymore placement now displays their effective blast radius before building.
This makes planning defensive minefields much easier and helps players place explosives with greater precision.
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Rocket Towers have received several improvements.
Smart Targeting now only affects Rocket Towers, making the upgrade more meaningful and specialized.
Rockets now leave subtle smoke puffs behind while flying, adding extra visual polish without impacting gameplay.
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Inbox messages have been improved with better formatting support.
Changes include:
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This update also includes numerous under-the-hood improvements.
Highlights include:
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Thank you for playing Retro TD and for all your feedback and suggestions. Every update helps make the game faster, smoother, and more enjoyable for everyone!
RetroTD 1.7.7 focuses on performance, stability and polish.
This update introduces major game-loop optimizations, a redesigned enemy spawning system, improved synchronization across the game and backend, faster challenge updates, more responsive research upgrades, improved leaderboards and dozens of bug fixes.
Gameplay now feels smoother than ever, especially during high-wave gameplay and increased game speeds.
RetroTD 1.7.7 is a major stability and performance update focused on making the game feel smoother, faster and more responsive than ever before.
Although this release introduces very few visible gameplay changes, a significant amount of work has gone into improving the overall experience behind the scenes.
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As always, thank you to everyone testing RetroTD and providing valuable feedback. Every report helps make the game better!
RetroTD v1.7.6 focuses on reliability, synchronization and overall responsiveness.
A brand new startup architecture now synchronizes all player data through a single API flow, resulting in faster startup, more reliable cloud synchronization and fewer background requests.
This update also fixes several issues involving Research, Profile synchronization, Store rewards and game pausing.
The entire startup sequence has been rebuilt.
Instead of multiple independent API requests during launch, RetroTD now performs a single coordinated startup synchronization. This improves startup speed, reduces server load and keeps player data consistent across devices.
Benefits include:
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NEW
• Maps: Mini-Me and Maxi-Me!
• Research: Freeze, Splash, Dynamites & Claymore!
• Turret limits!
UI
• ManagementUI now uses scientific notation when it becomes to big :)
BUGS
• Inbox scrolling and width fixed
OTHERS
• All balancing settings are now controlled from backend, no more releases needed to rebalance the game :)
The map rendering system received a small upgrade, allowing me to break away from the standard 9x16 grid.
The result: two brand-new maps!
I also retired the three least-played maps to keep the Map Select screen a little cleaner and easier to navigate.
As promised, this release introduces the first research upgrades for:
More research options will follow in future updates.
The long-awaited turret limits are now live!
Your rank now determines how many turrets you can build. As you climb the ranks, your maximum turret count decreases, encouraging more strategic choices and stronger tower placement.
Less spam.
More strategy.
One of my longest-standing goals was to move game balancing to the backend.
Mission accomplished 🤪
I can now adjust balancing values without needing to release a new version of the game every single time. This allows me to react much faster to feedback and fine-tune the game while keeping updates focused on actual new content.
Have fun defending your base!
— Tim
INTRODUCING:
• Dynamites & Claymore mines! Kill those enemies on their own track!
NEW
• Settings: Haptics on/off
• Settings: Flashes on/off
• Settings: Help buttons
BALANCING
• Challenges are now worth even more diamonds! 💎
• Enemies will now increase till wave 100
BUGS
• Massive memory leak found and fixed!
OTHERS
• GFX Limiter increased
• HUD Changes to show tower limit better
You can now throw stuff on the track that make the enemies explode!
Simply click somewhere on the track and choose your flavour.
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• Haptics & Flashes can now turned on and off as you please from the settings menu.
• Added info buttons to the settings menu. Now you know what your tapping 🤪
• You can use the settings to lower game Lag if needed...
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Challenges now give extra diamonds and normal enemies will increase until level 100!
This will help with increasing your coins and your diamonds.
(Preparation for balancing the game when the tower limit will start)
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Found a massive memory leak and plugged it! The game runs so much smoother and the phones will heat up a lot less!
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The GFX limiter to lower your memory load has been increased, now that we have the leak patched. Meaning you will enjoy better graphics for a little bit longer.
The HUD has been updated a little bit, now showing the amount turrets you have build, which is the final step before actually introducing this limit 😁
The next update will most likely introduce new research capabilities for the Freeze & Splash tower as well as the Dynamites and Claymore mines.
In short, start saving up your diamonds!
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Have fun playing and as always, leave a review to help RetroTD grow!
NEW FEATURE
• SPLASH TOWER!
BUGs 🐞
• Rank bar not updating properly is now fixed
• Crashing around wave 200, fixed
• Clicking tile not always responding, also fixed
UI Thingies 🖼️
• BuildUI Overhaul completed
• Turret info: DPS is now Damage
• MenuScene bottom information overhaul
Background ⍂
• Balanced freeze a bit
• Decreased Mine yield and wave interest
• Gold mine locked before recruit
• Info overlay on press of locked buttons
This update adds a brand-new tower, improves several UI screens, and fixes a few important issues reported by players.
The Splash Tower has arrived!
This new tower is designed to hit groups of enemies and adds another strategic option to your defense. Place it well, upgrade it smartly, and let the splash damage do the work.
PS. You can only build 3, so choose your positions wisely
Several issues have been fixed in this release:
This update also includes several interface improvements:
A few balance adjustments were made in the background:
Thanks again to everyone playing, testing, reporting bugs, and helping RetroTD improve one update at a time.
BUG!
• Inbox lines not being broken -> Fixed!
Features:
• Mine efficiency is now in effect!
UI Stuff:
• ManagementUI now shows improved information
• UpgradeUI Got an overhaul!
• TopBar shows tower limit, unlimited for now...
Fixes
• Fixed a turret fire-rate limitation at very high upgrade levels.
• Fixed gameplay differences between 1x and 15x game speed.
• Fixed a Freeze Tower issue that could cause enemies to become stuck at high game speeds.
• Fixed scrolling in the Highscores menu.
• Fixed clickable links in Inbox messages.
This update focuses entirely on bug fixes and gameplay stability.
• NEW TOWER! Freeze your enemies! 🥶
• CHANGE: Goldmines have been limited
• BUGS: Some bug fixes, nothing big
LOCKED / Sergeant before it is unlocked.MAXED! when a tower limit has been reached.• NEW: Settings Menu
• NEW: Background music! (v1.0)
• NEW: Basic Sound Effects! (v1.0)
• NEW: Notification Service
• NEW: Information buttons! (v1.0)
• FIX: Many, many little bugs fixed
A fun little “quality of life” update, but secretly a pretty big one 😄
Thanks for playing RetroTD 💙
More turret madness coming soon in v1.7 🚀
• BUG: Exploit found & Fixed (Thank you MrVsvLd)
• BUG: Challenge claims not always saved. Fixed now
• BUG: Website research now counts for challenges
• UI: Coin Cap shown in Research now
• UI: Daily Challenge Completion Reward shown now
• Several backend fixes
(Thank you MrVsvLd for the report)
• NEW: Ranked based research. Based on your rank, more research becomes available
• NEW: Rank progression messages have been updated with all the perks you gain.
• FIX: More LAG elimination done!
• FIX: New reward based leaderboard also implemented in Pause Menu
• FIX: Diamonds from challenges weren't being added to your wallet, now they are :)
• FIX: Leaderboards in the main screen should now load smoother on App Start
• FIX: Player Profile now shows your ranking based on your level + global all-time scores per map
Your rank now unlocks new research categories and permanent upgrades.
Progress through the ranks to gain access to more powerful strategic upgrades.
Rank-up messages have been completely redesigned.
Every promotion now clearly shows:
Climbing the ladder now feels far more rewarding.
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Thank you for playing Retro TD ❤️
Tim
• NEW: Diamond store is now connected to your rank! Higher ranks get higher rewards!
• NEW: Challenge rewards are now connected to your rank! High ranks get higher rewards!
• NEW: Complete all daily challenges to get additional rewards!
• NEW: Monthly leaderboard rewards on all Maps!
• FIX: Huge Lag elimination round done! 💪
• FIX: Claiming inbox rewards works as they should again
• Balance: Changed max enemies from 60 > 75
• Balance: Legend Bounty is now always 1.000 💎 !!
• BackEnd: Huge database cleanup done (and automated)
• BackEnd: API Call Cleanup > Much less errors.
Your rank now matters more than ever!
Monthly rewards are now live on every map!
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The Legend Bounty has been rebalanced.
1000 💎 Diamonds
No scaling. No waiting. Just glory.
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60 → 75
Prepare your defenses.
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Thank you for playing Retro TD ❤️
Tim
• NEW: Challenges now fully integrated into Pause Menu
• NEW: Challenges now fully integrated into Game Over screen
• NEW: Green Challenge-ready indicators with live claim counts
• NEW: Instant Challenge overlay access during gameplay
• Improved overlay transitions between Pause Menu and Challenges
• Improved Game Over menu layout and spacing
• Improved Pause Menu spacing and leaderboard visibility
• Improved splash screen launch experience and branding animation
• Fixed Challenges sometimes updating too slowly
• Fixed Challenge rewards not instantly becoming claimable
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• NEW: Full Research Rank System with military rank progression
• NEW: Live rank progress bar in Main Menu and Research screen
• NEW: Map-based leaderboards with Today / This Week / This Month competition
• NEW: Map-based Rivals and dethrone inbox notifications
• NEW: Military-style autogenerated player names
• NEW: Inbox unread reminder overlay
• Improved live Research refresh after purchases
• Improved leaderboard syncing and identity handling
• Improved Main Menu leaderboard layout and spacing
• Improved instant rank promotion UI updates
• Fixed Rivals popups after progression migration
• Fixed dethrone messages using old global ranks
• Fixed rewarded ads after visiting Inbox
• Fixed multiple menu transition bugs
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• New!
- Fixed pause menu overlay gameplay continuing in background
- Fixed Main Menu and Inbox review buttons
- Fixed Daily Challenge completion registration for some players
- Improved Rewarded Ad challenge progress syncing
- Improved backend challenge consistency and profile tracking
• New!
- Added **Beat the Legend**
- Added **Daily Challenges**
- Improved upgrade tap responsiveness
- Improved visuals and UI polish
• Feature Enhancement
- When upgrading your turrets, you can now select "Max!" to quickly upgrade to the max level!
• BUG Fixes
- Solved an issue where Ads or Packs can not be clicked
- Research syncing issue solved
- Solved some icons that didn't go away when they needed to
• Website
- You can now buy research from the website and enjoy it in-game!
This weeks major launch is what I like to call "Dual Screen" (v1)
This feature lets you perform research on the website live! Basically you play RetroTD on your phone and at the same time, while playing, you can increase your strength from a different device by upgrading your research and this will immediately take effect in the game you are playing!
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The upgrade UI has been enhanced with a "Max Upgrade" button. By holding an upgrade you were already able to quickly upgrade multiple levels, but now it will also show you a new button which lets you upgrade your tower to the Max!
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• Features
- SnapShots are now synced between devices! Start on one, continue on another device...
- Usernames can now be changed from your device in the profile menu
• UI Changes
- Rivals banner is showing a little bit more information
- Review button is added to your inbox
• Others
- Many small bugs have been solved
- Website now shows so much more information!
* Inbox now available!
- I added an inbox to the game so I can share important messages and... Share rewards! More to follow soon!
* UI Work
- MenuScene has been updated again, fully inline with the website now
- Game Over & Pause menu received a first make over, more to come
- Map Leaderboards now have tabs with more information.
* BUG Fixes
- Some little UI and GamePlay bugs got fixed
A brand new in-game Inbox has been added.
You can now receive:
This is the first step towards better communication and more interactive features.
More will be added in future updates.
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Several parts of the game have been updated to improve consistency and clarity:
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More updates coming soon 🚀
• Bug Fixes
- Blue selection square is back on Max'd turrets
- Coin Interest shows the right numbers again
- Coin interest CAP is now based on research level
• UI Enhancements
- Main leaderboard is now daily!
- In Game Rivals! See when you rank up
• GamePlay
- Boss Reward can be increased even more!
• Bug fix
- There was a small bug in the balancing system, causing enemies to be far to easy...
• 1-Tap Account Signup & Login
• Veteran Bonus for Ads & Purchases
• Diamond Store Redesign
• Research & Profile UI Overhaul
• Boss Rewards now go up to 4x
• More Game Speed tiers available
• Improved backend sync for Diamonds & Research
• Fixed store clicks after opening Profile
Thanks for playing Retro TD!
Leave a review if you enjoy the game :)
This update brings major improvements to progression, monetization, UI, and backend systems — laying the foundation for future features.
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Creating and linking your account is now faster than ever.
With a single tap, you can sign up or log in and instantly connect your progress across devices.
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Syncing between devices has been significantly improved.
Your Research and Diamonds now stay reliably in sync, with better conflict handling and faster updates.
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A new Veteran Bonus has been introduced.
Earn extra diamonds on both Rewarded Ads and Purchases, based on your total research progress.
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The Diamond Store has been fully redesigned.
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Both the Research Overlay and Player Profile have been redesigned.
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Several gameplay systems have been reworked:
These changes improve long-term progression and reward structure.
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Game speed options have been expanded.
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The backend has been upgraded to support:
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More updates are coming soon 🚀
• Critical bug
- Fixed a bug where all devices would crash when reaching higher waves, making it impossible to post scores and get your prestige!
• Critical bug
• Profile & Account Linking
- Link your game and sync across devices
• Cross-Device Sync
- Research and Diamonds now stay in sync
• UI Update
- Refreshed and unified with the website
• Leaderboards & Legends
- Self-hosted leaderboards
- New All-Time Legends
Thanks for playing Retro TD!
Leave a review :)
This update introduces account linking, cross-device syncing, a full UI refresh, and major backend improvements to support future features.
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A new Profile Scene has been added, allowing you to link your game to your account via the website.
Once linked, your progress is securely connected to your account, enabling seamless play across multiple devices.
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RetroTD now supports full cross-device syncing.
Your Research and Diamonds are synchronized across all linked devices.
When linking a new device, you can choose whether to keep your Account progress or your Device progress.
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The in-game interface has been updated with a cleaner and more consistent design.
The UI is now visually aligned with the RetroTD website, creating a more unified experience across platforms.
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Leaderboards are now fully self-hosted, improving performance, reliability, and flexibility.
This lays the foundation for upcoming competitive features and events.
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Each Normal map now features an All-Time Legend.
Compete for the highest score and claim your spot as the top player per map.
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Various balance adjustments have been made to improve progression and overall gameplay feel.
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Significant backend upgrades have been implemented to support:
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Additional stability improvements and internal optimizations to keep RetroTD running smoothly.
• New Map: Loop-The-Loop
- The map from Endless Mode!
• Endless Mode v2.0
- Now with milestones!
- New map "GraveYards"
• Preparing Future Challenges
- We’ve implemented backend improvements to support recurring challenges coming in future updates.
- Self hosted leaderboards are shadowing in the background!
Thanks for playing Retro TD!
Feel like supporting me?
Leave a review :)
This update introduces a brand new map, a major Endless Mode upgrade, and several improvements behind the scenes to prepare RetroTD for upcoming features.
A new Normal Mode map has been added: Loop-The-Loop.
This map features a looping track layout that creates new strategic opportunities for tower placement and damage overlap. Enemies travel through a tight circular path, rewarding smart positioning and efficient tower combinations.
Endless Mode has been upgraded with a new milestone system.
Milestones track how far you’ve progressed during long runs and mark important survival thresholds as waves become increasingly difficult. This makes Endless Mode progression clearer and more satisfying as you push for higher waves.
We have added several backend improvements to support recurring challenges planned for future updates.
These systems will allow us to introduce rotating events and new types of gameplay challenges.
This update also includes several minor bug fixes and small UI improvements to make the game experience smoother and more consistent.
Additional stability and backend improvements to keep RetroTD running smoothly and prepare the game for upcoming features.
• UI Fixes
- Diamond Store got facelift
• Balancing
- Less Bosses in Endless mode
• Coding
- Connections to backend for remote backup of your player data: like achievements, diamonds, kills and save games.
- Preparations for leaderboard takeover
Have fun playing, Tim!
This update improves the store experience, gameplay balance, and overall stability of RetroTD.
The Diamond Store has been updated with a cleaner layout and clearer buttons, making it easier to get upgrades and support the development of RetroTD.
Boss frequency in Endless mode has been adjusted to create a smoother and more enjoyable long-run experience.
RetroTD now uses a more robust player identity system, allowing better tracking of player activity and preparing the game for future features.
Better tracking of rewarded ads and in-app purchases to help guide future improvements.
Various backend and stability improvements to keep RetroTD running smoothly.
• Smoother gameplay with reduced aiming delay
• Coin interest growth balanced
• Rockets now automatically target the strongest enemy
• Turret targeting is now shown for quick reference
• Endless leaderboard expands to Top 6 if you’re in it
• Fixed waves sometimes not granting coins or diamonds
• Fixed turret target priority not saving after resume
Version 1.5.1
This update improves control, balance and overall gameplay depth.
New Turret Management Menu
Quick Upgrades
Gold Mine Research Rebalanced
In-App Purchases Updated
Bug Fixes & Improvements
3,289
From the Main Menu, you can now go into Endless Mode!
Endless hordes of enemies, limited research available...
How far can you go?
Bugfixes
UI Changes
Others
Lag Elimination
I introduce to you a completely new targeting system, which works smarter, faster, smoother and most of all... Totally invisible!
Well... It eliminates nearly all of the LAG we have been seeing in the previous versions when building to many turrets, so you will feel it!
CRITICAL BUG FIX
After the new Ads account got approved, it triggered a bug in the code making the App crash on startup. This code was introduced end of January with release 1.3.1 but has been dorment ever since. Found it, fixed it, expedited the approval flow and now you can play your favourite game again :)
BUGFIX! Double boss spawn
In certain situations, boss waves spawned twice, fixed now :)
BUGFIX! Diamonds at end of wave
It was possible to trick the system over and over again and receive the diamonds as many times as you wanted... Fixed this now, no more cheating :)
BUGFIX! To many turrets = Less power
We had an issue that when to many turrets were build, the efficiency would go down and your DPS would actually tank. Fixed now :)
UI: Introduced sprites!
Turrets and enemies are now build from images/sprites, meaning the game doesn't need to render them every frame anymore!
Economy: Changed GoldMines
GoldMines were far to cheap, changing the complete game experience! Per community request, changed the pricing and yield
Code Cleanup
Removed a lot of old and obsolete code, but also added some shared functions to remove double code.
LAG LIMITING!
Whooohooo, I found a way to lower the lag een further by throttling the amount of updates to the healthbars and turret checks.
BUGFIX! Crash on restart
There was a crash when pressing restart after being gameover, found the little bugger and sent it away!
UI Fixes
A couple of small UI fixes, like the background color of the turrets and the + sign behind the diamonds that wasn't aligned nicely
New Map - Crossfire
A new map has been introduced called CrossFire
Rebalancing
As part of the Lag elimination, I slowed down the turrets and enemies, while increasing power for both.
Lag Elimination
Introduced some first tests with throttling bullets. When FPS dips, you will notice that bullets become invisible, but damage still continues.
Choose your turret
Machine gun or Rocket launcher, make your pick! One is fast, the other is strong... Which do you prefer?
GoldMine
Introducing the goldmine, build it to get additional coins at the start of each wave... Get rich or die trying!
Inflation stopped
In the old days, cost of turrets would go up, but we took this part out of the game now.
Boss HP adjustments
I made the bosses a little easier in the higher levels :) HP Was building up way to fast, making it near impossible.
Select a turret after building it
Whenever you build a turret, it will right away be selected now, ready for upgrades
Main Menu Changes
Some small UI changes in the Main Menu... Pssstt... It also hints towards a soon to come new Game Mode ;)
Map Selection has a new look
All I can say is simply have a look at it! It really became a little piece of art :)
A new map: Switchback!
Another new map added, test your luck with this new beauty :)
More Leaderboards!
Introducing a leaderboard for each map! Become the best on your favourite map and show it off to your friends!
Coding Logic
Oops I did it again...... Yeps... Honey, I shrunk the code... A lot of parts have been moved out of the main game to make it better for reusability. Which I will need very soon!
BUGS!
I don't release often with bugs in the code, but sometimes they slip through! This release, two of the buggers were found
Damage Upgrades are 10% from base damage, but this should have been 10% from current amount.
Weekly Leaderboard wasn't working... Now it is...
Permanent Upgrade added: Increase starting coins
I added the ability to increase your coins at the start of a new game.
Permanent Upgrade added: Double rewards on the Bosses
Normally you would get 5 coins and 1 diamond per boss kill, but you can now double this up to 10 coins and 2 diamonds. Savings go up a lot faster!
UI: Permanent Upgrades Menu has been re-ordered
With the new upgrades and the ones that are still to come, there was a need to shuffle things around a bit.
Logic: Code refactor
As preparation for new Game Modes that will be released in the coming weeks, I am changing a lot of logic within the code so it can reuse certain parts easier. Saves a lot of searching and double coding in the future.
Battery Drain & Game Smoothness
Made some changes to the code to increase the smoothness of the game, especially in the higher waves (See next point).
Cap on enemy count
As part of the smoothness, I implemented some changes on the Spawn logic. First, we cap the amount of enemies at a maximum of 25, but starting wave 25, the increase in HP per enemy goes faster. Also, Bosses now spawn in addition to the standard enemies, not as part of the wave count.
Preparations for Google Admob replacement!
For some reason I got a temporary block from Google Admob (invalid traffic, probably due to testing), so decided to also implement UnityAds as a backup. If one of the two doesn't load, the other will take over. For now only preparation as the account is still pending approval.
UI Updates
Many UI Updates have been done
Upgrade HUD is now optimized to play the game with 1 hand (right handed people). At a later stage an option will be introduced to make it left handed as well :)
Map Select Scene has been updated a little, just to make it look a bit nicer
Leaderboard on the main menu has been updated
Highscores per map
With the new maps, it now shows your highscore per map on the Map Select Scene. Later on I will introduce Leaderboards per map as well.
NEW MAP! SideWinder
The 4th map is now live! SideWinder! Left, right, left... Swirl through the waves!
Practice this one good as soon it will be the base map for a new game mode ;)
Permanent Upgrades
The cost for some of the upgrades were simply not logical, so I made some adjustments here.
Coding Updates
As with any release, some code refactoring has been done again to make it more logic, clean it up and all those kind of things.
Release Overlay!
Whenever your game gets updated, you will now see a nice overlay when you start the app telling you exactly what changed. No worries, it will only show once.
Your GameSpeed is now memorized!
When you restart the app or start a new game, you will right away start with the Game Speed you left off with. No more endlessly tapping that button!
Ads work again!
As always with new apps, Google AdMob put a limitation on the viewing of ads. This has now been resolved and ads are starting to flow!
Main Menu changes in preparation for new game modes
With a new Game Mode coming very soon, I already prepared the Main Menu and made some space!
2 Shiny new maps! A major update!
You can now enjoy 2 shiny new maps and more will be released very soon!
Background coding refactoring/logic
I made some heavy duty changes in the code to cope with multiple maps and different game modes. As a result, I made the map processor a lot smarter and more flexible and now I can release new maps in pretty much every release... Expect many more of them..
🐞 Double boss spawn (#222)
When paused at a certain moment, bosses would spawn twice. This has now been fixed.
🐞 Leaderboard update after score (#251)
When you get gameover with highscore, the leaderboard didn't update.
🐞 Bullets never hit (#252)
In combination with 2x speed, bullets skip a few pixels, making them hover over the enemy endless.
🎨 Main Menu Renewal and Polishing (#169, #226)
Full Main Menu has been upgraded with fresh new buttons and a Global Leaderboard!
🎨 Permanent Upgrade Renewal and Polishing (#224)
Full Permanent Upgrade Overlay has been upgraded with a nice, category based, tab system. Much more space for many more Upgrades that will arrive soon :)
✨ Added Permanent Upgrade Type: Game Speeds (#180)
On my personal wishlist, increase the speed of the game! You now have the option to unlock gamespeed 1.25x, 1.50x and 2.00x.
✨ Added Game Center Leaderboards (#187)
Already added in the background, but now you can actually see your ranking on the Global Leadership boards!
⚙️ Balancing... (#253)
Now that we have some first players that are getting a little further, it also shows that the increase in HP for especially the giants and bosses was maybe a little bit to insane.
🎨 Diamond Store UI polish (#243)
Minor UI tweaks have been applied to the Diamond Store to improve clarity, feedback, and overall usability.
Small changes, but they make upgrading smoother and more intuitive.
⚙️ Balancing adjustments (#228)
Enemy HP scaling has been smoothed out, reducing steep difficulty spikes in earlier waves.
The game remains challenging, but progression now feels more gradual and fair — with permanent upgrades helping you push further step by step.
⚙️ Diamond progression improvements (#230)
More Boss enemies have been added, allowing players to earn diamonds roughly twice as fast during normal gameplay.
Diamond rewards from Ads and IAPs have also been increased, reducing early-game grind and making progression feel more rewarding.
🐞 Background Pause issue (#191)
Still had a small little bug hiding when the app went into the background. Found this little bugger now as well :)
🐞 Turret status stayed grey after deselect (#192)
All turrets update their status color after one gets deselected again.
✨ Added Permanent Upgrade Type: Additional turrent upgrade slots (#177)
You can now permanently unlock extra upgrade slots per turret, allowing for deeper and more flexible builds over longer runs.
✨ Added Permanent Upgrade Type: Upgrade the HP of your Base (#185)
You can now permanently increase the HP of your base, giving you the ability to sustain even more damage!
✨ Added Permanent Upgrade Type: Restore Base HP after end of wave (#196)
Hate it when your Base gets damaged? You can now but permanent upgrades to make it restore a little bit after each wave.
🎨 High score visibility (#172, #188)
Your personal high score is now visible directly in the main menu, making long-term goals more prominent. On top of this, you will notice your score becoming a pulsing green when you hit your high score In-Game!
🎨 Turret UpgradeUI Clarity (#134)
The upgrade interface has been redesigned for better readability and structure, showing current values, next upgrade impact, available slots, and costs in a clearer layout.
🎨 Turret Styling (#166, #182)
Nothing fancy, but the turret now shows the level of upgrades it has and colors based on availability of upgrades. Clarity is key.
🎨 Permanent Upgrades UI design (#175)
With the new Permanent Upgrades, the Permanent Upgrades UI became very much cluttered. Decided to make it a bit more clean with proper text sizing and spacing. Later we will redo it with nice buttons, but for now it is clean and clear again.
🎨 General UI fixes (#133, #193)
Mostly minor little updates on general UI. Nothing fancy, just some stuff that irritated me as the developer and player of the game. (OCD stuff)
⚙️ Better performance under the hood (#190)
Removed unused and duplicate legacy code to keep the game lean and responsive and split the code in separate files for ease of coding.
⚙️ Foundations for GameCenter integration (#150, #189)
Preparations for the Leaderboards has begun! Your Highscore will now be stored both locally as well as in your GameCenter profile!
⚙️ Disabled iPad support for now (#220)
Given the UI is designed for iPhones, not for iPads, I decided to disable the support for iPad for the time being until I get some more information and time to also design specifically for iPads.
⚙️ More balancing tricks
This one you will see pretty much every release... Balancing the base power, upgrade percentages, costs etc to make the gameplay as fair and challenging as possible. (Not to easy, not to hard...)
🐞 Pause reliability
Waves now fully stop when the game is paused and continue correctly after resuming.
🐞 Pause reliability improvements
Enemy waves now resume correctly after pausing the game, maintaining proper spacing between enemies and preventing overlapping spawns.
🐞 Turret range preview stays accurate
Range previews now update correctly after buying permanent upgrades, preventing outdated visuals during gameplay.
🐞 Bullet behavior after pause fixed
Rare cases of bullets appearing from unexpected directions after resuming the game have been resolved, ensuring consistent and predictable turret fire.
✨ Pick up where you left off
You can now resume your game exactly where you stopped after closing the app.
✨ More rewarding upgrades
Turret upgrade costs have been lowered, allowing you to experiment and improve your defenses more freely.
🎨 Permanent upgrades feel more achievable
Upgrade pricing has been rebalanced from Fibonacci-based scaling to a linear model, making long-term progression feel fair and predictable.
🎨 Consistent Diamond Store pricing
Prices now always display in USD for clarity and consistency.
🎨 More reliable ads experience
Ad buttons are automatically disabled when ads aren’t available, preventing failed interactions.
🎨 Safer in-app purchases
Purchase buttons are disabled if in-app purchases aren’t ready, reducing errors and confusion.
⚙️ Better performance under the hood
Removed unused legacy code to keep the game lean and responsive.
⚙️ Smoother difficulty progression
Boss health scaling has been reduced, making late waves challenging without feeling overwhelming.
⚙️ More consistent enemy spacing
Enemy spawn timing is now dynamically adjusted based on enemy speed, keeping fast enemies from spreading too far apart and slow enemies from clumping together.
⚙️ More balanced permanent upgrades
Permanent upgrade bonuses are now tuned per stat, allowing better long-term balance and progression.
⚙️ Clearer progression visibility
The version number shown in the app now always reflects the actual installed version.
🚀 The beginning of Retro TD 🎉
The initial public release, introducing the core tower defense experience.