Under Tower Idle – Major Dungeon & Performance Update
Hello everyone!
This update is one of the biggest quality-of-life improvements we've released so far. We've focused on improving Dungeon progression, boosting performance, and making many of the game's systems feel smoother and more rewarding.
⚡ Performance Improvements
Smarter Soldier Rendering
One of the largest performance improvements in this update comes from how soldiers are displayed.
Soldiers traveling from the Tavern to the Dungeon and soldiers deployed from Garrisons are now grouped into 10, 100, 1,000, and 10,000-unit formations.
Instead of rendering thousands of individual units, soldiers are now represented as a single formation that grows visually based on the number of troops it contains.

This greatly improves performance while making troop movements easier to read.
Resource Collection Optimization
To reduce screen clutter and improve performance:
Floating text for identical resources is now merged into a single notification.
This applies to both automatically collected resources and manually gathered resources.
Resource Bar Performance
Fixed a performance issue that could occur when hovering over resources in the top resource bar.
🏭 Production & Progression
To improve progression and remove unnecessary bottlenecks:
The required station level for Mithril Ingot and Cut Diamond production has been reduced to Level 9.
This allows players to reach important late-game materials much earlier.
⚔️ Dungeon Improvements
The Dungeon has received a large number of improvements designed to make every run feel smoother and more rewarding.
Reward Summary
After defeating a Raid, Titan, or the Sea Dragon, a new reward summary panel will display all of the loot earned from the event.
Smarter Raid Completion
Raids now end immediately after all Raid enemies have been defeated.
You no longer need to eliminate every remaining enemy on the map before the Raid is considered complete.
Soldier Persistence
Soldiers will no longer disappear if the game is closed while they are traveling to the Dungeon, returning from the Dungeon, or actively exploring it.
Continue Your Dungeon Run
Dungeon progression is now persistent.
Your Dungeon expedition continues from the highest floor you've already reached.
Previously cleared empty floors will now be skipped automatically, allowing you to jump straight back into the action.
Boss Room Improvements
If your party is defeated in a Boss Room, your Dungeon run will no longer restart from the beginning.
Instead, you'll have another opportunity to challenge the Boss without losing all of your progress.
Trap Rebalance
Dungeon traps have been reworked to feel fairer.
Reduced the chance of encountering traps.
Reduced the damage dealt by traps.
Trap damage is now distributed randomly across all soldier types instead of affecting only a single unit type.
New Dungeon Automation
New options have been added to the Dungeon Progress window.
When your party reaches a Rest Area, you can now choose to:
Automatically rest and continue exploring the Dungeon.
Exit the Dungeon after completing the next floor.
This gives players much more control over long Dungeon expeditions.
❤️ Thank You
Thank you for continuing to support Under Tower Idle.
Every bug report, suggestion, and piece of feedback helps improve the game. Many of the features in this update were inspired directly by the community, and we're excited to keep building the game together.
If you encounter any issues or have ideas for future improvements, please let us know through the Bug Report feature in the ESC Menu or by posting in the Steam Discussions.
We hope you enjoy the update, and as always…
Happy building, and good luck in the Dungeon!
— Panda Dev
