Build 0.9.5.0, 18th of September 2026.
Da biggest drop TEEFS has had. Three new modes, a reset above the Great Green Reset, one war meter that every mode feeds, and a klicker screen rebuilt from the counter down. Everything below has gone in since the 28th of August build.
THREE NEW MODES
DA GREAT TRAIL O' TEEFS. Load up a konvoy and roll out across four regions. On the way you get fights, scrap piles, sick orks, merchants, treasure maps and a boss guarding the road out of every region. Whatever you bring home lands on the pile.
DA INVENTORS STASHUN. At the workbench you bolt a weapon together out of parts. What you build arms the horde, and that armin' is what decides how hard your army hits.
DA GREAT SIEGE. Your army marches on 20 strongholds, one after the other, and it keeps marching while the game is shut. Every stronghold that falls pays teefs and sends spoils back to the Trail. It banks a reset point an' all.
AN' DA BIG ADDITIONS
- DA WAR EFFORT. One meter for the whole game. Anything you do in any mode feeds it, and every rank it climbs pays you more income everywhere. Da horde salutes you when you make a new rank.
- DA GRAND RESET. The reset above the Great Green Reset, unlocked once your pile gets properly enormous. It burns nearly everything for a permanent bonus that stacks every time you do it, and it hands you a gobbo helper. Your achievements, your lore book, your cosmetics an' the gobbos you already earned all live through it.
- GOLD TEEF. One ripens every real day. Spend them on permanent building levels. No reset ever takes those away.
- DA TAROT OF DA HORDE. The card draft after a Great Green Reset is live, and all 33 cards now do what they say on the card.
- DA BOIS. Your unlocked bois ride the Trail as named champions with their own levels and party bonuses.
- COMIN' BACK. Time away is banked and handed to you on a card when you return, so you choose when to take it. Away earnings run up to 12 hours.
- STEAM. Saves mirror to Steam Cloud, and there is a lifetime TEEFS leaderboard.
DA GREAT TRAIL O' TEEFS
- Every region has its own painted backdrop, and it swaps over as the konvoy crosses the border. Da Dust, the Badlands, the Fungus Wilds and Human Country each look like themselves.
- The enemy used to be a red rectangle with orange eyes. It is painted wagons now, with the Gobo Wagon turning up for ordinary scraps and a different boss wagon guarding each region.
- All the wagons drive. Wheels turn, exhausts move, bodies rattle, and the loop runs quick on the road an' drops to an idle rattle at a halt. The icons in the side list drive too.
- Enemy sizes were re-cut so a gobbo raid reads small and a boss reads like a boss.
- Your krew have painted portraits, two faces per role, fixed per ork so a boi keeps his look for the run.
- Prices on the Trail are set against the best pile you reached this run, so spending down first no longer buys you cheap gear.
- A boss win updates the backdrop and the region header on the same beat as the log line, instead of sitting a region behind until you picked a loot card.
- The Basha Boi is now the Masha Boi. Old runs carry over on their own.
DA GREAT SIEGE
- ORK RAGE runs to 500 levels instead of 100. It costs the same career it always did, and a fully maxed ladder is worth exactly what it was worth before, so nobody loses anything on the change.
- Your mob grows with the ladder, all the way up to 50 bois on the field. The bois animate, and a boi who goes down shows the countdown on his slot.
- All 20 strongholds were repainted to the same tone. The late ones used to come out darker and flatter than the early ones, which made the buildings look duller the further you got.
- The stronghold gets a warning in the ticker before it crumbles, and the siege button pulses so you know to look.
DA INVENTORS STASHUN
- The bench and all 37 parts are painted art now instead of drawn shapes.
- Inventions have a real price floor. The cost used to follow your pile while the reward did not, so the cheapest way to invent was to spend everything first and build while skint. A build now costs at least so many seconds of your production, which closes that off.
- The abilities list shows what the next ORK RAGE level gives you, newest first.
DA KLICKER SCREEN
- AUTO-BONK. While the Deep One toof buff is up, hold the left button on the big toof and it fires 30 full kliks a second. Every one of them is a real klik, so it feeds your streak and your counters.
- BIGGA HAMMA. A ten tier klik upgrade line, so klikin' keeps pulling its weight later in a run.
- FALLIN' TEETH ARE A PROPER PRIZE. They crumble 18 seconds after they land, blinkin' a warning first. Catchin' one plays a sound an' puts a line in the ticker, and two production frenzies can run at the same time.
- DAILY TOOF. The first tooth you catch each day pays 30 minutes of production on top of whatever it normally does. Hover the line for the full rundown, includin' what you still have to unlock.
- STATUS STRIP. A strip under the counter shows your live buffs with their countdowns.
- Klik streaks heat up. The KLIKS counter warms from white to red as you chain them, and passing a tier throws a burst of extra teeth. Kliks can crit an' all, with a harder punch on the toof and a red number at the cursor.
- Gobo helpers walk along the bottom of the panel, pick up landed teeth and carry them off. Poke one and he reacts.
- The teef pile fills on a curve you can actually watch move, and it has new art. The colour journey behind the panel and the tooth rain are switched back on, and the panel frame takes on the colour of your escalation tier.
- The big TEEFS number used to shiver while it counted up. It sits still now.
- The big buttons wear painted art, and the Grand Reset one folds down to a small corner tab if you want it out of the way.
- A NEXT UP strip shows what you are closest to unlocking, and buildings an' upgrades glow when you are nearly able to afford them. [*]The news ticker is alive again, carrying lines from the siege, the trail, the war effort, your KRUMP procs and the save stamp.
ACHIEVEMENTS AN' DA BOOK
- Five achievements could never be earned at all, which also made 100% impossible for everyone. All five work now.
- Five late game achievements were re-specced into goals you can chase: holding more than a quintillion TEEFS, owning every upgrade for an hour, 100 kliks in 12 seconds, fielding 5 bois on Da Great Siege, and owning every upgrade in 5 different runs.
- The achievement pages show locked goals with their icons and live progress. Secrets still read as ???. Every page says how many you have krumped out of 69 and what that is paying you.
- New achievement banner with a sound on it.
- Book pages sit inside the printed frame and the tabs down the side are all the same size. Page text can no longer spill onto the book art.
- The stats pages switch big numbers to short letter notation so they stop running off the page.
- Hovering the reset meter spells out your banked points and what Legacy is doing for you.
MINIGAMES
- The brew lab, the driving kamp, the constellation tracin' an' the tinker bench all run on painted art now instead of flat placeholders.
- The driving kamp was resized so the hazards can actually be dodged.
- Payouts were raised, and every minigame prints its payout through the safe formatter, so big piles no longer print nonsense.
STARTIN' OUT
- A new six beat tutorial that follows what you actually do: your first bonk, your first building, your first upgrade, the book, then a short wrap up.
- The tutorial marks its target with a spotlight an' a bobbin' pointer, instead of one thin outline lost in a screen of bright pixel art. The cue flashes again every three seconds until you do the thing.
- The first time you open the Trail, the Siege, the Stashun, the Great Green Reset or a minigame, you get a short card sayin' what it is and why it is worth your time.
- The intro logos can be skipped.
BALANCE
- The first Great Green Reset unlocks earlier. The gate dropped from 100 million to 25 million.
- Goblin Hammer income went from 0.12 to 0.25, and falling teeth start at 5 hammers instead of 20, so the opening moves along.
- Upgrade costs are worked out per building now, instead of one shared curve for everything.
- Purple upgrades pay real procs rather than a flat bonus. The production shown on a purple building drops by about a third because that value moved into the procs.
- Buildings have a BUY MAX button, and three cosmetics can be bought with teefs.
FIXES
- DA BIG ONE. With thousands of buildings, every building's price collapsed to nothing and the counters turned to garbage. The prices were whole numbers and they wrapped around past roughly 290 Goblin Hammers. Prices are floating point end to end now, with a hard ceiling and bad numbers refused on the way in. A save carrying broken numbers is repaired when it loads.
- A Grand Reset used to leave ghost income behind, still paying the old production rate after the wipe.
- The meta shop was locked on your very first visit to the Great Green Reset.
- The big mode screens ran off the right hand side of the window. They now fit any window an' any shape of screen, from 720p up to 4K.
- The x20 Ork tooth's hold buff never actually applied.
- Peak TEEFS per second always read 0 on the stats page.
- Two achievements unlockin' in the same instant made the first banner overwrite itself mid-animation.
- Cosmetic hammers did not always unlock when they should have.
- The daily toof drawer was a fixed width and clipped its own text.
- A damaged save is now recovered from its backup, and both resets were tested end to end so nothing that is meant to survive goes missing.
UNDER DA FLOORBOARDS
- Startup dropped from anywhere between 16 and 21 seconds down to about 11, and it is the same every time now. A font pass was walking the entire screen thousands of times over while the game built itself.
- The logo reel plays while the game builds rather than after it, so you wait for the longer of the two instead of both back to back.
- The music was converted from WAV to OGG. That is 454 MB of audio down to about 38 MB, so the install is far smaller.
- F5 saves right now, and stamps the ledger in the ticker.
- Body text uses a plainer font that is much easier to read. Headers keep the pixel font, and there is a toggle in settings if you want the old look back.
- Every bit of player text was gone over. A pass over names and wording swapped borrowed war-game slang for the game's own words.
- Achievement requirement and progress lines are translated across all eight languages.
Big shout out to Brad and Alex for being me top bug hunters and reporters, you guys rock!
Cheers,
Swamp Donkey Interactive
