Version 0.7.5
This update takes the game out of the Beta stage.
Added
- Added perk system
- Added contracts
- Added new minigame (Captain Superwings)
- Added new special wave (Primaries Only)
- Added 3 new tracks (Povvo Street [Collab], Construction Site, Monochrome Castle)
- Added 2 new weapons (Spire [Medic, Primary], Derringer [Secondary])
- Added new upgrade (Draw Speed [Borrowed Technology])
- Added 6 new skins (Duelshire [Collab], Babylon [Collab], Fallen Angels {Limited}, Winter Leopards [Gunslinger, Psycho] {Limited}, Arctic Dispatcher [Medic] {Limited}, Mindy Pepper [Medic] {Limited})
- Added 3 new styles (Prototype [Default], Bundled Up [Default] {Limited}, Festive [Private Investigator] {Limited})
- Added 2 new weapon skins (Pain Train [Assault Rifle] {Limited}, Sleigh [Medicopter] {Limited})
- Added 4 new emotes (67, Bowedown, Jung Justice, Stuntin)
- Added 6 new stickers (Chairman GG [Collab], Eisenhower Chair [Collab], Tainted Scream [Collab], Sarah Gulp [Collab], Watch Out {Limited}, Roger)
- Added 3 new gamepasses (Extra Emote Slots 2, Extra Sticker Slots 2, Extra Loadout Slots)
- Added 2 new badges (Welcome, No Laughing Matter [Collab])
- Added 3 new songs (Povvo Street, Contracts, Contract Complete)
- Added 3 new sound settings (Crit, Mini-Crit, Damage Boost)
- Added loadouts
- Added BETA Tester tag
Fixes - Fixed track sometimes desycning if the player’s ping was bad
- Fixed previous sets sometimes being misaligned after a wave ends
- Fixed station’s gates being unaligned after a wave ends
- Fixed softlock when forcing Permanent Deaths in Campaign
- Fixed Combat train’s turret not cleaning up properly
- Fixed kill trigger on Freeway
- Fixed Bandit Queen’s cannonball stunning her regardless if it was countered
- Fixed Police Chief being able to use the One-Handed Bulldog after being interrupted
- Fixed being able to use weapons while grabbed by the Police Chief
- Fixed latency on weapons with blast radiuses
- Fixed Boba Blaster’s input registry
- Fixed Palach’s fire rate being unaffected by status effects
- Fixed Peacemaker’s fanned shots not following your cursor
- Fixed scoping not accounting for crouched FOV
- Fixed Ice Cream Bike spawning incorrectly on the right side
- Fixed Ranger Trio’s timeout not working properly
- Fixed Toy Truck
- Fixed Gingerbread Truck
- Fixed Yolkster
- Fixed Sniper Jeep’s passenger not having a health cap
- Fixed R15 enemy jump animations being incorrect
- Fixed mobile input on Whacky Whacka
- Fixed Whacka despawn rates being slower at higher frame rates
- Fixed being able to get in frame of the campaign endscreen
- Fixed Bandit Enforcer’s starting enemies spawning incorrectly
- Fixed vehicle explosions not moving alongside the track
- Fixed Lieutenant Steels’ shield particle
- Fixed upgrade refund button sometimes failing to hide
- Fixed emotes not playing correctly from the shop if opened via the featured page
- Fixed Reputation Up text being incorrectly positioned
- Fixed broken details on Southwind City
Removed
- Removed Secondaries Only
General Changes
- Set game state to RELEASE
- Overhauled UI
- Increased health regeneration when playing alone
- Increased base late join EXP increment from 300 > 500
- Vehicles now scale up in health per player rather than groups of players
- Increased enemy & vehicle health scaling from playercount
- Enemies will now switch targets mid-fire if their target type becomes unavailable
- Enemies who can target the train will now always pick it when there’s a low sector
- Boarders will now board at random positions
- Enemy barrages can now spawn any enemy
- Enemy barrage health cuts now factor difficulty
- Enemies from barrages can now prefire if above Easy
- Missile Launcher’s grace period is now a fixed time
- Increased Bandit Queen’s vehicle’s base health increment from 12500 > 14500
- Increased Bandit Queen’s attack wait time from 1.5s > 1s
- Increased Bandit Queen’s sector fire damage
- Decreased Bandit Queen’s counter damage
- Bandit Queen’s steam engine and turret will now retract after being destroyed
- Bandit Queen’s first phase now has face changes during attacks
- Increased Bandit Queen’s third phase base health
- Decreased Bandit Queen’s third phase health loss
- Increased Bandit Enforcer’s base health increment from 2500 > 3500
- Increased Senior’s base health increment from 4000 > 5500
- Decreased Senior’s counter damage
- Increased Junior’s base health increment from 1000 > 1500
- Increased Police Chief’s base health increment from 4800 > 5200
- Increased Police Chief’s vehicle’s base health increment from 5250 > 5450
- Decreased Police Chief’s lariat activation range
- Police Chief’s lariat will now always require 2 nearby players minimum
- Increased Police Chief’s lariat damage from 10 > 20
- Increased Police Chief’s punch damage from 20 > 30
- Police Chief now has a chance to target the nearest player on his generic train attack
- Police Chief’s command grabs now deal blast damage
- Adjusted playercount difficulty on bosses to factor starting players and not current players
- Increased Kart driver’s health from 50 > 75
- Increased Kart driver’s max health from 212 > 300
- Increased Blimp’s projectile speed from 25 > 40
- Increased Blimp’s max projectile speed from 60 > 100
- Increased Blimp’s fire rate from 6s > 4.5s
- Increased Tourist Jeep’s max health from 300 > 450
- Increased Sniper Jeep’s passenger’s health from 50 > 100
- Increased Saucer’s speed from 7s > 5s
- Increased Saucer’s driver’s health from 75 > 100
- Increased Flying Robot’s health from 25 > 75
- Increased Flying Robot’s max health from 150 > 300
- Increased Toy Car’s health from 100 > 150
- Increased Toy Car’s speed from 10s > 7s
- Increased Toy Car’s passenger’s health from 25 > 50
- Increased Toy Car’s passenger’s max health from 175 > 200
- Increased Toy Tank’s speed from 12s > 9s
- Increased Toy Tank’s tube health from 25 > 50
- Increased Toy Tank’s max tube health from 200 > 250
- Increased Toy Tank’s driver’s health from 75 > 125
- Increased Bicycle’s speed from 8s > 6s
- Metro Train’s bleed damage is now based off impact damage
- Reduced Muscle Car’s engine health from 75 > 40
- Reduced Muscle Car’s engine max health from 175 > 100
- Increased The Huntdown’s damage from 25 > 30
- Decreased Dark Robloxian Roast’s recharge speed upgrade’s increment from 3s > 2s
- Increased Boba Blaster’s reputation from 6 > 13
- Decreased Dart Gun’s reputation from 8 > 6
- Scapegoat now has a suspicion meter
- Scapegoat can now upgrade charge and drain rate
- Increased Scapegoat’s recharge time from 25s > 30s
- Decreased Scapegoat’s recharge time upgrade’s increment from 3s > 2s
- Increased Scapegoat’s health from 75 > 100
- Increased Scapegoat’s health upgrade’s increment from 20 > 25
- Drones now only wait before applying it’s effects when far away
- Reduced Toxic Waste’s recharge time upgrade’s increment from 3s > 2s
- Explosives now respect forcefields for self inflicted knockback
- Borrowed Technology’s unwind can now be cancelled
- Increased Borrowed Technology’s damage from 10 > 12
- Increased Blunderbrass’ critical multiplier from 2 > 3
- Palach’s fire rate can now be upgraded
- Decreased Palach’s reload speed from 0.32s > 0.36s
- Increased Palach’s reload speed upgrade’s increment from 0.04s > 0.06s
- Decreased Palach’s fire rate from 0.2s > 0.25s
- gokruu Cola now regenerates health at a percent
- Energy Drink’s damage buff now factors current walkspeed rather than a fixed percent
- Decreased Energy Drink’s recharge time upgrade’s max from 4 > 3
- Toxic Waste, Gasoline, TNT, and Fire Bomb’s projectile now have a particle
- Improved hyperlaser death effect’s performance
- Decreased strength of low health effects
- General settings are now ordered by name
- Updated Toggle Ready’s default keybind from F4 > P
- Hitsound pitches now reset when damage numbers finish
- Improved timestamped song loops
- Improved tag offset adjustments from Enemy Radar
- Updated collision on Temple
- Moved Engineers’ Medic to a standalone skin
- Renamed Default’s Zombie style > Undead
- Renamed Default Gunslinger’s Santa style > Santaslinger
- Updated Engineers
- Updated Bloxstars
- Updated Cybernetics
- Updated Frontline Attire
- Updated Carnival Mascot
- Updated Classic
- Updated Bloxxers
- Updated Accountant
- Updated Big Bertha & Bullet Train’s texture
- Updated Capo Psycho
- Updated Gallery
- Updated Ads
CREDITS
- @exwumm, @danncie - Perks
- whimsicalducks999, @danncie, FuzzyDimonds, @Luomixer, @matteo19919, @fan1gIam - New Tracks
- @peep_island, @Kariverse - New Weapons
- @Care4Chloe, @matteo19919, whimsicalducks999, @eternalw0und, PortalFaux, @Headigon, MidnightKrystal, turon_yummy - New Skins
- @superbonk06, @peep_island - New Weapon Skins
- @fan1gIam, @exwumm - New Emotes
- @Care4Chloe, @planetxylitol, @eternalw0und - New Stickers
- Presenting_Nuke, @fan1gIam - Animations
- @Syashikunda, @veryfakeguest - New Music
- @Care4Chloe, @woopercooper, @ssails - Assets/Textures
- RealDeadManBoy, Weazorp, @magolor808, Skipumi - New Ads
NOTES
The day has finally come that I can say Defend The Train is now complete. 6 embarrassingly long years later, we’re finally at a point that I’ve added all the big big big BIG features I wanted to include! I talk more about the future of DTT and BTHG at the end of the post, so scroll a bit down if you don’t care for the documentation on this update.
Documentation
Defend The Train X Blox Cards
Our first ever collab is here! We worked with the lovely people over at Blox Cards to add some special items and an entire track to Defend The Train! The main addition of this collab is Povvo Street, the poorest district within Bloxburg who’s streets are run by the ruthless Smiley Familey.
Just about all of the enemies here are based off of cards from the Smiley Familey deck in Blox Cards. It involved lotsa guns that us Defend The Train players are all too familiar with, so to keep things interesting we’ve made up a few smileys that’ll amp up the chaos.
The track is available in Endless and will always be picked between waves 7 - 9 throughout all of March. Completing this track alive will net you the No Laughing Matter badge which’ll unlock a special prize in Blox Cards when their side drops on March 20th.
The other part included is new items that you can buy in the shop! These feature various characters from Blox Cards who were not only fan favourites, but also ones that were deemed fitting to be “working” at a criminal organization. They’re not canon to the lore, but basically what I’m saying here is we didn’t want no goody two shoes. They either had to be straight up evil or morally gray.
The skins include the following characters:
- Duelshire
A mix of characters from different eras in Blox Cards lore.
– The Chairman (Gunslinger)
– Dwit Eisenhower (Medic)
– The Tainted (Psycho) - Babylon
Features characters from the Blox Cards deck of the same name. An post-Necrosyndicates alt timeline where the Necroenzyme wasn’t stopped.
– Groundskeeper (Gunslinger)
– Sarah, Apex of Babylon (Medic)
– Sacrifant (Psycho)
There’s one more skin in the collab which is none other than Dekkad Deckard! You can obtain this skin for Psycho by earning the special badge within Blox Cards when their side drops on March 20th.
Lastly, all content in the collab is PERMANENT and here to stay! Thanks to Blox Cards for working with us, and I hope yall enjoy what we put together.
Early Australian Winter 2026
Since this update took so long to finish, we’re comically late with these skins that we took submissions for back in December. Wasn’t gonna leave em’ in limbo, so better late than never right? You can go pick up a new array of winter themed items in the shop.
Think of it as us celebrating Australian winter a few months early. The winter items will be available for purchase until April 8th, 2026.
Perks
Onto the main meat and potatoes of the update, we got perks! This is a MAJOR shakeup to the game loop and was a very experimental addition this late into the game’s life, but alas I think we came up with something fun and I hope you’ll all enjoy this feature too.
To start, perks are a new type of upgrade you can buy during a match with EXP. They offer unique abilities and stat changes to both your weapons and your character that you wouldn’t find through normal upgrades. You can change them by talking to the new Perks Engineer in green at the upgrade station.
On the left side of the menu, you’ll find the shop which’ll rotate every few waves with 3 different weapon oriented perks and 3 different character oriented perks. You can refresh the selection early by hitting reroll which’ll cost ya some EXP. Perks have a rarity attached to em’ which follow the same structure as your inventory items.
- Battle Ready - Cheapest and simplest perks.
- Military Grade - Slightly more uncommon and a bit more expensive.
- Top Shelf (Wave 8+) - Strong perks start to show up here. On-top of being stronger overall, this is where they start offering wackier gimmicks and more things you haven’t seen before!
- D.T.T. Select (Wave 12+) - Cream of the crop. They’re the rarest and offer the super powerful abilities.
On the right side of the screen, you’ll see your inventory and loadout. From there, you can equip, unequip, or sell off your owned perks. You have up to 5 equip slots which’ll apply to ALL of your classes. There’s no class specific loadouts here!
Perks were added to make the spice up the game loop with a new and significant randomized element that’ll make matches feel less samey. There’s other reasons that I don’t got time to get into, so moving on, perks here offer a ton of new power in the player’s favour so in order to even the scales and keep things interesting in those SUPER long Endless matches (ie. wave 20 and beyond), I’ve introduced enemy perks which’ll start showing up late into your Endless runs depending on the difficulty.
These are super primitive right now as I didn’t wanna be too commital with the enemy perks, so for now they can spawn with the following:
- Burn
- Bleed
- Poison
- Heal - Attaches to vehicles. When their timer runs out, the vehicle and it’s passengers will heal back to full health.
- Guard - Attaches to vehicles. If their timer runs out, the vehicle continually gains 20% defense.
Please let us know how you feel about perks as a whole! This was a big undertaking and if well received if something I’ll absolutely expand on more. There’s 26 player perks total right now, though that’ll of course increase greatly overtime.
Contracts
Another big addition to the game is contracts! This is Defend The Train’s equivalent to daily missions where after 24 hours since you last played, you’ll be given a set of random missions to complete for a cash bonus which is meant to help out new players while also just giving people another thing to do.
You can open the Contracts menu by talking to the Capo or using the phones if you’re in one of the campaign stations. There, you’ll see your progress on the left side, badge progress on the right side, and a timer for when your dailies will reset. The amount required for each mission and how much cash you’ll get from them is increased depending on your Reputation.
The list of daily missions isn’t extensive right now, though I’ll of course add more overtime. We’re open to suggestions!
UI Makeover
The third big change in this update is the facelift I gave most of the UI! We went ahead and stylized a lot of elements and gave it more flavour, though this was a massive undertaking that I severely underestimated and had to call it quits after weeks of boring UI hell for my own sanity.
More than half of it HAS changed, though just know that some other elements have not been touched yet and stylistically look different to the new ones. There’s lotsa QOL changes in these, though I won’t go over em cause I’ll be here all day.
These UI updates will continue throughout the year including some big ones such as the addition of a main menu similarly to what you see in RBLXWare.
New Weapons & Reworks
New to this update is the Spire, a plantable and straightforward Medic primary that’ll provide a defense buff to your teammates in range. The amount of defense and it’s appliance rate can be upgrades with the effect also stacking with any other defense sources. This ranges from other Medics running the spire, gokruu cola, perks, and more. Since this is an object, enemies are capable of destroying it and will sometimes choose to target it like how they do with drones.
The other weapon is the Derringer, a simple stat-swap all-class secondary that’s main gimmick revolves around its range (or lack thereof). This weapon has damage falloff, so while extremely powerful in comparison to your other damaging secondaries when up close, this thing becomes more ineffective the further away your target is.
While there’s lots of balance changes in the update, I’ll only cover the Scapegoat’s here as it’s a rework of how it’s distraction mechanic works. Previously, this weapon only required you to place it down and all enemies would immediately divert their attention to it till it was killed. That sounds fine and dandy, but the item was insanely easy to optimize with an insane reward. The item defined the game’s meta in a way that I thought was unhealthy in the long-term and very boring. I like when enemies shoot at you cause it keeps you and your team on your toes, so having the enemies only target Scapegoats for such extended periods of time wasn’t very fun.
So with that in mind, I’ve went ahead and added a new Suspicion meter to the item indicated via the eye GUI above the health. This dictates how often enemies will choose to target your dummy in 4 stages:
- Green - Enemies will target the dummy 100% of the time. Same behaviour as before.
- Yellow - Target chance drops to 50%.
- Orange - Target chance drops to 25%.
- Red - Enemies stop falling for your tricks and ignore the dummy.
Besides the colour, the eye will gradually close to indicate which stage it’s in. Suspicion is raised every time an enemy chooses to target your dummy at the start of their attack cycle. It begins to decrease if it’s gone a few seconds without being targeted, so in the later waves when enemy spawns are fast you’d ideally want to pick it up and place it somewhere out of sight to let it recover. Suspicion rates can be upgraded!
To account for this new mechanic, the Scapegoat’s health and recharge times were increased. With targeting not always being 100% now, the dummy didn’t need to be as fragile anymore since keeping it alive for as long as possible is no longer the only thing you need to account for. The recharge time was upped to make killing the dummy less ideal instead of taking it somewhere safe to recover.
Let us know how you feel about this one as you get to play with it.
The Future
So now that Defend The Train is complete, what’s next?
Well, if you were around for RBLXWare or Battleboards’ release then you’ll know what comes next. We shift priorities to my next game and begin development on it. Same thing here, though this time it’s different. Defend The Train was my last live service game I ever planned to make, so going forward any new games from BTHG will more-so be one & dones we spend lots of time making and release with little to no updates afterward. I’m planning on my next game to be a 3D platformer which I’ll talk more about in due time, but what does all this mean for Defend The Train?
Simply put, updates will NOT be stopping! There’s still lots that I’d like to make, so routine updates will still be a thing while we also work on the new game. Something I still want to do with DTT is continuing to improve replayability, so here’s what you can expect from us this year:
- UI Overhaul Continuation
– As alluded to in the documentation, I’ll be giving a makeover to the UI elements I was unable to get to in this update. - Leaderboards
– Self explanatory! Throw in some fun leaderboards peeps can compete for and maybe have a cool giga rare and dumb prize thing for those currently at the top? Sumn similar to those special hats you could get for a limited time in TF2 by being the guy who won the most duels, bought the most stamps, or gifted the most things. No guarantee on this part tho. - More Endless Tracks
– Continue to add cool Endless tracks with unique enemies like this and other recent updates update did. More sights to see is always good after all - More Achievements
– With the contracts achievements menu existing, we got more of an excuse to actually add more badges and prizes for getting em’ on-top of that. - Hi-Tech Facility Campaign
– The big project for the game this year. This one will be a bit of a return to basics with both bosses operating vehicles rather than being able to actively walk around on their vehicle. The aim of this campaign is to make sumn lighter after the behemoth that was Highway. For now, meet the Mad Scientist and Fahrenheit, the campaign’s boss & mini-boss respectively.
Lastly, I’ll end of by announcing that I’ll be changing my approach to updates going forward. Previously we’d try sticking to a bi-weekly schedule, though I’d always worry about whether the updates I was pushing out had enough interesting content and would try to segment and package things in these big updates.
Now that we’re outta Beta, I won’t be doing that anymore. Updates will always have some bug fixes & general changes, but for new additions expect the amount of meat to vary. Some updates may just add a new track, items, or focus on one thing in specific (such as the UI, leaderboard, and other stuff I mentioned above).
I’ve been typing forever now, so enjoy the update and thanks for sticking with us through everything!