Endless TD

Relics Of Ascension

INFINITE RETRY STUDIO

Relics of Ascension

The largest update in Endless TD history

Released June 2026

Relics of Ascension is a top-to-bottom transformation of Endless TD. We've added a brand-new Relic & gear system with a full Inventory , deep talent and set builds , an endless endgame ascension chase , a revamped interface , the new Colosseum arena, a living weather & storm system , a new six-tier ultimate tower , a competitive Seasons meta, and a ground-up combat rebalance .

If you've been away for a while: welcome back. Almost everything is new.

What's New at a Glance

New Relics & Inventory — 50+ brand new Relics, 10 themed armor sets (run up to 5 at once ), 31 of which are talent-transforming relics, plus relic rerolling and Fusion (combine two relics into one) — all in a brand-new drag-and-drop Inventory . The Path to Ascension — Mythic Shards, Mythic forging, tower Star Upgrades, and Transcendence — an endgame power curve with no ceiling. Archetype Mythics — Each of the six classes can now forge a signature Mythic that reshapes its playstyle. Revamped Look & Feel — Redesigned main menu, game lobby, and end-game screen, plus a searchable Talent Constellation. Seasons & Legacy — Seasonal leaderboards, permanent Career stats, season trophy cards, and an expanded cosmetics store. New Arena: Colosseum — Survive the crush as enemies circle in from all sides and never leak. Weather & Storms — Dynamic battlefield weather including the new Hail, Hailstorm, and the build-defining Electric Storm . New Tower — The Hellfrost Goliath , a six-tier fire-and-frost behemoth. Co-op & Versus — Team up in 4-player co-op or 1v1 & 2v2 Versus — now smoother and more secure. Balance Changes — Reworked wave scaling, tamed boss health, a tightened economy, talent and tower buffs, and new game speeds up to 5× .

Relics, Sets & the All-New Inventory

Loot has arrived. Starting at Wave 15 , slain enemies have a chance to drop gear, and every boss is a guaranteed loot moment. Open the new Inventory screen to manage it all — a drag-and-drop loadout with an equip grid, a backpack, relic slots, and three action forges.

Everything is per-run : gear, relics, mythics, rerolls and fusions all reset when a run ends, so every game is a fresh build from scratch.

Armor Sets

There are 10 themed armor sets , each with 6 pieces — Helmet, Chest, Gloves, Pants, Boots, and Weapon. Slot matching pieces into a set row to unlock escalating, cumulative bonuses. Two universal rules:

Every full 6-piece set grants +150% tower damage on top of its signature effect — all sets are normalized to the same headline number, so no single set is mandatory. This bonus scales with wave (roughly +150% early, climbing higher the deeper you push). Set bonuses apply to all of your towers — and in multiplayer, only to your towers.

The equip grid has 5 rows , so a fully-decked endgame loadout can run up to five complete sets at once — mix and match your specialties late-game, and every full set's capstone stacks.

Below is every set and its full bonus ladder. Tiers are cumulative — a 5-piece set fires its 2pc + 3pc + 4pc + 5pc bonuses together — and every completed 6-piece set also grants the universal +150% tower damage on top of the signature effect listed.

Inferno — Fire / burn-spread

2pc: Fire towers +10% fire damage 3pc: Burns deal +25% damage per tick 4pc: Burns last +2 seconds longer 5pc: All towers +40% fire damage 6pc — Inferno Surge: killing a burning enemy spreads its burn to the 2 nearest enemies, dealing damage that scales with the slain enemy's total HP — so a burning boss erupts into a devastating burn.

Frostweaver — Ice / slow & freeze

2pc: +10% slow potency (all towers) 3pc: Slows last +1.5s longer 4pc: Frozen enemies take +25% damage from all sources 5pc: Slows are 30% stronger and last 30% longer 6pc — Glacial Bombardment: your ice towers' attacks detonate on impact and shatter outward into a spray of icy shards that fly off in every direction, chilling and slowing everything they strike.

Bloodstorm — Lightning / chain

2pc: Storm-element towers +10% lightning damage 3pc: Chain attacks deal +20% more damage on each jump 4pc: +2 jumps per chain 5pc: Chains carry 80% of their damage to the next target (up from 60%) 6pc — Bloodstorm Surge: every 40 kills triggers a 5-second blood rain — all enemies take 1% max HP/sec, and a random tower chain-arcs for 300% damage across 8 enemies.

Plagueheart — Poison

2pc: Poison towers +15% poison damage 3pc: Poison ticks deal +40% damage 4pc: Poisoned enemies take +30% damage from all sources, and poison spreads on enemy death (150 radius) 5pc: Poison ticks deal +50% damage 6pc — Virulent Bloom: killing a poisoned enemy erupts into a lingering toxic cloud (80 radius, 2.5s) that stacks your poison onto everything inside, every second — chain kills into overlapping minefields of venom. Boss kills erupt into a massive 250-radius cloud for 8 seconds .

Radiant — Light

2pc: +10% light damage 3pc: +10% damage to all towers 4pc: All towers gain a +15% damage-amp aura 5pc: +10% light damage 6pc — Holy Nova: every attack from your light towers erupts in a wide, radiant burst of holy light — a brilliant nova that scorches all nearby enemies.

Arcanist — Arcane

2pc: Arcane towers +10% arcane damage 3pc: +5% projectile speed 4pc: Arcane attacks pierce +2 additional enemies 5pc: +10% arcane damage 6pc — Arcane Bombardment: your arcane towers' attacks explode on impact and burst into a storm of arcane shards that streak outward in all directions, each one detonating against whatever it hits.

Stoneskin — Durability / tank

2pc: Tower HP +10% 3pc: +10% tower attack speed 4pc: +35% damage per 1,000 max HP — turns HP into damage (scales with wave) 5pc: Tower HP +25% 6pc: a massive +150% tower HP

Marksman — Crit & execute

2pc: Single-target towers +5% crit chance 3pc: Crits deal +25% damage 4pc: Enemies below 30% HP take +50% damage 5pc: Crits ignore 30% of enemy armor 6pc — Double Shot: your towers fire a second projectile with every attack — a relentless double-tap that stacks on top of your other rapid-fire bonuses.

Tactician — HP → Damage

2pc: Tower HP +10% 3pc: +14% damage per 1,000 max HP (scales with wave) 4pc: While at full HP, your towers deal +17.5% damage (scales with wave) 5pc: +17.5% damage per 1,000 max HP (scales with wave) 6pc: +50% tower HP and +35% damage per 1,000 max HP (scales with wave)

Necropath — Death / kill-scaling

2pc: Enemies pulse a small AoE on death (50 radius, 5% of tower damage) 3pc: Every 30 kills: +20% damage for 4 seconds 4pc: Each kill: +0.5% damage (up to 100 stacks = +50%), decaying after a brief lull in kills 5pc: Boss kills grant +30% damage for 8 seconds 6pc — Kill Karma: at wave start, banks the previous wave's kill count; each tower's first attack that wave deals +1% damage per 10 kills banked (cap +200%).

"Scales with wave" — what it means: A few bonuses aren't flat — they grow stronger the deeper you push. The percentage shown is where it starts; as the waves climb and enemies get tougher, those bonuses climb right alongside them, so your late-game build keeps pace instead of getting buried when you're deep into waves.

Two rules to remember: bonuses are counted per row , so mixing two different sets in one row gives nothing — fill a row with a single set to make it count. And with five rows, you can stack up to five completed sets (and all five +150% capstones) at once.

Relics (Uniques)

Relics are one-of-a-kind legendaries that are active the moment you own them — no equipping, no slot competition with sets. They auto-collect into your 10 available relic slots , and each one also grants a wave-scaling damage bonus on top of its effect. Pick up a duplicate and it lands in your backpack — fuse it, sell it, or keep it as backup.

There are 50+ base Relics spanning every playstyle — here's a sneak peek at a handful:

Echo Edge — Magic & Laser towers gain a chance to fire a second projectile. Bulwark Footing — converts your towers' max HP into bonus damage (the cornerstone of HP builds). Cyclopean Edge — stacking +5% damage per kill each wave. Pain's Embrace — +30% damage to bosses. Merger's Bond — +20% to all stats on merged towers.

…and that's barely scratching the surface — dozens more span crit gambits, element synergies, sustain, and economy. Jump in and play to discover more.

Transformation Relics

A brand-new relic class — 31 Transformation Relics — that adds a damage component to a talent. While equipped, the targeted talent keeps its normal effect and gains damage that scales with the levels you've already invested. Unequip it and the talent reverts. They cover all seven damage branches (Plague, Frost, Storm, Radiance, Arcane, Unholy/Death, and Water). Examples:

Toxic Pummeler → makes your Virulence talent deal +100% poison damage per level. Voltaic Mallet → pumps +75% lightning damage per invested level into the Eye of the Storm keystone. Executioner's Spaulders → adds +75% light damage per invested level to Divine Judgment. Presto Neckpiece → adds +100% arcane damage per invested level to the Arcane Singularity keystone.

Equipping one pops a quick constellation overlay that flashes the affected talent node so you can see exactly what changed.

Item Fusion

The new Fusion forge lets you drop 2 Relics in and pull 1 fused Relic out that combines both effects. There are 14 named fusion recipes — e.g. Tempest Crossbow (chain +1 jump and +20% projectile speed), Glacier Trident (longer freeze and longer slows), Bloodstorm Pact (lightning damage/speed and extra chains). Fusion is permanent and can't be undone, so choose your combos with intent. Check them out in the Merge Guide for Relic Fusions:

Inventory & Loadout

Set grid: 5 rows × 6 slots (Helmet / Chest / Gloves / Pants / Boots / Weapon) — bonuses count per row . Relic slots: up to 10 equipped relics, all auto-active. Backpack: holds your spare set pieces, with filters (base / set / fused / transform). Mythic slot: one isolated slot with a red-and-gold glow. Three action forges:

⟳ Reroll (−1,000g) — reroll an item into a random new one of the same type. One reroll per item. Set pieces cannot be rerolled. Right click to clear your item in the Reroll, Sell, or Fusion sections. ⚖ Sell (+gold) — destroy an item for gold. Ctrl + Clicking an item will auto-sell it. ✦ Fusion — combine 2 relics into 1 fused relic. (Look for glowing relics in your inventory to quickly know if you have a mergeable pair)

Drag-and-drop throughout: swap relics by dropping one onto another, move the panel by its header, and equip straight from the backpack. The inventory stays usable even during Electric Storms (storms only lock tower buying/selling).

See what it looks like if you have 2 Relics that are mergeable - if a matching pair is in your inventory there will be an orange glow indicating a mergeable pair:

How You Get Loot

Relics start dropping at Wave 15 — roughly a 0.35% chance per kill, rolled independently for each player . Boss kills carry a bonus relic roll — a chance at an extra relic on top of normal drops and in co-op it pays out to your whole team: every player gets their own roll, not just whoever landed the kill. Mythic Shards drop from tier bosses (every 30 waves) — see Ascension below. Loot lands where the enemy died and floats with a glow for a despawn window (~45 minutes for relics) — grab it before it fades.

New Tower: Hellfrost Goliath

A primal fire-and-frost beast and the game's first six-tier upgradeable ultimate . You can't buy it — you merge an Inferno Phoenix with a Frost Mage , and it inherits talents from both parent trees. Fully upgrading it (T1→T6) is a serious long-term goal.

Tier 1: Chills every enemy it hits (slow). Tier 2: Adds a fire burn-over-time. Tier 3: Stronger burn and chill. Tier 4 — Frostfire Detonation: hits on already-chilled enemies deal +50% damage and burst in a small AoE. Tier 5 — Dual Aura: a persistent ring that chills and burns everything inside it. Tier 6 — Frostfire Apex: every 8th attack unleashes a massive 200-radius dual-element burst for 200% damage, on top of everything below.

The Path to Ascension

Mythic Shards

Tier bosses appear every 30 waves and each drops 1 Mythic Shard . Shards are per-player in co-op. They cycle through five colors purely for flair — all colors count equally . Collect 5 shards to forge a Mythic , and every 5 shards after that automatically charges it stronger — forever .

Mythic Forging

Mythic is the rarest tier in the game . Each of the six archetypes has exactly one signature Mythic, and forging always gives you the one that matches your archetype — no wrong-class rolls. Once you've banked 5 shards, the Forge button lights up; click it for a celebratory "MYTHIC FORGED!" reveal.

A forged Mythic grants +150% tower damage immediately — a single item as impactful as a full 6-piece set — and it grows by +20% damage every time you charge it (every 5 additional shards), with no cap .

The Ascendant & Mythic Charge

The Ascendant archetype's Mythic is unique: on top of the standard Mythic damage, it amplifies every relic you have equipped — starting at +25% and climbing with each Mythic charge. For a relic-stacking build, your entire loadout becomes a scaling damage engine.

The result: because shard income is gated to one per tier boss and Mythic charge is uncapped, your power scales smoothly and indefinitely with how deep you push. There's no wall to hit — only the next tier boss and the next Mythic charge.

Archetype Mythics

You pick your archetype at the start of every game, as always — what's new is that each one now has a signature Mythic you forge with 5 Mythic Shards (see The Path to Ascension ). On top of the universal +150% tower damage every Mythic grants (rising each time you charge it), it transforms your archetype's whole playstyle.

Each bullet shows your archetype's base passive → what forging its Mythic ascends it into :

Marksman (precision striker — physical & arrow towers) : +15% physical damage → +50% crit chance & +50% armor penetration — a precision execution machine. Elementalist (master of all elements) : +10% all elemental damage → +25% elemental damage and a 20% chance to fire a second shot . Warlord (durable towers) : +20% tower HP → converts tower HP into damage (up to +20% at full HP) — tanky and lethal. Tactician (support & aura specialist) : +15% support-tower radius → +50% support-aura radius & +25% aura strength — supercharged auras. Alchemist (poison & damage-over-time) : +15% DoT damage → DoTs tick 50% faster & hit +30% harder — a DoT monster. Ascendant (merge & relic specialist) : +10% all merged-tower stats → +50% merged-tower damage and amplifies every equipped relic .

Your most-played archetype is now tracked each season for your seasonal history card.

Co-op & Versus — Smoother and More Secure

Multiplayer got a major behind-the-scenes overhaul this update — less in-game lag, a smoother and more responsive feel, and strengthened anti-cheat across co-op and versus.

Smoother & More Stable

Less lag, more responsive play — the netcode overhaul means snappier upgrades, merges, and combat in multiplayer. More stable connections — long pauses and brief network blips are handled gracefully, so your session holds together. Strengthened anti-cheat — fairer matches and cleaner leaderboards.

Steam Integration Improvements

Now Invite friends from the Steam overlay — they join (or launch the game) with one click. Rich Presence — friends see your status and can Join Game from your profile.

You can get into a game together three ways: Steam invite , a short shareable room code , or quick-play matchmaking . Jump in with up to 4 players per room.

Seasons & Your Legacy

A full competitive meta layer, all reachable from the new Seasons screen.

Seasons

A Season is a named competitive epoch — the first is Alpha . The Seasons screen shows a hero header with the season name, start date, and a live "Day N" counter, plus the top 5 of every leaderboard at once .

Each season your season stats reset for a fresh climb — highest wave/tier, season games, damage/kills/gold, and Versus rank.

Season Trophy Cards: when a season ends, every account is frozen into a permanent snapshot — your identity and cosmetics exactly as they were, plus that season's stats and your best leaderboard rank. Past seasons' leaderboards stay immutable and are never overwritten when a new season begins.

Career Stats & Profile

A new permanent Career track that never resets: Career Kills, Damage, Gold, Games, Highest Wave, and Highest Tier (existing players are back-filled, so nobody starts at zero). Your profile now shows your best rank across all ladders .

Season History — Your profile keeps a browsable timeline of every season you've played . Open any past season's Trophy Card to see exactly where you stood — your best wave & tier, season damage/kills/gold, the archetypes and talents you ran, your Versus record, and your best leaderboard rank that season. Previous seasons are preserved even when a new season comes out .

Cosmetics Store

Customize your lobby card and profile with Player Icons , Banners , and Frames , bought with in-game Gold or premium Gems . New this update:

Cosmetic Packages / Bundles — curated Gem bundles with bundle-exclusive items, limited-time windows , and smart pricing that automatically discounts items you already own. Cosmetic Sales — time-boxed discounts with strike-through pricing.

New Arena: Colosseum

This update adds a brand-new battlefield — the Colosseum — to the game's map-mode lineup. It's a square arena where enemies enter from all sides and circle the perimeter forever — they never leak . So you don't lose lives the usual way; instead, you're out only if the arena ever holds 300 enemies at once . Waves overlap aggressively and old enemies pile up with fresh ones, so watch the occupancy meter climb from yellow → orange as the floor fills. Like every mode, it's fully playable in co-op, and maps are generated once at the start of a run and stay fixed.

Terrain themes (desert, snow, lava, swamp, graveyard and more) refresh every 30 waves for visual variety.

Weather & Storms

Battlefields have dynamic, seeded weather that all players share — shown on the weather HUD with an icon, name, and remaining-wave countdown. This update adds new storms — Hail , Hailstorm , and the build-defining Electric Storm — that actively change how you defend:

Storm

Effect

Hail / Hailstorm

Bouncing hailstones that chip away at your towers' health over time.

Electric Storm

Deals no direct damage, but disables ALL tower auras for one wave — every speed/damage/range buff, war banner, guardian bastion, and your shield coverage goes dark. A true DPS check. The HUD warns you in bold: "ELECTRIC STORM — AURAS DISABLED."

Each storm also brings a themed environment boss that can appear as early as the teens — the most visible new threat on the battlefield.

Balance Changes

A complete combat rebalance so your gear, mythic, talents, and relics — not an HP brick wall — define how deep you go. We've tuned a lot this update; the highlights:

Difficulty & Bosses

Reworked wave scaling for softer mid-game spikes and a smoother late game . Lowered boss health and tamed their late-game scaling, so bosses stay threatening but actually killable with a real kit.

Economy

Reduced gold from kills and added late-game gold decay to rein in runaway snowballing. Some modes run their own economies (Juggernaut pays more; Vortex and Colosseum ramp down).

Talents

Raised poison and arcane talent damage, and added new damage options to talent trees that were previously utility-only. Added Tree-doubling relics that can double an entire branch's damage talents.

Towers

Buffed several underperformers — Plague Lord, Toxic, Unholy, Magic, and Ice towers all hit harder, with a damage bump to poison effects across the board. HP-to-damage builds are now a viable archetype combination…

This announcement was originally published by INFINITE RETRY STUDIO on Steam on Jun 19, 2026.

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