# What's New (change log) > Every Blockade Brigade update, newest first: new towers and enemies, improvements, fixes and balance changes, with the version and date of each. - Page: https://blockadebrigade.com/changelog - Site: Blockade Brigade, a tower defense game for Windows PC (https://blockadebrigade.com/) - Text generated: 2026-11-02 06:38 UTC Current game version: 0.1.8.39 ## 0.1.8.39 (31 October 2026) - Improved: On phones and tablets: text and buttons are bigger and the same size held either way, the game turns with the phone, and the top bar, build menu, tower card, tips, wave cards and settings now fit the screen. Tower buttons can be made bigger. - Improved: On phones and tablets every menu page and window now fits the screen, upright or sideways: rows stack, long text wraps, tall pages scroll with their title and buttons kept in view, and every button is big enough for a finger. - Fixed: Giant Spiders no longer climb straight up a cliff and end up inside a hill beside the path: they only go up and down a hill where a ramp is drawn on that side. - Fixed: On phones, when an update can't install itself, the button now says Get the latest app and opens the phone download page instead of the PC installer page. - Balance: A Miner placed or upgraded while a wave is running now earns only for the rest of that wave: the time before at its old level (or nothing, if just placed), the time after at its new one. Placing or upgrading between waves still pays the whole next wave. - Balance: Miner boosts now add together instead of multiplying: neighbours, Support Stations, research and cards each add their bonus once, and a hill counts once. Its upgrades now cost more on a Miner that cost more to build. ## 0.1.8.38 (30 October 2026) - New: On phones and tablets you can now play holding the screen upright as well as sideways: the menus and buttons grow to stay readable, the top bar fits the narrow screen, and the camera opens its view so you still see the map side to side. - Improved: Halloween: pumpkins now come in ones, pairs and threes of mixed sizes, with the odd giant, and most turn their faces toward the path instead of all looking the same way. - Improved: Halloween: the Clanker's ghost sheet now has a cute face, big dark eyes and a round mouth, on its front. ## 0.1.8.37 (30 October 2026) - Improved: On touch screens: tap the ground or the tower again to let go of a tower; a picked tower's ghost shows at once, a tap moves it and Place puts it down; Back closes panels first; two thumbs slid up or down tilt the view; bigger menu. - Fixed: Halloween: the ghost costume now shows on Clankers, and the skeleton costume has its skull. - Fixed: If an update can't install itself, the game now says so and offers the installer instead of offering the same update again, and updates no longer stop over a small difference in how the publisher's name is written. ## 0.1.8.36 (30 October 2026) - New: Halloween horde: in a game started during the Halloween event, waves 7, 17, 27 and on bring twice the enemies as skeletons, ghouls, bats, zombies and witches, each much weaker, so it's an easy, candy-filled wave. It counts on the leaderboards. - New: Halloween: the Clanker dresses up in a witch's hat, a skeleton suit or a ghost sheet that hangs like real cloth, and says booo; witches cackle as they fly. - New: Halloween: the Bug flies in as a bat, bats flutter over the map, and the main menu wears a Halloween logo. - New: The main menu can now show a limited-time sale and a featured creator, set on the website, with a countdown and a button to the offer or channel. ## 0.1.8.35 (30 October 2026) - New: Halloween: when the event is on, glowing carved jack-o'-lanterns turn up on the map, in 20 designs from grinning faces to a witch on her broom. - New: Halloween: when the event is on, the Tin Trooper walks as a skeleton, the Raptor as a ghoul, the Heavy Knight as an armoured zombie and the Razorwing as a witch on a broom, and they burst into candy. Same enemies, new looks. - Improved: At night Helicopters turn their searchlights onto the enemy they are attacking, and Helicopters and Airport planes blink red, green and white navigation lights. ## 0.1.8.34 (30 October 2026) - New: Day and night: the day turns as the waves go by, from morning sun to moonlit night, with lamps and shots glowing in the dark. Looks only. Settings > Display > On the battlefield: Cycle, Always day or Always night, and the day's length (2 to 40 waves). - New: New from wave 25: the Giant Spider leaves the path and crawls the shortest open way to your base, over grass and up ramps, round your towers. Water and cliffs stop it: dig a moat across its shortcuts and it goes back to the path. - New: The main Standard leaderboard has a Play button on each game: it opens the game on that player's map, so you can try to beat them on the same ground. - New: Slow motion: a ½ speed button next to pause plays the game at half speed (key 0), and replays can play at ½ too. - Improved: Helicopters on the same enemy now circle it, each in its own slice, staggered high and low, and hit harder together: +5% for each extra one, up to +15%. They climb to meet a Blimp Boss, and Airport planes now dive on it from above. - Fixed: The Airport can be placed on a wide, flat hilltop: its ghost now climbs up onto the hill you point at instead of staying on the ground behind it. - Balance: The Miner now uses power: its full need all through a wave, and 1 between waves. It digs only while it has power, so a wave with half its power earns half its gold. Its panel shows how much of the last wave it had power for. ## 0.1.8.33 (28 October 2026) - New: Clip button: the film-camera button in the top bar (or F8) saves the last 10 seconds of your game as a video in your Videos folder, under Blockade Brigade. A message says when it is saved, with a button to open the folder. - New: First-game hints: a new player gets three short tips, each shown once: what to build first, how to upgrade after wave 1, and what to do the first time an enemy reaches the base. Press No more hints to stop them, or switch First-game hints in Settings. - New: The Game Over panel now says which enemy got through most often and gives a tip for beating it next time. - Improved: The first Missile Silo launch and blast of a game no longer make the game stutter. - Improved: The end-of-wave cards open faster the first time in a game. - Improved: Windows updates now install with the game's installer: Restart to update installs the new version over your copy in its folder and starts it again. The download page now offers only the installer. - Improved: The Tank now sounds like what it is: a hover engine hum instead of rattling tracks. - Improved: The base's gate arch now falls on your last life, so the base looks fully wrecked while you can still save the game. - Fixed: No more friendly fire on your base: towers keep shooting enemies right up to the fence, but a shot whose enemy gets inside fizzles at the fence, and blasts next to the base no longer spill fire and smoke over it. - Fixed: The Gravity Well description no longer names a tower that does not exist. - Fixed: Help now matches the game: tower pages read their stats from the game, so the Sniper and Airport no longer show old numbers. Fixed tips for the Tesla, Water Pump, Power Plant, SawBlade and Lightning, and old tower names are gone. - Fixed: The Magnet now pulls in every armour plate lying in its reach, also after the wave: plates that came off as an enemy died, every piece of a plate, and plates that fell before the Magnet was built. - Fixed: Every splash shot now still splashes where it lands when its enemy dies on the way (some shots used to fly on and miss). - Balance: Every tower now has its own job. The Tesla is the shield breaker: three times the shield damage, and every enemy it hits is staggered for a moment. The Lightning keeps its chains and overcharge but does less to shields. - Balance: The Cluster Mortar is now the crowd tower: wider splash (3.5 tiles, was 3) but less armour damage (15, was 40). The Missile Silo stays the armour cracker. - Balance: The Sniper now finishes off the wounded: double damage to enemies below 30% health, with less armour and shield damage (10 each, was 25 and 30). The Railgun stays the armour and shield piercer. - Balance: The Laser is the boss and Blimp melter, with less armour damage (5, was 15). The Acid now corrodes: every enemy it hits takes 10% more damage from every tower for a few seconds. ## 0.1.8.32 (26 October 2026) - Improved: Every life your base loses breaks a piece you can see: small things first, then walls, the radar, the radio mast snapping in half and the helicopter wrecked. Bigger Repair Drones drones fly to a broken piece and beam it back together. - Improved: The Tank is now a navy robot hover tank: it floats on glowing red jets with a cyclops sensor turret, darker at higher waves, and is a little smaller than before. - Improved: Lightning strikes now drop out of a dark storm cloud that gathers over each enemy, flashes from inside as the bolt falls, then drifts away. The bolts are thinner. - Fixed: A wave could never end if a Blimp Boss's paratroopers were shot down in the air after the Blimp Boss itself was gone. - Fixed: Pausing now really stops the battle: a charging Railgun or Tesla, chain lightning, plane guns and aliens climbing out of their blobs no longer fire or land on a paused screen. - Fixed: A Railgun or Tesla that loses power while charging no longer fires that shot. - Fixed: Planes from an Airport built, upgraded or powered back up during a wave now take off right away instead of waiting for the next wave. - Fixed: Tower XP points in Crit Chance, Armor Damage and Shield Damage now work. Before, they showed in the tower panel but did nothing. - Fixed: An Acid glob or other splash shot whose target dies before it lands now still splashes the enemies around where it lands, and splash hits carry the shot's damage type. - Fixed: Bonus damage against shields and armour now only hits the shield or armour, instead of spilling into the enemy's health when it breaks. - Fixed: Spiderlings that land right on the path now carry on from where they landed instead of starting back at the entrance. - Fixed: A short freeze no longer cuts a longer freeze short. - Fixed: Selling a SawBlade or Lightning tower, or cutting its power, no longer leaves frozen saw blades, bleeding wounds or shock rings behind. - Fixed: Laser refracted beams now get the tower's fire-rate bonuses, like the main beam. - Fixed: Your leaderboard replay is no longer lost when you press Play Again before your score is confirmed. - Fixed: Settings, sign-in, waiting ranked scores, replays and downloaded saves are now written safely, so a crash or power cut while saving can no longer wipe them. - Fixed: Downloading saves from your account no longer replaces a newer save on this computer because of time-zone differences. - Balance: Every tower can now land critical hits (1.5x damage) once it has XP points in Crit Chance. Towers that already crit add those points to their own chance. ## 0.1.8.31 (26 October 2026) - Improved: Custom Map settings start fresh with the new defaults (15 waves, hills up to 15, the map grows as you play). Change them as you like; your new choices are kept. ## 0.1.8.30 (26 October 2026) - Improved: A new Custom Map now starts with 15 waves, hills from 1 to 15 high, and the map hidden until your path grows into it. Settings you have already changed stay as you left them. ## 0.1.8.28 (26 October 2026) - New: Join the Blockade Brigade Discord from the main menu (the speech-bubble button beside YouTube, X and Facebook), Settings > About, and Send Feedback when you need help. - Fixed: On maps with side branches, the whole path no longer sinks and rises again one tile at a time when a wave starts (it took 20 seconds or more on a long path). Now only the new tiles rise, as on maps without branches. ## 0.1.8.27 (25 October 2026) - New: Headshots: the Sniper aims for the head of Tin Troopers, Heavy Knights and Paratroopers. When its round finishes one, the head pops off in a burst of sparks and tin and rolls away. Same damage as before. - New: Training: on the New Game screen, the Commander talks you through lessons, out loud in his worn, gravelly voice. The first, Cannon Basics, teaches building, waves, upgrading, aiming, selling and high ground with the Cannon, and pays 2,500 research XP once. - New: Towers drop in when you place them: a Cannon (or any tower) falls from the sky, lands with a heavy thud and a puff of dust, and is ready to fire the moment you place it, as before. Big towers like the Airport land heavier. - New: A flying Helicopter now has a soft rotor sound, heard when you zoom in close: it spools up at take-off, beats a little harder while it attacks and winds down after landing. - New: Settings > Sound: a play button beside each volume slider plays a short sample (a Cannon shot, the Commander, clicks) so you hear the volume as you set it, and a new Button sounds slider sets how loud button, tab and menu clicks are. - Improved: The Helicopter attacks like a real attack helicopter: it keeps its distance, circles its target nose first and fires only straight ahead, so rounds and rockets no longer curve back under it. It stops wasting shots on enemies already finished. Same damage. - Improved: Big waves with lots of armoured enemies on screen run smoother: the game draws them in far fewer steps, with no change to how they look. - Improved: New recorded sounds for the Cannon, Missile Silo, Laser and explosions: each shot and blast has several versions so a battle never sounds like one sound on repeat, and the Laser now hums while its beam is on. - Improved: More new recorded sounds: the Tesla, Lightning, Sniper, Helicopter guns, Water Pump, SawBlade, an icy new Cold Snap, bigger Cluster Mortar blasts and new button clicks. Armour plates now clank as they are knocked off. - Improved: New engine sounds: the Mech Boss's heavy steps, the Tank's rattling tracks and the Clanker's little motor. The Power Plant has a new hum, and the Miner now makes a working sound while it digs. A soft wind blows over the battlefield. - Improved: Grown maps draw a little faster: the shadows of the path, trees and rocks are drawn in far fewer steps, with no change to how they look. - Fixed: The Missile Silo's blast doors open again when it fires, and its missiles rise out of their tubes before launch. Salvos now go as soon as the doors are open, instead of after a fixed pause. - Fixed: Building on a hill: pointing at a hilltop now puts the tower on that hilltop tile, not the tile behind it, and a tower picked after selecting another one no longer sits frozen in one spot instead of following the mouse. - Fixed: Game updates download more reliably: if the connection drops part way, the download picks up where it stopped instead of failing and starting over. - Fixed: Paratroopers dropping from a Blimp Boss show their steel armour plates on the way down, and the plates come off as you shoot their armour away, just like on the ground. ## 0.1.8.26 (23 October 2026) - New: Settings > Display > Speed & Quality: a new "Small parts far from the camera" switch. Off, the small parts of towers and enemies far away are not drawn, which helps the frame rate when zoomed all the way out. It is on (full detail) unless you switch it off. - Improved: The game is now digitally signed by TGL Properties, LLC., so Windows shows who made it instead of "Unknown publisher". - Improved: 5x speed keeps up much better in big late-game fights. - Improved: Big fights with lots of Cannon, Sniper, Helicopter and Airport fire run smoother. - Improved: New option Combined shadows in Settings > Display > Speed & Quality, off by default: with many towers, tower and base shadows take about half the drawing work, for a smoother frame rate. Shadow edges can differ by a few pixels. - Improved: Shadows start on Full again: everything casts its shadow. Light and Off are still in Settings > Display > Speed & Quality, and a choice you made stays as it is. - Improved: Updates are safer: the game installs an update only when it carries our signed list of its files, and every file must match it. - Improved: You can change your screen name once a week, and a name you give up stays yours for 30 days, so nobody else can take it straight away. - Fixed: Shared replays and saves can no longer load files from outside the game. A tower or enemy the game does not have is left out instead. - Balance: A Laser cooled enough by a Cold Snap or water now sheds heat while it fires, so it can hold its lock for good. Uncooled it heats as before; the heat gauge says how much cooling it needs. ## 0.1.8.25 (22 October 2026) - New: Settings > Display has three pages: Screen, Speed & Quality and On the battlefield. Speed & Quality lists every setting that costs frame rate, biggest saving first, with dots showing how much each one saves. - New: Shadows can be Full, Light or Off. Light, the new default, keeps the shadows of towers, enemies, hills and trees but not of shots, effects and debris: faster, and looks nearly the same. Shadows you switched off stay off. - New: A heat tower's panel now says up to which level it can fire nonstop without overheating with the cooling it has, and updates when you add or upgrade a Cold Snap or water. - New: Enemy cards show the enemy's level (the wave whose strength it has). - Improved: When the game runs slowly at high speed, the slow-game question also offers going back to 1x, and can put your speed back when the wave ends. - Improved: The More panel's Gold row now says "Gold Drop bonus" ("no cards yet" until you take one, then "+6% a kill") instead of the unclear "Enemy gold: none yet". - Fixed: SawBlade blades no longer pass through a Domeguard's bubble: the bubble stops them and loses shield like from any shot. - Fixed: The Magnet's drone no longer passes through its silo from level 4 up. - Fixed: the Tesla's Arc Distance, the Miner's Excavation Depth and the Airport's Extended Patrol research now work. They were bought but never applied. Arc Distance also lets lightning jump further between enemies. - Fixed: fire-rate research and cards now make the Laser stronger. Its beam still ticks at the same speed, so each tick hits harder instead, and heat builds as before. - Fixed: a Missile Silo now gets its +10% armour damage for each Missile Silo beside it, as promised. - Fixed: a Gravity Well that finds nothing it can catch no longer waits a full recharge. It tries again half a second later. - Fixed: Airport planes no longer get stronger from Helicopter cards. They now take only Airport cards. - Fixed: Help no longer says the Airport can never stand on a platform: it still can't be placed on platforms already there, but levelling its ground can raise platforms under its low tiles (T picks dig down, platforms up or both). - Fixed: an Airport turned with R before placing now keeps that turn. Selling it frees all of its tiles, and saves and replays bring it back turned and holding every tile. - Fixed: an Airport's range is now measured from the middle of the airbase, where its range ring is drawn. - Fixed: Paratroopers dropped by the Blimp Boss now come down with their full health and armour for the wave, and their card shows their level. - Fixed: Shield Damage cards and research now work on flying enemies, and poison on a flying enemy goes past its shield straight to its health, as it does on the ground. - Balance: A Domeguard's bubble now stays up until its group has walked past your kill zone (or the bubble is shot away), instead of 10 seconds. - Balance: UFOs rebuild Clankers at the age of the scrap they gather: old scrap makes more but weaker ones (never stronger than the UFO), and their card says which wave's scrap they came from. ## 0.1.8.24 (22 October 2026) - Improved: Smoother big fights: towers choose their targets faster when many enemies are in range, and enemies picking up fallen armour no longer cause small stutters. ## 0.1.8.23 (22 October 2026) - New: Placing a Support Station or a Cold Snap now lights up every tower it would reach from that spot, with a count above its reach ("Boosts 4 towers"), so you can find the best spot before you pay. The Cold Snap lights only the guns that build heat. - New: Upgrade all: from a tower's panel, upgrade every tower of that type at once, closest first, as far as your gold goes. A window lists each tower and its new level, and you can change any of them before you confirm. - New: Two new switches in Settings > Display: "Health pop-ups when enemies eat armour" hides the floating +health / +armour (the enemy still heals), and "Armour scrap on the path" hides the plates on the path (they still work, and the Magnet still pulls them in). - Improved: The tower panel says how to cool a hot gun better: a Cold Snap outdone by a stronger one says so (two don't add up; water beside a tower does), and a warm gun suggests water beside it. A Support Station's ghost no longer shows a station boost it never gets. - Improved: Battles full of explosions run faster: faded blast flashes no longer leave invisible lights behind, and only a dozen flashes and rocket glows light the scene at once. Big Cluster Mortar and Missile Silo fights run up to twice as smooth. - Improved: Big Missile Silo volleys run smoother still: the missiles' flight, drawing and blasts, and the towers' search for enemies in range, now run in a faster part of the game, about a fifth more frames a second with ten maxed Missile Silos firing. - Improved: Big Missile Silo and Cluster Mortar battles against large crowds stall less: towers pick their targets faster, and enemies losing their armour plates no longer cause hitches. - Improved: The switch for the slow frame rate question ("Ask to switch effects off when the game runs slowly") is now also in the main menu's Settings > Display. - Improved: The in-game Settings now has an About tab too, with Send debug log and its reference code, so you don't have to leave the game. - Improved: Many maxed Missile Silos firing at once drag the frame rate down far less: their smoke trails, launches and blasts are much lighter on the game, with the same look. - Improved: Health bars, XP pop-ups and gold pop-ups are now switched on and off in Settings > Display, under "On the battlefield", from the main menu or in a game, and the game remembers your choice. They are no longer in the pause menu. - Improved: The Miner now stands on a square base that fills its tile, and its conveyor belts no longer hang over the neighbouring tiles. - Improved: Starting a Custom Map or a Scenario now shows the loading bar like every other game, and the loading screens have some fun along the way (raising hills, planting grass...). - Fixed: Big blasts that kill many enemies at once run lighter: their sparks and blood drops cost far less to animate, and a hidden error that piled up during huge blasts is gone. - Fixed: Show frame rate can now be switched on from the main menu's Settings > Display too; the readout sits top right under the top bar where no panel covers it, and also counts the enemies on the map and the towers placed. - Fixed: The SawBlade's level lights are no longer hidden by the opening in its base. - Fixed: The Water Pump no longer throws an error when an enemy in its range dies at the same moment it looks for Infernos. - Fixed: Level lights on the Miner, Railgun and Water Pump are no longer hidden by parts of the tower, and the Power Plant now stands on the standard base, so it shows its level lights, level number and power light too. - Balance: Miners on very tall hills earned far too much: a hill's height now counts up to 5 for a Miner's gold (its height bonus, collection and depth). Hills of 5 and lower are unchanged; the placement preview and the tower panel say when a hill counts as 5. ## 0.1.8.22 (21 October 2026) - New: Settings > Display > Show frame rate: a small corner readout of frames per second and, at high game speeds, the real speed the game reaches. - Improved: Settings > About: the note box under Send feedback is now clearly the note sent with the debug log, and after sending a debug log a button copies its reference code. - Improved: Gold now shows our own Blockade Brigade coin everywhere: the Instant Gold and Gold Drop cards, the enemy card, Sell and Accounting, the top bar, the More panel, Miner income and the Reward Store. - Improved: The Sniper fires a real round now: a long brass-and-copper bullet with a shiny gold tip and a glowing tracer behind it. - Improved: The Helicopter fires real rounds and rockets: gold-tipped bullets with tracers from its chin gun, and finned rockets from its pods. - Improved: The Airport's planes fire tracer rounds, and from level 6 white wing missiles like the ones on their wings. - Improved: The Cannon fires real shells: brass and olive artillery rounds with a glowing tracer. - Improved: The Sign In window is simpler: one form with one Sign In button, Forgot password and Create an account as links below it, and a title that no longer looks like a button. Signed in, it shows your name and picture with Use Another Account and Sign Out. - Improved: Big Missile Silo volleys slow the game down much less: missiles, their smoke and their blasts cost far less to run, and they look the same. - Improved: Big crowds of enemies slow the game down much less: the frame rate and real game speed hold up better when many enemies bunch up, especially at higher speeds. - Fixed: Replays of games with Missile Silos now match the game exactly: missiles launch at the same moment as they did when you played. - Fixed: The Helicopter's radio mast now stands on its pad instead of hanging over the edge. - Fixed: The Water Pump's tanks and motor now stay inside its yellow deck line instead of hanging over the edge. ## 0.1.8.21 (21 October 2026) - New: When the game runs slowly during a battle, it pauses once and offers to switch off heavy effects (Shadows, Smoke, Explosions, Muzzle flashes) for that game only. Turn the question off in Settings > Display. - New: The Laser tower's panel has a Locked Target section: the enemy its beam holds, its health now and when the lock began, damage dealt, DPS and the ramp, time held, an estimated time to kill, heat, and how the last lock ended. - New: When 5 or fewer enemies are left in a wave and no more are coming, the speed buttons unlock 10× and 20× to finish it fast. They go away when the next wave starts, and the game returns to your speed. - New: "End game & post score" in the pause menu. Endless and bonus-wave games go on the leaderboards when you end them, lose, or win. Quitting or saving keeps a game off the boards until you end it or publish it on the website. - New: On the website, My Account > Unfinished games lists your ranked games that never ended (the game closed, the internet dropped) with a Publish now button that puts them on the leaderboards at their last wave. Only you see them until then. - Improved: Very long late games with many towers no longer freeze: when the battle gets too heavy, the game runs a little slower instead of locking up. - Improved: Cold Snap snow on long paths costs much less every frame. - Improved: Your scores are kept on your computer until the website has them: no internet, the website being down or a crash never loses a game; they are sent the next time you play. - Improved: Enemies stuck behind a frozen or stopped enemy now walk round it, stepping off the road onto open ground at half speed, then rejoin the path. A slowed enemy still holds up the line, and bosses stay in line. - Improved: Big late-game maps with many towers run faster: towers find their targets and the power grid checks with less work, and tower bases draw in one piece. - Fixed: SawBlade blades thrown at enemies on a side branch now land on that branch and roll along it, instead of dropping onto the main path. - Fixed: End-of-wave cards are all the same height again: a card with a long description no longer stands taller than the rest (the full text shows when you point at it). - Fixed: Loading a saved game now keeps the path's forks (their tiles, enemies and growth), Owner's Rules games keep their rules, and the game clock carries on. Saves made before this update load without their forks, but new forks still appear. - Fixed: Replays now see the towers on the map the same way the game did, so enemies that walk round a frozen one take the same steps in the replay. - Fixed: Loading a game saved between waves now grows the path when you press Start, instead of falling a wave behind. - Balance: You claim an unowned map when the game that beat wave 10 ends. The top bar says "Claim when you end it". ## 0.1.8.20 (21 October 2026) - New: The end-of-wave cards and the Cards list have tabs: All, Favourite, Economy, Towers and Other. In All, a labelled bracket sits over each group, so you can see your favourites and gold cards at a glance. - New: The top bar shows who owns the map you're playing ("Map by …", "Your map", or "Unclaimed · wave 7 / 10"). Click it to open the owner's profile. Beat wave 10 on an unclaimed map to claim it. - New: Select a Cold Snap to see which towers it cools: they glow icy blue (faintly when a stronger Cold Snap does the work), and its panel says how many it cools and how much faster. Placing a gun in its snow shows it too. - New: A wave timer on the top bar (switch it off in Settings > Display > Top Bar), and a Time section in MORE: this wave, last wave, your fight time against the map's #1, game time, and every wave's time side by side. Same at any speed. - Improved: The end-of-wave cards always fit on one row with every group and button in view, on PC and phones, and each card shows a picture: the tower's badge with the stat it boosts, a coin, a heart and so on. - Improved: Favourite Towers, Card Filter and Hold are now on the card screen and in the Cards list. Until you research them they show locked, with what to research. Towers you choose there apply from your next game. - Improved: Research cards can be picked with a controller: move to a card and press A. The settings gear on the build menu is smaller, so it sits inside its button. - Improved: The More panel on the top bar is now Game Details: a clear title, and the seed, map code, owner, gold, XP and power in labelled sections. The map code copies with one click. - Improved: On maps where the owner keeps players' maps private, you now see the map as far as your own best game reached on it (without towers), and it grows as you play further. - Improved: Every tower now has its own letter on the build menu, tower panel and cards: Laser X, Airport F, Drone Hive D, Missile Silo K, Repair Drones E and SawBlade V no longer share a letter with another tower. - Fixed: You can pan straight across a big L-shaped map: the camera no longer stops in the empty corner between the two arms. - Fixed: Cold Snap snow now shows on both sides of a fork in the path, not just the main path. - Fixed: At 2x to 5x game speed the camera keys (W A S D, Q E) and the controller stick no longer jump to top speed: they start at your Settings speed, speed up the longer you hold, and drop back as soon as you let go. - Balance: The Instant Gold card grows from the first waves: it now gives at least 40 gold plus 15 for each wave played (55 after wave 1, 85 after wave 3, 190 after wave 10), instead of a flat 40 until your kills catch up. - Balance: The card store costs more: a Reroll Pack is now 150 gold (50 a reroll), and an Extra Card Draw is 500 gold, then 500 more for each one after (500, 1,000, 1,500...). - Balance: Miners cost more as you build them: each one costs 40% more than the last (150, 210, 293, 411...), and its upgrades go 150, 300, then 600 gold instead of a flat 100. - Balance: Gold Drop cards now come 5 times a game (+2% to +10% each), then stop. After 5, that slot offers Instant Gold or a Miner card instead. The Cards list shows how many you have taken, like "Gold Drop 3 / 5". - Balance: Blimp Boss paratroopers now jump one after another instead of all at once, so each squad comes down in a line. ## 0.1.8.19 (20 October 2026) - New: Every ranked game you play now goes to the website, not only your best: each map's page has Your games, with your last 20 games there (map, towers, picks, waves, enemies), and Compare puts two side by side to see what worked. - Improved: High game speeds keep up: from 3x the battle moves in slightly bigger steps, so 5x keeps pace even on big late-game maps. Shots still land, and towers fire just as often as at 1x. - Improved: High game speeds keep up much better on big late-game maps: a check of the map's edge that made the game stall every few seconds is gone, and towers, Helicopters and the power grid do far less work each step. - Fixed: Replays now play out exactly as the game went, at any replay speed: every crit, every enemy that got through and every tower's damage match the real game, also on waves with a Blimp Boss, Giant Worms or UFOs. ## 0.1.8.18 (20 October 2026) - Fixed: Replays play the waves as they went: Helicopters and Airport planes now fly and fight in a replay (they stayed on the ground, so enemies walked through that never did in the game), and pausing or NEXT WAVE no longer sends out a crowd of enemies. ## 0.1.8.17 (20 October 2026) - Fixed: An honest ranked game lost in the middle of a wave could be held for review for "more kills than enemies": the kills made in that last wave were counted, but the wave itself was not. The unfinished wave now counts, and the held games are back on the boards. ## 0.1.8.16 (20 October 2026) - New: After a ranked game, its full statistics (each tower, the enemies and every wave) now go to the website once with the score, so the leaderboards can show more about each best game later without a game update. - Fixed: Honest ranked games with Blimp paratroopers or Giant Worm spiderlings could be held for review for "more kills than enemies". Enemies born mid-wave now count in each wave's report, and the held games are back on the boards. - Fixed: A ranked game could stop sending its waves to the leaderboard without a word, for example after Keep Going past a map's last wave. Each wave is sent again even if an earlier send never got an answer, and the game now notes why when a score is not sent. - Fixed: A ranked score held for a check lost its map picture and replay, so if it passed it went on the board without them. Held scores now keep both out of sight and show them once they pass. ## 0.1.8.14 (20 October 2026) - New: Rate maps: after a game on a map, give it a thumbs up or down, plus stars if you like (overall, difficulty, enjoyment). The Play window and the map's page on the website show what players think. Your own rating stays private. - New: Profile pictures: pick a picture from the game's own art (Clanker, every tower, every enemy) in Settings > Account or on your account page on the website. It shows next to your name in the game and in the forum, and soon on the leaderboards. - New: Bonus waves count: on a map with a set number of waves you can keep going after the last one. The board shows your total with the win and the extra waves ("19" over "15 + 4") and ranks it above a plain win. Map owners can turn bonus waves off. - New: Map pages: click a tower type in a player's tower list to see each of their towers with its damage and kills. Hover or tap a type or a single tower to light it up on the map picture; click to keep it lit, Esc to let go. - New: Leaderboards are fairer: impossible scores are held for a look before they reach the board, and signed-in players can report a score on the website. Ranked games now send a short wave-by-wave summary so honest games can be told apart. - Improved: Map owners can only allow towers they have researched, and set research up to their own level, in the map rules editor (game and website). A locked tower says "Not researched yet"; a capped level shows "Your level". Lowering is always allowed. - Improved: Leaderboards now rank by wave, then lives left, then the faster time, then DPS, and show a Lives column. - Fixed: Playing on after winning a set-wave map no longer loses those waves: the board, the final score and the replay now cover the whole game. ## 0.1.8.12 (20 October 2026) - New: Map owners can now hide players' map pictures and replays on their map's Owner's Rules board (Map pictures: Show / Hide in the rules editor). Each player still sees their own picture and can still watch and load their own game. - New: Map owners can now show the full map at start: in Owner's Rules games, wave 1 shows a faded preview of the map and its future path as far as anyone has reached. You still build only as the map grows. - New: If you own a map's rules, its leaderboard page now has an Edit rules button next to Play this map. - Improved: The map rules editor (in the game and on the website) has a cleaner look: framed − / + number boxes, On / Off switches, and a clear note that tower research rows are levels everyone starts with; end-of-wave cards still come as normal. - Fixed: A map's board tab now says "1 player" instead of "1 players". ## 0.1.8.11 (20 October 2026) - Improved: Editing a map's rules (in the game and on the website) now has a tower search: type a tower or research name to find it, or show only the allowed towers. Esc clears the search. - Improved: The game now keeps you signed in for as long as you play: no more signing in again after a long session, and no new sign-in on this computer as long as you play at least once a month. Your password is never stored, and Sign Out ends it at once. - Fixed: Ranked games are no longer lost when your sign-in runs out mid-game: the game tells you, and once you sign in again (or Steam does it for you) every wave and your final score are posted. Quitting meanwhile keeps them too. ## 0.1.8.10 (20 October 2026) - New: Fair map boards: every shared map now has an Owner's Rules board, where everyone plays with the same towers, research, gold, lives and rerolls, and an Unlocked board for your own research. The first game on a map to reach the leaderboard sets its rules. - New: Starting a map from its code or a website link now asks which board to play: Owner's Rules (the map's towers and research, ranked on the main board) or Unlocked (everything you have researched). Your own research is never changed. - New: In an Owner's Rules game everyone on the map gets the same end-of-wave cards on the same wave, and the same cards after each reroll. - New: Map pages on the website show both boards as tabs, who set the map's rules, the research each score was played with, its rerolls, and the card each player picked every wave. - New: My Maps (main menu and My Account on the website): the maps whose rules you set, with plays and top score. Play one, open its page, or change its rules: towers, research levels, starting gold, lives, rerolls and reroll packs. - New: Changing a map's rules before anyone scores on them updates them. Once the map has scores, saving starts a new rules version with a fresh board; earlier versions' boards stay on the map page, and games already started keep their version. - New: Settings > Controller (main menu and in-game Settings): see which controller is plugged in, a picture of it with what every button does, lit as you press them. Pick an action and press a button to move it; Reset puts the standard layout back. - New: Play with a controller (PlayStation, Xbox, Backbone and others): the left stick moves a pointer, Cross / A clicks, Circle / B goes back, Triangle / Y starts the wave, the right stick moves the camera, L2 / R2 zoom, L1 / R1 turn and the d-pad tilts. - Improved: Leaderboards: a game now goes on the leaderboard, keeps its replay and can share its map code once it reaches wave 5. Before that the game sends nothing, and game over and Share Map say which wave to reach. - Improved: Touch screens: two fingers side by side sliding up or down tilt the view, and twisting two fingers turns the map. On phones, drag a tower straight from its build card onto the map, and the UI is bigger. - Improved: On phones and narrow screens the top bar goes onto two rows (figures above, buttons below), keeps clear of a camera notch, and the build menu stays on screen. Settings > Display > Top Bar: Auto, One row or Two rows, and a size slider. - Fixed: Controller: the pointer now clicks exactly where it is drawn at any window size and on phones with the bigger UI. On phones the main menu also fits the screen, Help and Quit included. - Fixed: Touch screens: a tap places the tower on the tile you tapped, not where it was last shown, and the map no longer scrolls while you drag a tower. Drag to see the tower just above your finger, then let go to place it. - Fixed: The Backbone One now works on PC with every button in the right place, D-pad included, no setup. On any controller the Home button (the Backbone's orange one) pauses, and a Capture / Share button takes a screenshot where the system passes it on. ## 0.1.8.9 (19 October 2026) - New: Watch and Load on the leaderboards: your best game on each map is kept as a replay. Watch anyone's from a map's board, or Load it to play on from any wave with their towers and cards (not ranked). - New: Map pictures on the leaderboards: a map's page shows the leader's map as they played it, every tower in place, and their towers by type with each one's share of the damage. Click a player on the board to see theirs. - New: The game now checks for a new version each time you sign in. When one is out, the Update available button in the main menu's bottom-right corner turns green, and a green badge shows on Settings and on its About tab, where the update downloads. - Improved: You can feel the push now: when a Giant Worm, Tank or Mech Boss starts shoving a slowed or frozen enemy ahead of it, a puff of dust kicks up where they meet and a heavy clank rings out. Just for show, it does no damage. - Fixed: The Giant Worm no longer wriggles straight through other enemies. It stays behind the ones in front of it and shoves slowed or frozen ones out of its way, Tanks included. - Fixed: Website leaderboards now keep each player's tower bonuses from cards, so a score's card details show them (Cannon: Damage +40%), not only the cards picked, gold and lives. Older scores show their towers under the new names too. ## 0.1.8.8 (19 October 2026) - New: Play this map: every map on the website's leaderboards now shows its map code and a Play button that opens the game straight onto that map. No game yet? The page points you to the Founder Edition. - New: One-time XP bonuses: +5,000 XP the first time you finish a game and +5,000 XP the first time you reach wave 10, so a new player can research a first new tower after a game or two. Each is paid once per account. - New: Zoom all the way in and an enemy breaking apart near the middle of your view can throw a piece at the screen: a robot's arm cracks the glass, an alien's leg lands in a splat of goo and slides down, a drone's rotor just chips it. Now and then, not every kill. - New: Meet Clanker on the main menu: fly the Brigade's new mascot drone around an open farm, land him, walk, jump, and take a running rotor jump with his rotors packed on his back. - New: Share Map is on the game over screen too, and shares your map on X and Facebook ("I reached wave 23 on Blockade Brigade... Can you beat it?" with the map's link). YouTube saves a video of a wave, then opens YouTube's upload page. - New: Clanker the drone is the camera's eye: after each wave he flies out and wanders the map near you, walking, hopping, rotor jumping and flying to new spots while you pick a card, then flies back behind the camera when the next wave starts. - Improved: End-of-wave cards now offer one upgrade for a tower on your map (or a favourite), one gold card and one other card (lives, rerolls, a loan). Upgrades never name a tower you haven't researched or borrowed: no more Laser cards without a Laser. - Fixed: Zoomed all the way in, a Tank killed near the middle of your view now leaves its oil on the screen: a piece or plate cracking the glass used to wipe splats away. And the first piece thrown after you zoom in always comes. - Fixed: Engine and motor sounds (Tank, Drone, UFO, bosses) and the Power Plant hum are now heard only near where you look, swelling gently as one comes close and dying away as it passes, instead of carrying across the map and popping. - Fixed: The GAME OVER title is centred in its title bar again. - Balance: Researching towers is now a longer goal: every tower costs at least 10,000 XP (Cold Snap, Acid and Miner), rising to 200,000 XP for the Airport. - Balance: Gold cards are fairer: Instant Gold now pays half to all of what your last wave's kills earned, Gold Drop cards are coloured by size and stop at +50% a game, and the gold card can be a Miner upgrade once you have the Miner. ## 0.1.8.7 (19 October 2026) - Fixed: On an L-shaped or winding map the camera now pans straight across the empty ground between parts of the map instead of making you follow the road around. It still stops at the map's outer edge so you can't get lost. - Balance: Research XP no longer balloons as waves get tougher: each enemy kind now pays a set amount, a little more each wave, and bosses pay a big lump. A 15-wave game earns about 5,800 XP, so new towers unlock steadily over many games. --- About the whole site: https://blockadebrigade.com/llms.txt