New and rebuilt
All changes
Damage Numbers & World Polish 7 changes
- Hitting a monster with your axe or sword now shows floating damage numbers above it.
- Damage you take floats above you in red, and health you recover floats up in green. Numbers spread out during hectic fights so they stay readable.
- The sun has been remade so it stays big, bright, and gently shimmering from anywhere on the map, instead of shrinking to a distant dot.
- The dust counter above the workbench now stays visible through the walls while you are inside the castle.
- Finding chunks now plays a softer sound, and only for players standing nearby.
- Fixed Harvest Sap doubling the wood you pick up off the ground.
- Fixed the crafting table's interaction prompt sometimes not appearing.
Supplies New system 14 changes
- A new category of 20 consumable items. Buy them in the lobby, equip them to your belt, and use them during the night.
- Healing Sap patches you up; Mending Kit heals you and repairs the castle.
- Frost Scroll freezes every monster solid; Meteor Shower rains molten rock; Ember Scroll rings the castle in fire; Thunderstorm calls down stunning lightning for 11 seconds.
- Thornburst shoves every monster away from the walls and slows them for 5 seconds.
- Spirit Smite calls down a devastating strike on the strongest Champion.
- Scarecrow Totem plants a decoy that nearby monsters attack instead of you or the castle, until they tear it down.
- Rally Banner makes every tower deal double damage and fire twice as fast for 15 seconds.
- Aegis Bloom raises a protective barrier over the castle that softens all damage for the rest of the night.
- Dawnbringer Scroll instantly brings the dawn, up to three times per game.
- Windrunner Draught blurs you into mirror images so monsters miss you; Barkhide and Bloodbark tonics harden and heal you in battle.
- Wisdom Sap, Harvest Sap, and Fourleaf Tonic boost your XP, gathering, and luck; Wardbreaker Horn strips monster defenses.
- Spirit Feather revives you once if you fall in battle.
- The materials display was redesigned and moved below your Spirit Coins so it no longer blocks them, with a cleaner two-per-row layout.
- Monsters now hold completely still while frozen or stunned, chase more smoothly, and show health bars when hit by your scrolls.
Belt Slots New system 5 changes
- Your tool belt now starts with 4 slots, and you can unlock 4 more.
- Belt slots 5 through 8 are bought one at a time with Spirit Coins as you level up (500, 1,000, 1,750, and 3,000 Spirit Coins at levels 10, 20, 30, and 40).
- Unlock the next slot straight from Edit Loadout with the new "+" button, or from the Gorilla's store.
- The belt only shows the slots you have unlocked, so it stays clean as you grow it.
- Temporary tools from Piles of Leaves and boxes will only ever fill slots you have unlocked.
Gorilla's Store 12 changes
- The Gorilla's store has been completely rebuilt with a new look, animations, and sounds.
- Spirit Coin packs got new art, with the bigger packs showing off bigger and shinier coin piles and the best deals clearly marked.
- New Towers tab: unlock the Apple, Blueberry, Grape, Strawberry, Melon, Raspberry, Pineapple, and Dragonfruit towers with Spirit Coins.
- Tools, boosts, and towers now unlock as you level up. Locked items stay visible with the level they need, so you always know what's coming next.
- Store items are now sorted by unlock level, so the list grows with you.
- If you can't afford something, the store now tells you exactly how many Spirit Coins you're missing and points you at the coin pack that covers it.
- After buying your first tool, a glowing beam now guides you to Edit Loadout so you can equip it — even if you leave and come back later.
- Newly bought tools are highlighted with a NEW! tag in the loadout so they're easy to spot and equip.
- The store got a proper mobile layout: a full-screen panel that clears the Roblox top bar, a dedicated Spirit Coins page one tap from your balance, and bigger cards, buttons, and dialogs.
- The store now opens on Tools instead of Boosts, and Tools is the first tab.
- Unlocking a belt slot now shows the Spirit Coin icon beside the price instead of spelling it out.
- Fixed taps on the Roblox purchase window falling through and closing the store behind it.
Champion Monsters New system 18 changes
- Monsters can now spawn as Champions in Endless mode from night 3, carrying one or more random powers.
- Most Champions have a single power, but some stack several into a "frankenstein" announced with its own boss banner.
- Every Champion shows its powers on a colour-coded nameplate above its head.
- Frankensteins no longer grow to enormous health totals on the later nights. They now cap at 14,000 health, rising slowly after night 16, so the fight stays a fight instead of becoming a chore.
- Tank, Strong, Armored, and Big make monsters tougher, harder-hitting, or larger.
- Fast and Frenzy make monsters move and attack faster, with Frenzy ramping up the more hurt it gets.
- Vampire heals the monster whenever it damages your castle.
- Charger hangs back, then charges in fast and slams your castle for massive damage.
- Teleporter blinks to a new spot after every hit.
- Rage, Speed, Heal, and Shield Auras buff every monster around them.
- Cursed weakens your towers as it passes, making them deal less damage.
- Exploding and Ice Bomb go off on death, knocking back or freezing your towers.
- Splitter bursts into smaller, faster copies when killed.
- Summoner calls in short-lived minions.
- Phoenix cheats death once, reviving at half health.
- Pinata, Lucky, and Disco reward bonus gold, guaranteed loot, and pure spectacle.
- Roughly one in seven Champions is immune to tower effects.
- Added the Golden Goblin: a fast, tower-proof event monster that appears at the start of some nights and flees around the map. Chase it down and hit it yourself for gold on every hit, with a bigger payout the more you land before it escapes.
Balance & Progression 14 changes
- First night now lasts about 8 seconds longer before dawn.
- Spirits now spawn more often at night.
- Saplings now appear more often while chopping trees.
- Mining now gives less XP.
- Early levels now take longer to complete, especially levels 1–15.
- Monster scaling after night 9 has been reduced.
- Multiplayer difficulty now scales more through monster damage and less through monster health.
- Boosted towers powered by skull material now deal less damage.
- Axe upgrades now increase XP earned from chopping trees.
- Repairing the castle now gives a small amount of XP.
- Quests now reward XP.
- Quest XP rewards now scale with your level.
- Temporary tools now stay equipped until the end of the next night.
- Added a tip explaining when temporary tools expire.
Game Modes & Host Controls 11 changes
- Hosts now have lobby controls.
- Added a host gear button for room settings.
- Hosts can now choose between Starter Woods, Endless Woods, and Blood Moon.
- Hosts can now set the max player count.
- Hosts can now lock the room.
- Hosts can now make the room friends-only.
- Hosts can now kick members from the room.
- Joining a room now respects locks, player caps, and friends-only settings.
- Rooms now auto-lock during the start countdown.
- Added a pine-leaf transition animation when teleporting into a game.
- Added lobby songs that play while teleporting into a game.
Lobby 10 changes
- Fixed clicking a player's name in the report UI doing nothing.
- Fixed the tree HP bar staying visible after a tree died.
- Fixed group rewards sometimes saying you were not in the group after joining through the in-game link.
- Joining the Sverkerman group now opens through Roblox's native group browser.
- Added a lobby tip pointing returning players to Gorilla after their first game.
- Gorilla now glows when the returning-player tip points you to him.
- Status icons above your head now hide while you are in a matchmaking group.
- Added a pulsing "In Lobby" badge while queued.
- Daily quests now show in the lobby HUD.
- The highscore boards no longer go blank when they refresh, and they fill in as soon as you arrive instead of after a wait.
Tools & Toolbar 21 changes
- Lobby Axe now has proper swing animations, sounds, and cooldown bars.
- Lobby Pickaxe now has proper swing animations, sounds, and cooldown bars.
- Lobby Sword now has proper swing animations, sounds, and cooldown bars.
- Lobby Repair tool now has proper swing animations, sounds, and cooldown bars.
- Lobby Axe now responds to the Improved Axe Handle upgrade.
- Lobby Sword now shows burning particles when Burning Sword is equipped.
- Burning Sword particles now update live when changing loadout.
- Fire Trap can now be placed in the lobby.
- Teleporter can now be placed in the lobby.
- TNT can now be placed in the lobby.
- Lobby placeable tools now count down and trigger with full sounds and effects.
- Lantern now properly attaches to your arm in the lobby.
- Lantern now uses the correct holding pose.
- Lantern now tracks your belt live.
- You can now switch tools at any time, even mid-swing.
- New tools now appear in your hands immediately after switching.
- Swing cooldowns are still respected when switching tools.
- Fixed rapid tool-switching sometimes kicking you from the game.
- Fixed hotkey-spamming sometimes kicking you from the game.
- Selected tools now pop out more clearly in the toolbar.
- Active tools are now visually distinct from passive tools.
Mobile & Controls 11 changes
- Mobile players now have a dedicated use-tool button.
- Fixed ProximityPrompt interactions sometimes stopping on mobile after hold interactions.
- Fixed Chop Bot interactions not working on phone or tablet.
- Fixed chest interactions failing on mobile after the first prompt use.
- Fixed Settings accidentally triggering when sliding your finger across the screen.
- Fixed Activate Overdrive accidentally triggering when sliding your finger across the screen.
- Fixed the toolbelt rapidly toggling tools while holding your finger down.
- Inserting items into buildings is now easier on mobile.
- World items can now be picked up by tapping the 3D model.
- Fixed lobby Cancel and Start buttons reacting to a held mouse button.
- Fixed mouse hold state getting stuck after opening and closing the ESC menu.
Castle, Towers & Repair 10 changes
- Fixed castle repair sometimes failing even when the castle was below max HP.
- Castle HP now snaps to the correct value when you swing to repair.
- Fixed shared repairs being able to push team gold negative.
- Fixed tower upgrade UI staying on screen after walking away.
- Fixed tower status UI staying on screen after walking away.
- Added a team DPS meter next to the Castle HP bar.
- Team DPS meter now only appears at night.
- Added a Day/Night counter below the Castle HP bar.
- Added a compass marker pointing back to your base when far away.
- Base compass marker now shows distance.
Fire Trap 10 changes
- Added a one-time Fire Trap placement explanation.
- Added a warning when trying to place Fire Trap somewhere invalid.
- Fire Traps can now only be placed inside marked green trap areas.
- Fire Traps no longer float when placed.
- Fire Traps now always sit at the correct height.
- Trap areas now pulse while Fire Trap is equipped.
- Fire Traps now take 3 seconds to arm after placement.
- Fixed Fire Traps not always being cleaned up when a player leaves the lobby.
- Fixed Teleporters not always being cleaned up when a player leaves the lobby.
- Fixed Fire Trap burning sound not looping properly in the lobby.
Rewards, Gold & End Screen 7 changes
- Gold reward animations now finish faster.
- Large gold payouts now count up in bigger chunks.
- Gold chunk size now scales with nights survived.
- Fixed Spirit Coins not updating in the store after buying from Gorilla.
- Added a material pickup popup.
- End-screen stats now use shortened numbers like 1k, 10k, and 100k.
- Team gold now shows how much came from the shared pool.
Onboarding & Tips 10 changes
- Added a repair tip the first time your castle takes damage.
- Added a first-night tip explaining that towers protect you at night.
- Added a first-night tip explaining that towers can be upgraded.
- Added a tip explaining Spirit Coins the first time you pick one up in-game.
- Added a wrong-tool nudge when using the wrong tool on something.
- Added a first-night tip explaining that your axe can attack monsters.
- Added a first-night tip explaining that the lobby sword is stronger than the axe.
- Added bag full feedback for logs.
- Added bag full feedback for iron.
- Tips now play a soft sound when they appear.
Chunks, Salvaging & Crafting 23 changes
- Chests now drop Chunks instead of old loot items.
- Crates now drop Chunks instead of old loot items.
- Leaf piles now drop Chunks instead of old loot items.
- Added Old Chunks.
- Added Mystical Chunks.
- Added Enchanted Chunks.
- Holding a Chunk now guides you to the Workbench with a tutorial beam.
- Chunk tutorial beam now changes when you get close to the Workbench.
- Workbench now highlights when you are holding a Chunk nearby.
- Added a compass marker for salvaging Chunks.
- Items now show a guiding beam to the correct building type.
- Buildings now highlight when they can accept the item you are holding.
- Salvage Chunks at the Workbench to break them down into Dust.
- Different Chunk rarities salvage into different kinds of Dust.
- Spend Dust at the Workbench to craft and upgrade items.
- A guided tutorial now walks you through your first salvage and your first craft.
- Added Corruption Shards, which salvage into Corruption Dust.
- Brand-new players are now guided straight to Turtle on their first visit to the lobby, with an arrow and his picture, and then pointed at a room to start their first game.
- Turtle's first conversation is much shorter. He introduces himself, explains what Spirit Coins are for, gives you your first quest, and sends you to the woods.
- Building your first castle now pays 750 Spirit Coins, so your first trip to the store can actually buy you a tool.
- Edit Loadout and the class shrines now stay hidden until you have played your first game, so your first lobby has one thing to do instead of five.
- On day 6 of Starter Woods, a tip now tells you how many nights are left before the next game mode unlocks.
- After picking your first class, the game now tells you Endless Woods is unlocked and points you back to a room.
Visuals & Performance 11 changes
- Removed missile recharge animation for better performance.
- Removed tree shake animation for better performance.
- Missiles now smoothly grow from nothing to full size when they spawn.
- Removed the spirit travel effect when a monster dies.
- Added a new monster death effect.
- Monsters now fall apart at the joints when defeated.
- Monsters now glow neon red and burst into particles before fading away.
- Tree leaves now turn transparent when standing near a pine tree.
- Gold trees keep their leaves so they remain easy to spot.
- Player-spawned exploding saplings now show a "Sapling spawned!" notification.
- Player-spawned exploding saplings now get a compass marker and sound.
Settings & UI Polish 21 changes
- Fixed sound settings plus and minus controls being reversed.
- Disabled phone portrait mode in both the lobby and game.
- The game now forces landscape mode.
- Disabled the built-in Roblox backpack in both the lobby and game.
- Turtle cooldown now reads clearly as "X hr Y min."
- Players will no longer get the same daily quest type twice in a row.
- Completing a daily quest now gives proper feedback.
- Daily quest completion now shows a notice.
- Daily quest completion now plays a sound.
- Daily quest completion now shows the Spirit Coins earned.
- Added a Leave to Lobby option in the Settings menu.
- Leave to Lobby now has a confirmation.
- Leaving to Lobby mid-game now keeps your XP and Spirit Coins.
- Survive Night upgrade screen now shows upgrades you already own.
- Survive Night cards now have hover animations.
- Survive Night cards now have click animations.
- Added a short delay before Survive Night cards can be clicked.
- Fixed players sometimes being able to pick two Survive Night upgrades at once.
- Starter Bundle now has a proper BUY button and bundle image.
- Welcome Back Bundle now has a proper BUY button and bundle image.
- Welcome Back offer now correctly shows only once.
Bug Fixes 29 changes
- Fixed day music stacking after the first night.
- Fixed day music playing duplicates after the first night.
- Fixed swapping a ground item removing the line indicator.
- Fixed the Mountain Giant's damage display sometimes showing "0 Damage."
- Fixed Gorilla's dialog opening when tapping anywhere on the screen instead of tapping Gorilla.
- Fixed a tutorial crash caused by a startup race condition.
- Fixed players getting stuck in backdoors during the day-night transition.
- Fixed players getting stuck on the lower island during the day-night transition.
- Players are now pulled back automatically if they get stuck during the day-night transition.
- Fixed carried wood count getting stuck.
- Fixed the bank getting permanently tilted by physics during its gold-generation animation.
- Fixed not being able to pick up items behind walls or geometry.
- Fixed Chop Bots getting stuck inside trees.
- Teleport failures now show a clear on-screen message.
- Players are now moved safely back to spawn after teleport failures.
- Added a short delay after placing an item before another item can be picked up.
- You can no longer enter a game without at least one tool equipped.
- Added a warning when trying to enter a game without a tool equipped.
- Building inserts now blink with a green highlight when they work.
- Store now auto-closes when you walk away from Gorilla.
- Owned-tools menu now closes when you walk away from your loadout.
- Lobby music now correctly follows the music volume slider.
- In-game ambient sounds now respond to the sound slider live.
- Fixed a double sound when picking a Survive the Night upgrade.
- Fixed being able to walk around while downed if you picked a Survive the Night upgrade after dying.
- Fixed holding a chunk repeating the "Take this chunk to the Workbench" message and its sound every frame.
- Fixed temporary tools losing the rounded corners on their belt slot, and their icon sitting slightly out of place.
- Sword swing animations are now loaded when you join, so the very first swing of a fight plays properly.
- The host panel now correctly says Starter Woods is 8 nights, not 10.
Behind the Scenes 10 changes
- Added stronger protection against exploiters.
- Improved server protection for repairing.
- Improved server protection for item pickup.
- Improved server protection for crate hits.
- Improved server protection for night upgrade picks.
- Improved server protection for matchmaking.
- Improved server protection for code redemption.
- Merged duplicated lobby and game code into shared systems.
- Removed unused code.
- Improved consistency between the lobby and game.
Other 8 changes
- Fixed Turtle's dialogue option text clipping into Turtle.
- Optimized the nighttime treeline fog for smoother frame rates near the forest edge, with the same eerie look. Should run noticeably better on lower-end devices.
- Resized the icons for three tools (Fire Trap, Reduced Castle Repair Cost, and Sell Wood Outside the Castle). The artwork now fills more of the canvas, so the icons read larger and clearer on the tool belt.
- Added a live, animated preview of your tool belt above the lobby loadout area. It catches the light and pops as you change tools.
- Tapping a hotbar slot in the loadout menu now scrolls to that tool and highlights it, so it's easy to spot in your list.
- Cleaner, see-through hint pop-ups with a softer border, and on phones they're bigger and better placed above your tool button.
- "Report a player" is now disabled when you're alone in a server, and the report window no longer lets stray taps reach the game behind it.
- Chop with a full backpack? Extra wood now drops as a Wood Stack instead of vanishing. Walk back over it to collect what fits.
Combat & Survival New system 5 changes
- Monsters hunt you down. Step outside at night and up to 3 enemies will break off to chase you. Get close enough and they'll aggro; run far enough away and they'll give up and return to attacking the castle.
- You now have HP. Take too many hits and you'll be downed. After a 30-second countdown you respawn back at the castle with full health.
- The castle is your safe zone. You can't be hit while inside it, and you heal over time in there, day or night.
- Your axe can fight now. Weaker than the sword, but it works in a pinch. Neither weapon damages monsters while you're inside the castle.
- Health bars for everything. Players, monsters, trees, and iron veins all show their HP, with smooth damage and heal animations on your own bar.
Upgrade Center New system 6 changes
- The Upgrade Center has been completely redesigned as a sprawling hexagon tree. Each material grows its own branch of upgrades, so you can see exactly what unlocks what.
- Open it anytime from the new button next to your XP bar (no more walking up to the building).
- Pan and zoom around the tree, tap any hex to see its details and cost, and watch the glowing hexes to spot what you can buy next.
- Branches stay hidden until you discover their material, with "how to find it" cards pointing the way.
- The first time you collect a material, a tip now explains the Upgrade Center and what materials are for.
- If your team hasn't built an Upgrade Center yet, you'll get a nudge to go build one.
Tower Overhaul New system 34 changes
Towers have been completely reworked. This is the biggest change to how defending your castle works.
Previously, towers were generic: they all worked the same way, you upgraded them through tiers, and you "boosted" individual towers by spending gold on each one.
Now, every fruit is its own tower type with its own role and a unique special ability. You choose which tower to build at each spot, unlock new tower types as you level up, and upgrade each one through 5 levels. Towers now combo with each other, slow and weaken enemies, hit groups, knock monsters back, and more.
Building and Choosing Towers 13 changes
- Walk up to an empty tower spot and press Build to open the new tower menu.
- Each tower card shows its cost and whether it's unlocked. Selecting one shows what it does, plus its Damage, Range and Speed.
- Coconut and Banana are free from the start. The rest unlock as you reach the required level, and are purchased from the store in the lobby:
- Apple: Level 5
- Blueberry: Level 10
- Grape: Level 15
- Strawberry: Level 18
- Melon: Level 25
- Raspberry: Level 30
- Pineapple: Level 40
- Dragonfruit: Level 50
- Locked towers appear with a lock and can't be placed until you unlock them.
- Each tower can be upgraded through 5 levels. A row of stars above each tower shows its current level while you're in your base.
The 10 Towers 10 changes
- Banana (free): Adds Banana stacks to a monster. Coconut towers deal more damage to monsters that have Banana stacks.
- Coconut (free): Deals heavy damage to one monster at a time. Deals extra damage to monsters that have Banana stacks on them.
- Apple (Level 5): Deals steady damage to any monster, and extra damage to monsters that still have high health.
- Blueberry (Level 10): Slows monsters down, so your towers get more time to hit them.
- Grape (Level 15): Fires several grapes at once to hit many monsters. The grapes can also bounce to nearby monsters.
- Strawberry (Level 18): Poisons monsters, so they keep losing health for a few seconds.
- Melon (Level 25): Fires a melon that splashes damage to every monster near where it lands.
- Raspberry (Level 30): Sometimes lands a powerful critical hit that knocks the monster backwards.
- Pineapple (Level 40): Its shot bounces to nearby monsters and weakens them, so they take more damage from all your towers.
- Dragonfruit (Level 50): Sets monsters on fire so they keep losing health. When a burning monster dies, it explodes and hurts nearby monsters.
Monster Effects You Can See 1 change
- Monsters now show what's affecting them: a fire icon when burning, a cold blue tint when slowed, and icons for poison, weakened (extra damage taken), and other effects, right on their health bar.
Reworked Screens and UI 7 changes
- Brand-new tower build menu, plus a full visual overhaul of the tower, bank, castle and Upgrade Center info and build displays.
- On phones and tablets, the tower build menu now opens as a larger, centered popup with a touch-friendly detail view, instead of the desktop side panel.
- New upgrade screen that shows your tower's current stats next to its next-level stats, including special effects (for example, Dragonfruit's explosion damage and radius).
- Upgrade Center has a new look and icon, and now shows an "Upgrade Center Unlocked!" notice when you build it.
- Clearer, simpler descriptions for every tower.
- Grape and Pineapple shots now visibly arc and bounce between enemies, dealing their damage when the shot lands.
- Your health bar now stays visible whenever you're hurt or outside your base, and tucks away when you're safe at full health inside. You also correctly count as "inside" when standing on your castle walls.
Tower Boost 3 changes
The old per-tower gold boost is replaced with a flexible toggle:
- Unlock Burning Blessing in the Upgrade Center to enable boosting for all your towers at once (no more buying it tower by tower).
- After that, each tower can be toggled Boost ON (green) or Boost OFF (red).
- While Boost is ON, the tower fires an extra fire missile every few seconds that burns enemies, costing 1 Skull per shot. Turn it off any time to save your Skulls.
Item Corruption New system 19 changes
A new high-risk, high-reward system for Endless Woods. Once unlocked, you can gamble your strongest items at the Workbench to give your towers, castle and bank powerful new abilities.
How It Works 6 changes
- Unlock Item Corruption permanently for 3,200 Spirit Coins.
- Hold a tier-3 item at the Workbench to Corrupt it. There is a 70% chance it gains a random corruption, and a 30% chance it is destroyed.
- Each attempt costs Corruption Dust, which you earn by salvaging Corruption Shards.
- Corruptions are permanent and additive: the item keeps its normal stats and gains the new effect on top.
- Each item can only be corrupted once, but you can stack the same effect by corrupting several items on the same building.
- Hover an item, or long-press on mobile, to see exactly what its corruption does.
Tower Corruptions 4 changes
- Multishot: fires extra projectiles at additional targets.
- Ricochet: shots bounce between monsters.
- Overcharge: every 100 damage calls down a lightning strike.
- Corrupted Synchronization: every 10 attacks, all towers of that fruit fire a free shot.
Castle Corruptions 4 changes
- Stored Lightning: smites attackers from the sky.
- Soul Harvest: heals the castle as monsters die.
- Last Stand: at critical health, sacrifices an item to fully heal the castle.
- Repair Reactor: repairing triggers wall-blasting winds that knock monsters back.
Bank Corruptions 5 changes
- Salvage Jackpot: every Chunk or Shard you salvage grants 5,000 gold.
- Golden Grove: six golden trees grow each day for a big payout.
- Night Gambit: locks away 10% of your gold at night and returns it doubled if you survive.
- Phantom Refund: 10% chance for a gold purchase to be refunded.
- Coin Golem: summons a friendly golem that fights monsters and pays you gold for every hit. Each corrupted item adds another golem.
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Sections are in the order they were written, and each one opens on click. Sub-systems sit inside the system they belong to.
