V0.27 is a major content update that added Tiers 19-21 alongside a new enemy type called Fleets, which spawn in groups at Tier 14 and above and resist direct targeting. The update introduced Assist Modules as a secondary module slot system, the Area of Effect card, and new labs across multiple categories. Several core systems were overhauled, including a refactored attack speed calculation, Guardian chip reworks, and a new Om Chip unique effect. Tournaments were shortened through ELS battle conditions and other adjustments, and numerous quality-of-life features were added including Lab Speed Up Auto Queue, purchase confirmations, and expanded end-of-round stats.
Change list
Reproduced from the developer's release notes.
- Hello Tower Defenders, it's update time! Let's dive into the new content:
- Rollout begins today with the goal to have it to 100% of players by 11 AM CST tomorrow
- A new enemy type has invaded higher tiers! Fleets is a new enemy type that spawns in Tiers 14 and up. This new enemy type has a large amount of health, bringing a new challenge to battles. Fleets approach your Tower with a group of enemies, and are not impacted by direct targeting. Fleets spawn less often at lower tiers, and more frequently at higher ones.
- Commander: A passive unit that stays outside of the Tower's range, empowering enemy health within its area of effect.
- Overcharge: An attacker that stops outside of the Tower's range, shooting a returning projectile that doubles its power with each subsequent hit.
- Saboteur: A specialized unit that latches onto the Tower, disabling a random UW on impact and restoring the UW when it is defeated.
- We have added Tiers 19, 20, and 21 into the game. These new tiers are paired with new milestones and a stronger presence of Fleets. Here’s a look at the new content available:
- The newest card, Area of Effect, increases AOE damage to specific sources: Inner Land Mine, Poison Swamp, Smart Missile, Flame Bot, and Land Mine. Area of Effect Mastery increases the range of all damage area of effects, and unlocks additional research.
- This card is unlocked as a mastery reward at Tier 20. Additionally, the prerequisites for unlocking Card Mastery stays at 30 maxed cards, so your access to Card Mastery is not impacted by new milestone content.
- The Assist Modules feature unlocks as a milestone reward in Tier 19, Wave 40. Players can spend stones to unlock an Assist Module slot for each module type. When an Assist Module slot is unlocked, you can equip a module that matches that slot type.
- Assist Modules maintain their Main Effect, Unique Effect, and Substats at a reduced efficiency. You can increase the efficiencies of these values with stones and through lab research (unlocked Tier 19, Wave 50). You won’t be able to equip modules that share the same name.
- We have a number of new labs available as milestone unlocks, including:
- Enhancement Coin Discount labs for Attack, Defense, and Utility,
- Attack and Health labs for Ray, Vampire, and Scatter,
- Ranged Enemy Range lab (added at Tier 13, Wave 80),
- Assist Module labs for Substat and Bonus efficiencies across all four types,
- Four groups of Battle Condition Reduction labs, reducing the effect of specific Battle Conditions by a percentage.,
- Assist Modules have introduced another layer of power to your Tower’s build. As such, most Modules have remained unchanged. One Module, however, was due for a revision:
- Om Chip has a new Unique Effect: “Spotlight will rotate to focus a Boss. Bosses reflect the light around it to nearby enemies, increasing by x2/x4/x7/x15 the damage they receive”
- We have several new Modules being added to the game. The first module will be available in the Feature Banner on August 25, 2025 7:00 PM
- Featured Module Banners will have a two week duration, followed by a one week break. When the next Featured Module Banner goes live, the previous module will enter into the Standard Banner.
- We have two changes to existing Guardian chips:
- Ally The Ally chip has a reworked ability: Converts an enemy into an Ally Recovery Package that can heal the Tower beyond the basic Maximum Recovery amount. It’s three values have changed to Recovery Amount, Max Recovery, and Cooldown.
- Bounty (previously Steal) Steal has been renamed to Bounty and given an adjustment to its ability: Tower Guardian places a bounty on nearby non-common enemies, causing them to grant more coins on death.
- We have refactored how attack speed functions to improve its calculation across all game speeds, and to allow for infinitely high attack speeds. This change includes an improvement in attack speed performance at higher game speeds.
- Added ability for Black Hole Coin Bonus to apply to all enemies that die inside of Black Hole, even if Black Hole has no effect on them.
- Added new levels to Bots 10 levels for Amplify Bot’s Bonus and Duration 10 levels for Golden Bot’s Bonus and Duration 10 levels for Flame Bot’s Damage 5 levels for Flame Bot Damage Reduction
- Implemented diminishing returns for Pulsar Harvester’s level reduction at 100 levels,
- Adjusted Inner Land Mine’s quantity calculations to accommodate a greater number of ILMs,
- Implemented an adjustment to enemy mass, where enemy mass increases by 4% each wave they are alive,
- Adjusted Elite spawning logic so each Elite has its own spawn cap,
- Increase Enhancement level caps Attack: Damage, Rend Armor, Critical Factor, Damage/Meter, and Super Crit Multiplier increased by 100, Attack Speed increased by 75, Defense: Health, Health Regen, Defense Absolute, Land Mine Damage, Wall Health, and Orb Size increased by 100, Utility: Cash, Coins, Cells / Kill, Recovery Package increased by 100, Free Upgrades increased by 50, ELS increased by 10,
- Improved knockback performance,
- Added 10 more levels to Damage Slider in Harmony Tree,
- Improved enemy spawn to work regardless of lag,
- Improved orb speed formula,
- Added ELS Reduction to Tiers 14-21,
- Adjusted existing Battle Condition levels in Tier 14-18,
- Removed Elite’s Ultimate at Tier 18, and replaced it with three new Ultimate Battle Conditions for Elites:,
- Scatter Ultimate: Scatter children have x% more health,
- Ray Ultimate: Ray shoots x% faster,
- Vampire Ultimate: Vampire drains x% faster,
- New Battle Condition in Tier 21: Mass Enforcement: Surviving enemies' mass increases by {x}% per wave they are alive,
- Tournaments have become too long from the many months of power creep. We are aiming to shorten them a considerable amount, so you don’t feel obligated to dedicate a whole day to each tournament
- Added ELS BC to Gold, Platinum, and Champion leagues,
- Adjusted ELS BC in Legends league,
- Added Fleets to Legends league,
- Change lab invincibility to start from the beginning of the rebuild animation, so it's impossible for an enemy to kill the wall before the invincibility starts.,
- Fixed a bug where bosses ignored occasional Inner Land Mine stun,
- Fixed a problem where the boss bar sometimes goes negative,
- Fixed an issue where Fast Ult Battle Condition makes bosses ignore Inner Land Mine at 1x speed.
- Fixed an issue where Guardian’s Attack ability drifts,
- Fixed an issue where Ray sometimes pauses outside firing range,
- Fixed an issue where Chrono Jump did not affect the mines from Space Displacer.
- Fixed an issue where auto-merging modules would miss one Bounce Blitzer
- Added a new Death Wave - Death Ring Damage UI indicator,
- Allow players to copy the end of the Round stats to the clipboard,
- Added enemies hit by orbs to End of Round screen,
- Added total keys earned to main stats page,
- Added notch adjustments for Android devices,
- Fixed an issue where navigating to the stats panel for the first time in a round would set the view in the middle of the screen, instead of the top.
- Improved cell display values in the Currency screen,
- Improved typos and missing info in End of Round stats, including an improvement on total coin earned,
- Fixed an issue where Chrono Field Cooldown was incorrectly labeled as “Duration” in the auto-re-roll ban panel.
- Improvements for iPad aspect ratios,
- Fixed an issue where reroll dice drop text gets larger the longer the game is running.
- Removed cache of video ads if a player owns the Disable Ads pack,
- Improved Firebase warning messages,
- Improved user flow when trying to login using an incorrect password,
- Improved issue where lab boost timers would drift,
- Implemented Lab Speed Up Auto Queue
- Lab Speed Up can now be queued up, reading the multiplier and duration set in the Speed Up menu.
- Lab Speed Ups only tick down while a lab is in progress.
- Added purchase confirmation for upgrades that cost >= 500 stones to help reduce misclicks,
- Added confirmation button to all X10 purchase options (Cards and Modules),
- Added in sampling music to the shop,
- With the release of V27, we’ll be taking time to assess and expand existing systems. We look forward to expanding Guilds content for Season 5, taking another pass at refining events, and optimizing our game settings (battle history, anyone?) A bit further into the horizon, we’ll be taking a look at the main gameplay loop. One of our goals is to make gameplay cash more impactful for late-game players.
- Guardians and Guardians Chips were designed as an accessible feature that all players can access through Guilds, and can be upgraded through consistent effort. As the Guilds feature expands, we want to explore the future of Guardians, including how to make Chips evolve with the player as they progress through the game.
- Knockback is not activating intermittently.
- lab speed duration timer fixed,
- card mastery maximum requirement bug,
- instances of broken battle scenes,
- other crash or start-up issues
- Added Fleets to Legends tournaments,
- Increased the spawn cap for each Elite type,
- Adjusted behavior to prevent the swapping of cards during a Fleets wave, similar to Boss waves,
- Adjusted Fleets spawn behavior so it can appear at any time during their spawned wave,
- Fixed a bug where players were getting stuck at 10% after showing offline,
- Fixed a bug where players could only see up to 130 relics when editing their profile,
- Fixed a bug in the Auto Merge UI menu where the displayed rarity did not match the actual rarity of the displayed module,
- Fixed an issue where enemy mass increases would include skipped waves, which negatively impacted its expected mass
- Bugfixes:
- Fixed an issue where Tanks were not affected by Black Hole once their Ultimate condition ends.
- Improved the expected behavior of the Primordial Collapse module not applying damage reduction to the expected enemies.
- Known Issues:
- Still investigating fix for Armored Enemies BC having different behavior for normal attacks and lightspeed attacks.
- Primordial Collapse module shows correct damage reduction to Bosses and Scatters, with some inconsistencies to other special enemy types.
- Changelog:
- Fixed an issue where the Armored Enemies Battle Condition had different behavior for normal attacks and lightspeed attacks.
- Fixed an issue where the Primordial Collapse module was not applying the correct damage reduction to Ray or Overcharge enemies.
- Fixed an issue where lab boosts timers displayed a longer boost time than expected.
- Upcoming Featured Banner:
- Amplifying Strike: Killing a boss or elite enemy increases Tower damage by 5x for [5/11/18/26] seconds.
- Notes:
- Bug fixes and improvements (no specific details provided).
- New Features:
- Guilds Season 5 with a Halloween theme.
- New Summon Chip : Summons two enemies every second. During the summon duration, all enemies killed provide a cash bonus.
- Battle History : Added to More Stats lab, includes normal and tournament runs.
- Stone Pack Visibility : Added in-game Stone Pack deals to Store, adjusted to run 14 days back-to-back instead of 3 days every 2 weeks.
- Additional End of Round Stats:
- Coins per Hour.
- Enemies killed in Spotlight.
- Enemies tagged by Death Wave.
- Enemies killed in Golden Bot.
- Added a "Buy 10 More" option for Modules and Cards.
- Added functionality to increase the level of Modules by 1/5/10/50/100.
- Increased held Daily Missions from 6 to 8.
- Changed Assist Module bonuses from additive to multiplicative (sizable power increase).
- Added improvements to the visual legibility of the Ally chip when activated.
- Added notification bubble when the Guild chest is ready to be claimed.
- Changed Orb Hits stat to Enemies Hit by Orbs for more accurate stat tracking.
- Added "Summoned Enemies" stat for new Summon chip.
- Adjusted scaling for some early and mid-game tiers to their values prior to V27.
- Decreased Auto Retry timer from 300 seconds to 100 seconds.
- Implemented fix where game speed was set to 1x after spending at least 2 minutes in menu while in battle (conditional on when lab is boosted).
- Implemented fix for workshop mines using ILM radius and radius labs for size of explosions.
- Fixed issue where the Fetch chip was not showing the graphical effect when the ability triggers.
- Fixed issue where Tiers 19, 20, and 21 were not visible on the player profile.
- Fixed visual issue where Area of Effect mastery displayed incorrect rounding.
- Fixed issue where Wall Thorns were not affecting Saboteur in the same way that normal thorns affect Saboteur.
- Fixed issue where Amplifying Strike was not triggering attack bonus immediately after the ability is triggered.
- Fixed visual issue where Area of Effect Mastery Lab was incorrectly rounding.
- Fixed the issue where Lab Missions were not tracking properly for Event progress.
- Fixed issue where Auto Lab renew was not initiating when game is closed.
- Fixed the issue where the Orb quantity substat was not flooring properly.
- Fixed issue where Elite Spawns stat would reset on game resume in game stats.
- UI Bugfixes:
- Fixed UI bug where the "Auto shatter new common modules" text box was short in French localization.
- Fixed UI bug where "Total Coin Bonus" on Battle screen was off-center.
- Fixed issue where Death Wave Quantity in tooltips was displaying an inaccurate number when considering Assist Module bonuses.
- Fixed UI issue where the game sometimes failed to return to the Battle page after navigating from the Store page.
- Fixed UI issue where Guardian chip preview was misaligned on large Android tablets and iPad devices within the Guild menu.
- Changes:
- All changes targeted on stopping game crashes and overall stability.
- New Module:
- Orbital Augment : Adds [2/4/6/8] orbiting Electrons around the tower. Each Electron deals damage equal to 10% of wave health to any enemies they hit. Electrons are distinct from orbs (no overlap with orb mechanics). Electrons damage all enemies in the game. Hit text only shows when Orbital Augment is equipped. Damage is locked to wave health when the enemy spawns.
- Pulsar Harvester is currently reducing the damage that Electrons do (proportional to the number of de-levels) - fix coming in next update.
- Bug Fixes:
- Fixed hit text not displaying correctly in certain situations.
- Fixed Scatter behavior.
- Fixed outdated Summon description text.
- Fixed issue where Elite spawns reset on game resume.
- Fixed IAP price not correctly localized.
- General stability improvements and cloud save fixes.
- Coming Soon:
- Offline Lab progress with boosters (still in progress).
- Implemented a fix for the Scatter children tunneling through the Wall.
- Fixed a visual bug where Orbital Augment's icon stretched in some menus.
- Fixed an issue where some players could set their workshop multipliers in a run without the lab unlock.
- Two minor updates (V27.2 and V27.3) are planned for the rest of the year.
- One update focused on stability and improvements.
- One update focused on community requests.
- Next update will include lab refactoring, including a fix to lab speedups not automatically restarting while offline.
- The team has expanded support and hired a QA lead.
- Hello Tower Defenders! We are rolling out a minor patch now on Android, and this update should be fully available to everyone tomorrow, before the tournament starts. Here is a look at the upcoming changes:
- We have added a new Support button in the in-game Settings menu. When issuing a ticket, your player ID and linked email will automatically be populated. From there, you can select your issue type, add in a subject line, and include a description of your issue.
- This update expanded the functionality of the Battle History feature, allowing you to delete entries. The first time you navigate to the Battle History page after updating, you’ll see a new information panel. To delete entries, press and hold on any entry, check the box next to entries you wish to remove, and press Delete to confirm. Note : This will not pull past Battle History logs to populate back up to the maximum of 20 entries.
- We fixed a bug where the newest tiers were not populating correctly in the in-game leaderboard. This change will be visible with a leaderboard reset. We plan to reset the leaderboard before the tournament when the build has fully rolled out.
- Added a 20 gem incentive for linking your player account.
- If you’ve already linked your account, you’ll be rewarded the gems automatically!
- Added a new behavior to delete entries in the Battle History. (See above for details.)
- Added weekly free gem gift on the web store, in addition to the daily in game free gems.
- Updated the in-game info for Guilds to include information about Token expiry and the gem conversion.
- Fixed an issue where opening a card while also tapping to change menus soft-locks your game, forcing an app restart.
- Fixed an issue where the Wall still occasionally allowed enemies to tunnel through.
- Fixed an issue where the Nuke card shows an incorrect number of waves before recharging in the lab selection view.
- Fixed an issue where Target Priority did not correctly target Protectors.
- Fixed a visual bug in the Shatter screen displaying overlapping text when the shard quantity surpassed 1,000.
- Fixed an issue where Ranged enemies can hit the Tower through the wall.
- Fixed an issue where the Respec button would not appear if a player navigates to the Workshop, and the Enhance tab was the landing page.
- Fixed an issue where the “Lab Open” notification bubble disappeared.
- Fixed an issue where module substat text was not auto-adjusting its size in some languages.
- Improved Leaderboard information to include Tiers 19, 20, and 21.
- Fixed a bugged interaction where Scatter children did not interact correctly with the Commander’s buff radius.
- Hello Tower Defenders! We have a new build going out on Android shortly, with a full roll-out shortly after. Here is a look at the upcoming changes:
- We have reworked our entire lab system! This change should address many outstanding lab issues, notably regarding offline lab speedup progress. This adjustment is fully internal and does not have any functionality or UI changes.
- The Orbital Augment module has been adjusted to specifically try and remove infinite runs:
- Adds [2/4/6/8] orbiting Electrons around the tower. Each Electron deals damage equal to 15% of the enemy's remaining health (quarter effective against Bosses and Fleets)
- This change will stop players from using Orbital Augment as the sole means to kill enemies. However, it will also make the module way stronger against more enemy types. Let's walk through some examples of what this might look like for different enemy types:
- Basics (1x wave health): The first hit will deal 15% damage, the second 12.8%, and so on. Previously, it was 10% per hit. This new formula is stronger until 7 Electron hits
- Tanks (4x wave health): The new module works the exact same way for Tanks as it does for Basics. Previously, it was 2.5% per hit. This new formula is stronger until 40 Electron hits
- Bosses (20x wave health): The first hit will deal 3.75% damage, the second 3.6%, and so on. Previously, it was 0.5% per hit. This new formula is stronger until 200 Electron hits
- In addition to the changes, we have also worked on a fix to the Electrons desyncing as a result of a longer game session. We have also added Electron Damage in the stats panel.
- We are now adding fleets to all tiers. Tier 1 will have Fleets starting at wave 15,000, and each subsequent tier will have Fleets appear 250 waves earlier (T2 = 14,750, T3 = 14,500, etc). Once they appear, they will spawn every 100 waves.
- We are continuing to develop systems that make the higher waves at each tier more challenging. There was a section in today's Monday Morning Announcement about TTG's stance on Infinite Runs. Additionally, in the next few updates, we will aim to improve tournament run length. We want to ensure it remains competitive and fun, while reducing its duration overall.
- Implemented a lab refactor to resolve issues including offline research syncing,
- Adjusted Orbital Augment’s description and gameplay:,
- Adds [2/4/6/8] orbiting Electrons around the tower. Each Electron deals damage equal to 15% of the enemy's remaining health (quarter effective against Bosses and Fleets),
- Fixed an issue where Electrons would desync over the course of a longer run,
- Added Electron Damage to stats panel,
- Added Fleets to all Tiers at higher waves,
- Adjusted the Stone Pack offer to feature icons instead of text,
- Fixed a UI issue where the “Game Paused” message overlaps in some menus,
- Fixed a UI issue where the the Milestone Pass description did not indent into a new line, making the description too small,
- Fixed an issue were enemy mass did not fit in the Info Panel screen,
- Fixed an issue where the new Support panel unpauses a paused run,
- Adjusted the date displays in Battle History and tournaments so it correctly localizes to the player’s region.
- Hello Tower Defenders! We are rolling out our last minor update of the year now on Android, with iOS rolling out within the next day. This build should be fully available to everyone tomorrow. Here’s a look at the changes:
- We have added a new "Toggles" menu to replace our current "Hit Texts" button in the Settings. Some existing buttons, such as 120FPS and Cinematic of Idle have moved into this menu, while Sound and Music will remain in the Settings menu. Here is a look at our current list of toggles:
- Added Auto Pause in Menus,
- Added Stone Confirmation,
- Turning off this toggle will remove the confirmation for stone purchases that costs 100 stones or more,
- Added Gem Confirmations,
- Same as Stones, but for Gem purchases equal to or greater than 200,
- Added Ranged Enemy Shooting Line,
- Added Show Cinematic Gems,
- Added Brighter Spotlight,
- Auto Restart has been removed from the end of round screen and added to this section for players who have unlocked this Vault upgrade,
- We have made some improvements to our Labs UI. To start, we made the lab sliders into actual sliders! Setting values has become easier, with an - and + symbol on either side to make incremental changes. Additionally, we've added a new Slider filter to the Research selection screen so you can see all labs that have sliders.
- Additionally, we have fixed an issue where some longer researches were not ticking properly. This was a floating point number issue that was only apparently in some instances.
- We are adding two new permanent battle conditions to tournaments and adjusting our old Enemy Level Skip Reduction BC from all tournaments. Additionally, we are making tier scaling adjustments in Champions and Legends.
- Let’s dive into the changes:
- Description: Enemy health and attack level skip chances are reduced by [VAL]% every [N] waves.
- VAL starts at 1% and is the value that the generic Battle Condition Reduction lab will impact.
- N is the number of waves it takes between activations of the BC, and this is what the level of the BC will impact.
- Finally, the level of the BC will change based on the tournament league and not increase in strength during the run, similar to how More Bosses works.
- Legends: Level 80 => Every 20 waves, lose 1% from ELS,
- Champion: Level 60 => Every 40 waves, lose 1% from ELS,
- Platinum: Level 40 => Every 60 waves, lose 1% from ELS,
- Gold: Level 20 => Every 80 waves, lose 1% from ELS,
- Description: Enemy health and attack level skip chances are multiplied by x.[VAL],
- This new Battle Condition will be impacted by the existing Enemy Level Skip Reduction Lab (which has been renamed to Skip Reduction Lab).
- VAL is impacted by both BC labs (generic and specific) and is tied to the level of the Battle Condition:
- Legends: Level 55 => multiplied by x0.45,
- Champion: Level 40 => multiplied by x0.6,
- Platinum: Level 25 => multiplied by x0.75,
- Gold: Level 10 => multiplied by x0.9,
- The previous ELS Reduction BC has been rebranded to Skip Reduction - Subtract. It has been removed from all tournaments. It will remain untouched on the normal tiers it was already a Battle Condition for. The Skip Reduction lab will still impact this Battle Condition
- Finally, we are changing the tier scaling in the Champions and Legends league. The tier scaling will change from [1/3/5/8/11/14] to [1/3/5/8/12/17]
- Added one more Card slots that cost gems (10,000),
- To avoid future Wall tunneling issues, the tower is now immune to all damage except from Vampires while the Wall is active,
- Enemy Level Skip Reduction has been renamed to Skip Reduction. In addition, it's impact on stats will now be visible in the utility workshop tab during a run.,
- Added functionality for Second Wind to spawn the Wall, invulnerable while the Second Wind timer is active,
- Added a 15 second period of invulnerability to Nuke activation,
- Changed the behavior of the Damage Reduction node in the Vault to not be applied while Intro Sprint is active,
- Improved behavior of Critical Coin Card so it always applies to Black Hole and Thorns,
- Increase the number of Fleets for ending long runs (one additional Fleet every 1000 waves after first wave instance),
- When Fleets are introduced at later waves, only one Fleet will drop rewards in that wave even if multiple Fleets are present,
- All 3 enhancement discount labs have had their formula changed from cost / (1 + %) to cost * (1 - %),
- Primordial Collapse no longer provides double benefit on the Wall and projectiles,
- Added the functionality for players to hide pop-up confirmations for the rest of the session,
- Added a Pulsar Harvester stat to the Boss Breakdown that displays the amount of Level reduction applied instead of only the damage dealt,
- Change "End Round" button in the in-run menu to "Exit Battle", adjusted pop-up messaging,
- Added functionality for all menus to be viewable (but unchangeable) while mid run,
- The boss stats menu will now always show the health (and subsequent stats) of the most recently spawned boss.,
- Improved visual positioning of Card description in the Card selection screen,
- Rewrote the Golden Tower VFX from scratch to improve performance,
- Add behavior for unclaimed Guild rewards to be mailed to your inventory,
- Added the Support button to the Login panel,
- Fixed an issue where notifications for tournament do not show up,
- Fixed an issue where your Tournament ranking displays wrong rank in reward declaration,
- Fixed an issue where the "Pick a Perk" prompt persists when perks are still exhausted,
- Fixed an unintended interaction with Pulsar Harvester and Orbital Augment, where equipping both OA and PH would reduce the damage of OA unintentionally,
- Fixed a visual issue where the Lab notification bubble appears before a player has unlocked Lab,
- We are excited to share that for the next month, we will be doing featured module banners for each module type! Each week, we will be featuring one module type (like Cannon), and increase the drop rates for all Epic modules of that type. Here’s the timeline:
- December 21, 2025 4:00 PM to December 28, 2025 3:59 PM will feature Epic Core Modules
- December 28, 2025 4:00 PM to January 4, 2026 3:59 PM will feature Epic Cannon Modules
- January 4, 2026 4:00 PM to January 11, 2026 3:59 PM will feature Epic Generator Modules
- January 11, 2026 4:00 PM to January 18, 2026 3:59 PM will feature Epic Armor Modules
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