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16.07.2025 - Hotfix #5 (important)

🕒 Cooldowns drastically reduced

All cooldown reductions from items, skills, and boost cards have been nerfed by up to 90 %.
Why? Because the goal of the game is not to make every turret feel like a Gatling gun in the end.

  • Heavy turrets are meant to fire slowly but hit hard.

  • Fast turrets should deal their damage through many small hits.

All existing items have been retrospectively adjusted to match the new cooldown values.


🧱 Updated cooldown limits

The cooldown rules introduced with the last update have been slightly extended:

  • Standard turrets can now reach a minimum cooldown of 0.2 seconds.

  • Heavy turrets (Railgun, Nova, Chain Lightning) have a lower limit of 1.0 second.


💰 Selling/salvaging items = 100 % refund

Due to the major changes, dismantling an item now refunds the full amount of Silver Coins
this applies to both existing and newly purchased items.

  • Previously, you only received 50 % back.

  • This rule applies indefinitely for now, but we will monitor how things develop.

  • Upgrading items is now significantly easier.


🛠️ Fixes & improvements

  • Support turret cooldown buff is now correctly displayed in the turret overview.

  • The inventory now clearly indicates cooldown limits:
    If a turret falls below the minimum cooldown (e.g., Flamethrower),
    it will show “0.2 seconds” in green, indicating the value has reached its cap.


🧠 A note from the dev team

We know these changes won’t be everyone’s favorite.
But please remember: The game is still in active development, and updates like this are sometimes necessary.

Here’s an example for context:
When the Cooldown Boost Card was introduced, there were no skills or items yet.
The card alone gave 20 % cooldown reduction – with zero effort.
The Team Card added another 1 % per player, so with 40 players that’s 40 % for everyone.
Combined with skills, items, and more, players were reaching almost 200 % cooldown reduction – far too much.

We’re not planning any further drastic changes at the moment.
Right now, our focus is on balancing turret damage output,
so that each turret feels distinct and useful in its own way –
but still performs within a comparable damage range.