Ballin Idle Pet TycoonWIKI
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Game updates

Every build of Ballin Tycoon and what changed in it — 68 builds of release notes, plus how updates reach the browser, phones and Steam.

Overview

v3.1.1current version
137current build
68builds listed
54 → 137build range

Ballin Tycoon ships as numbered builds. The version you see in the game (v3.1.1, in Settings and on the title screen) is the friendly name; the build number (137) is what the game checks when it decides whether you need to update, and it goes up by one on every release. This page lists every build the game keeps notes for — 68 of them, from build 54 to build 137 — in the game's own words, newest first.

Balance changes, new pets, machine reworks and fixes all land here the same day they ship. Because this wiki is rebuilt from the game's data with each release, every other page already reflects the newest build.

NOTE
These are the game's own release notes, trimmed only of purely technical detail. Anything about content that is not yet open to players is held back until it launches.

The 3.1 update: v3.1.0 (build 136)

The Sky Altar opens, the Ball Factory's machine parts can be merged up to tier III, and a round of balance changes and fixes.

New: Ascension

  • NEW: Ascension (opens at gate 18). At the Sky Altar you send spare pet-crate pets up to the stars, up to 25 at a time and 100 a day, and they earn Starlight and altar XP every second. The altar fills for up to 12 hours; press CLAIM to collect. The Hall of the Ascended records every species you send, with star milestones and world star sets that raise your Starlight, and styles choose between more Starlight and more XP. Starlight buys offerings that awaken 10 gods, two per world; a missed offering builds Grace toward a sure one. Link a god for its Minor and Major bonuses, which reach across the board, factory, hoard, expeditions, grove and forge; each awake god also has a Blessing, always on, levelled with coins, gold balls and gems. New research STARDUST ESSENCE: ascended pets also pay their salvage essence. Your gods show on your profile, the STATS page has an ASCENSION category, gods, blessings and altar level count toward game completion, and your friends' timeline shows each god they wake, each blessing they max and every 10 altar levels. NEW pet: the Starlight Kirin, a mythic elusive with a 1 in 1,000 chance for every pet you send up (better with the Cinderwing Phoenix's blessing). Equipped: ★ makes your linked gods' minors stronger, ★★ their majors, ★★★ lets you link a second god at once.

Factory

  • NEW: merge three duplicate machine parts into one of the next tier, up to tier III. Production Upgrade, Storage Upgrade and Gem Spreader each come in tiers I, II and III. Tiers II and III come only from merging, with a merge animation, and the ITEMS page has TIER I / II / III tabs. Every tier has its own art, and the Gem Spreader's gems are diamond-blue.
  • NERF: Production Upgrades give +5% / +10% / +15% per tier I / II / III (two sockets = +30% at most). Every tier-I part you own is now +5%.
  • Storage Upgrades give +10% / +25% / +60% per tier I / II / III.
  • CHANGE: Gem Spreaders bank 1 / 2 / 3 gems every 50 balls per tier I / II / III. Tier I doubles, from 1 per 100.
  • NERF: the Quicksilver Gear (factory speed), the Bottomless Hopper (storage) and the Everburning Wick (fuel time) artifacts are halved: +40% at DIVINE Lv 20.
  • NERF: Frostusk's Cold Forge reaches +66% at Lv 100. A maxed one works at about ×1.50, and it is still the best factory worker.
  • NERF: bars make balls more slowly at every step: tin 5 balls a bar, rising one per bar to 34 for Embersteel. Tin machines run at half their old pace, and the best bar at ×3.4.
  • Upgrades, BUY SLOT and gem-bay BUY take two taps (CONFIRM) so nothing is bought by accident.
  • The pet picker stays inside the phone's safe area and only its list scrolls, so CLOSE and TAKE OUT are always on screen. The buy page for a locked machine fits on one screen, and fuel cards are sized normally.
  • World 1 fuel is now called Meadow Fuel.

Hoard

  • CHANGE: chest loot boosts (Deep Pockets, Fuller Chests, False Bottoms, collars, the Vault Pangolin and the rest) pay balls and gems only. Shards grow from Shard Gain: Shard Sieve, Night Shift, the shard rows and the All Chest Loot artifact.
  • A Hoard Slot Voucher that brings a seat's price to 0 unlocks the seat by itself, with no extra tap.
  • Pet items from chests (Gilded Crowbar, Gatebreaker Maul) appear in your bag straight away.
  • Shard balances and prices show every digit (2,456, not 2.5K).
  • The ARTIFACTS page shows how many Whetstones you hold.
  • CLAIM THE GATE bounces and shines once the gate is down.

Pets and crates

  • A loadout pet that is busy elsewhere (expedition, mine, factory…) stays in your loadout, greyed with an EXPEDITION or AWAY tag. It gives no buff and returns to the board on its own when it is free.
  • Salvage pays in one step: the pets leave and the essence and gems are paid together, up to 25 pets at a time. Nothing is lost if the app closes mid-animation.
  • The pet ability page fits on one screen: the portrait sits between the nature and the item slot, the release date under it and the RAID / EXCLUSIVE pills above it; pets with no nature show no empty box, and Packyack slots are three across.
  • The pet crate roll always plays at full length, Reduce Motion included, and pauses through a phone stall instead of skipping ahead.
  • On the crate rates page, owned pets show a green OWNED pill.
  • EASIER: the Raccoon's trial (SECOND HELPING) needs 250 Bonus Wheel spins, down from 1,500.
  • The Boss Raid's orb altar is now called the Summoning Altar.

Board and drops

  • BUFF: red dice are more common and roll higher: purple bins 1 in 250 (faces 1-6), red bins 1 in 100 (faces 2-6); the gold bin is unchanged at 1 in 500 (faces 1-6).
  • The lock damage tooltip shows the damage a ball really deals, including flat bonuses, with crit damage on its own line.
  • The FIELD SURVEYS research and the drop-rate rows say what they boost: sticker packs, candy and dice.
  • The bin rates page and the STATS page include RARE FINDS (Field Surveys, the skill tree and upgrades) in the sticker pack, candy and dice chances.

Prestige

  • NERF: the Tier I heirlooms: COIN GAIN +5% a level, +75% max (was +210%); GOLD BALL GAIN +3% a level, +45% max (was +105%). Levels you bought are kept.
  • NERF: the UPGRADES page's GOLD BALL GAIN and GOLDEN POLLEN rows pay +1% a level: +80% together at level 40 (was +160%). Bought levels keep their level.
  • NEW heirloom: STARLIGHT GAIN in Tier III, +5% Ascension Starlight a level, +50% at Lv 10.
  • Found heirlooms sit on their shelf in the order you found them, with the ones still to find after them.
  • UNEARTH, LEVEL UP and PRESTIGE respond to the first tap while balls are landing.

Events

  • Pinball Frenzy points for the Arcade machine are counted by the server on every launch, so a ball still rolling when you close the machine or leave the app still scores.
  • Event points from board landings that fail to send are sent again instead of being lost.

Ball Grove

  • NERF: bush ball taps pay 15 balls (was 25). Gems and gold balls are unchanged.
  • CHANGE: GROVE CULTIVARS has 3 levels, one per bush: each level gives one more bush +50%. Anyone who bought the old 4th level gets its full price back, refunded automatically.
  • Duo parties stay together like Boss Raid parties: after a run, after EXIT, and through a reload (your seat is held for 60 seconds).
  • Duo is smoother: picked fruit no longer pops back onto the tree, fruit finishes its fall before the bin scores it, and picks are graded on the moment you saw on screen.

Friends, guild and social

  • The friends list shows each friend's gate instead of their arcade level, in the chat drawer too.
  • The guild PETS tab shows real pet scores.
  • You can no longer use the referral code of a friend you invited yourself.
  • The friends page keeps its list visible: friend requests scroll in their own box, and the Discord button no longer covers the list. Friend requests in the chat drawer fit on one line, with IGNORE and ACCEPT on their own row.

Shop

  • The Ballin Bundle page shows a Ballin Count: how many players own the bundle.
  • Chest Rush and Cake Party reward screens show the boosted gold balls you were actually paid.

Other fixes

  • A menu opened just as a Chest Rush starts no longer traps you: the rush waits until you close it.
  • Holding CRAFT no longer makes the ore count dive to zero and jump back. CRAFT ALL crafts one bar type after another, so no button stays wrongly green.
  • Balances never show below zero, and essence is no longer counted twice while a spend is on its way.
  • On Android, wiki and website links open in the browser instead of reopening the game.
  • Game completion no longer counts the Aquarium.
  • The STATS page shows the statue and artifact boosts to sticker packs, and candy luck and skins; its Purple Stars, Armor Pierce, Swing Time and Mimic Chance rows have their own icons.
  • The game's logo now reads Ballin Idle Pet Tycoon.
  • The Ticket Trove's Grand Prize trophies fit a phone screen, and holding an upgrade card no longer brings up the iPhone magnifier.

Version 3 overhaul (September 2026)

Version 3 is the largest change the game has had. The board is still the heart of it, but the board now feeds a full incremental game: bins pay ore, ore becomes bars, bars buy upgrades, upgrades and pets break the gates of the Hoard, and gates open everything else. If you are coming back from Version 2, start with Getting Started and Menu and HUD — almost every button has moved.

The Hoard and its gates

NewWhat it is
The HoardA second screen beside the board, on the bottom bar. Pets that are not on your board work there (up to 16 slots), cracking chests in 5 tiers and attacking the gate. See Hoard pets.
Gates50 gates, each with HP, armour and an accuracy check. Gates are how the game opens up now: a broken gate unlocks a menu, a mode or a row of upgrades, never a stat. The ladder: THE ARMORY (1), BONUS WHEEL (2), RED DICE (2), GUILDS (3), BALL FACTORY (4), EXPEDITIONS (5), TICKET TROVE (6), STICKER VAULT (7), BOSS RAID (8), PET EVOLUTION (8), TIER 2 HEIRLOOMS (9), BOUNTIES (10), ACHIEVEMENTS (11), SKILL TREE (12), TIER 3 HEIRLOOMS (14), BALL GROVE (15), WORLD 2 MINESHAFTS (16), ASCENSION (18), TIER 4 HEIRLOOMS (19), RESEARCH HALL (20), WORLD 3 MINESHAFTS (22), WORLD 4 MINESHAFTS (30), WORLD 5 MINESHAFTS (38).
Artifacts25 artifact families in 3 tiers, found in hoard chests and levelled up for chest and gate power.
Skill treeOne long tree of 55 nodes (7,527 points to finish), opened at gate 12.
Achievements151 account-wide goals in EASY / HARD / EXTREME tiers, paying into the ACHIEVEMENT SHOP (called Merits at the time). Opens at gate 11.
BountiesCraft bars and collect ore while a bounty is live for Bounty Points, build a streak for bonus points, and spend them on upgrades that reset with each prestige. Opens at gate 11.

Ores, levels and prestige

NewWhat it is
Ores and barsEvery bin landing on the board now also pays an ore in that bin's colour — 6 metals per world across 5 worlds. Crafting turns 4 ore into 1 bar, instantly.
Upgrades57 rows bought with bars (they reset with a prestige) — gate damage, gate accuracy, ore yield, coin gain and more — opened by the intro tasks, your player level and the worlds.
Player levelOre gives XP. The green bar in the top HUD is your player level (cap 10, +5 for every gate broken). The Arcade machine keeps its own separate Arcade level.
Prestige and heirloomsFrom player level 10 you can prestige: the level, ores, bars and bar upgrades reset and you are paid Prestige Points, which unlock and level 26 permanent heirlooms in 4 tiers.
THE ARMORYThe permanent bar shop, opened by gate 1: 32 upgrades that survive prestige. Later gates add rows to it, including the extra daily dice runs.
Research Hall45 statues researched with bars, gems and time, each with its own permanent buffs. Opens at gate 20.
Intro tasksA 25-step ladder in a bar at the top of the board walks a new account through the core loop — launching, ore, crafting and upgrades, the pet crates and their pets, the ARCADE, the Hoard and the first prestige — and its last step is “Your adventure begins”. It replaces the old tutorial, the menu tours, the three Welcome Tasks and the Quick Wins screen.

Modes, pets and machines

NewWhat it is
ExpeditionsSend crews of pets down mineshafts for gemstones, cut them and spend them in each world's own shop. Opens at gate 5; the mineshafts of worlds 2 to 5 open at gates 16, 22, 30, 38.
Fossils and fossil petsExpeditions turn up strange slabs; dig them out for 6 fossils, bone dust perks and 6 fossil pets that never come out of a pet crate.
Pet CratesPets come out of PET CRATES now: one crate per world (Meadow, Aurora, Flora, Maelstrom, Inferno), opened from MENU → PET CRATES with a tab for every world you have unlocked, a new opening reveal and a PRIZE POOL that shows every pet's live chance.
Ball FactoryReworked: every machine needs a worker pet and bars. Better bars make more balls per action, and the pet's stars, evolution and nature set the speed. Opens at gate 4.
Pet naturesEvery regular and limited pet now rolls one of 13 natures that raise one job by 15% and lower another by 10% (mining, smelting, chests, gates). Natures never touch the board. Trades are now a full swap: the pets change owners, restart at level 1 and keep everything else.
Ballin BadgerThe badger's forage now actually runs: while it is on your board it goes looking for balls, gems, candy, packs and the occasional hoard chest key.
MEGA BALLThe Arcade's MEGA WIN no longer starts the BALL RUSH catching game. The bins flip to prizes and a glowing mega ball drops into balls, gems or a pet item, with a prize wheel for the item.
The MarqueeNow one reward on every Arcade level up to 500 (500 rows) and the home of all the Arcade's stats: lock damage, coin gain, gate damage, storage and stake rungs. Guilds, the Bonus Wheel, dice and Ticket Trove moved from the Marquee to the gates.

Collections

NewWhat it is
Skins30 very rare one-time character skins that drop from play across the whole game. The number you own climbs a 27-step reward ladder.
Titles26 achievement titles plus 3 titles for collecting titles. Awarded by the server and kept forever; YOUR PROFILE's TITLES tab is the title picker, and each title has its own banner art.
Sticker upgradesSticker stars buy 14 global upgrade rows from the album.
Gold and rainbow albumsGold stickers are much rarer, a rainbow pack holds six cards and ends on a guaranteed gold (sometimes rainbow) card, and rainbow cards fill a new RAINBOW ALBUM.
Game CompletionOne percentage for the whole account, shown on the title screen, the WELCOME BACK summary and your profile.

Interface and social

NewWhat it is
Pet tradingEvery regular and limited pet can be traded, free pulls and already-traded pets included; only elusive pets never trade. A trade swaps the two pets: each restarts at level 1 and keeps its stars, purple stars, evolution, shiny, nature and items. SOCIAL's GIFTS tab is now called TRADE.
Menu and HUDThe Midway became the MENU hub, a grid of small tiles in sections, with locked tiles showing the gate that opens them. The bottom bar is three scene tabs — ARCADE, BOARD and HOARD — with MENU and a green SHOP beside them and a red X to close the open page, and it sits in the same place on the board, in the Hoard and on the Arcade machine. SOCIAL moved to the RANKS button beside LAUNCH. Every menu is now a full page between the top and bottom bars.
The pop-up bagThe bag is a small floating panel opened from the end of the pet row: CANDY, POTIONS and PET ITEMS tabs. Pick a pet item, then tap a pet on the bar to give it.
WELCOME BACKThe offline summary was redrawn: your title's art, how long you were away, your completion bar and the haul as loot tiles.
HiscoresPLAYERS boards are GATES (with the world beside it and the progress into the next gate), ARCADE, COINS, BALLS, JACKPOTS and PETS, with a top-three podium wearing the players' skins. The WORLD and STREAK boards are gone.
Player profileA title-art banner with LEVEL / GATE / WORLD / PET SCORE chips, a PROGRESS section (completion, skins, titles, prestiges), a framed pet showcase and global rankings in hiscores order.
Events pageRelaid: hero art with the live countdown, a prize strip by bracket and a podium of the leaders' characters.
Limited pet saleOne limited pet is on sale at a time, changing every 7d on Monday 00:00 UTC: Coin Corgi → Token Turtle → Carnival Phoenix, then round again. The shop header counts down to the next one.
WorldsThe classic world globes are back, the pet crates can be opened for any world you have unlocked, and the board's background is ready on the first frame.

Retired in Version 3

  • Trophies and the Trophy Case — replaced by titles, skins, achievements and game completion. Lifetime counters are kept.
  • The tutorial, the menu tours, the three Welcome Tasks and the Quick Wins screen — the intro tasks are the onboarding now. Banked free pulls are kept.
  • Arcade level-bar bubbles — they pay nothing; lock damage and coin gain are Marquee rows.
  • The BALL RUSH storm on a MEGA WIN — replaced by the MEGA BALL.
  • The Reset Potion and a handful of pet items that no longer did anything — hidden from bags and no longer dropped or sold.
  • Pet specialties (Miner / Smith / Hoarder) — replaced by per-pet natures.
  • The WORLD and STREAK hiscores, and the level bubble on avatars.
  • Marquee unlocks for Guilds, the Bonus Wheel, Red and Blue Dice, the daily Bonus Map run and Ticket Trove — these open at gates instead.
NOTE
Coming from Version 2: your pets, items, currencies, worlds and lifetime totals carry over, and an account that had already finished the old onboarding is not sent back through the intro tasks. Modes that moved onto the gate ladder follow the gates — the gate that opens each one is on the Gates page.

How updates reach you

You never reinstall Ballin Tycoon — updates arrive in place, but the way they arrive depends on where you play.

  • Browser (ballintycoon.com, the Discord app) — a new build is live the moment it ships. If you were already playing, the title screen shows Update available — tap PLAY to reload and reloading the page puts you on the latest version.
  • iOS & Android — the app downloads the update itself, on the loading screen: Downloading update… 00% counts up, then Update ready — restarting… and the game relaunches on the new build. A big update can also finish with Update ready — applies on next launch, in which case the next time you open the app you are on it. If the download does not complete you see Update failed to download with a RETRY button — a poor connection is the usual cause, and the game will try again on its own at the next launch. Occasionally a build is too large to deliver inside the app; the title screen then says Update required — get the latest from your app store.
  • Steam — the launcher downloads the update and restarts the game for you; if that fails you see Update failed — will retry next launch.

Scheduled updates

Larger updates are scheduled. A thin countdown banner appears along the top of the screen while you play; when it reaches zero you are returned to the main menu with GAME IS UPDATING — Returning to the main menu…. Once the new build is live, older versions cannot play until they update: the title screen's PLAY button becomes Update required — tap UPDATE to download on phones, or asks you to reload in a browser. Your progress is safe — the game simply stops saving on the old version until you are on the new one. If you ever see Down for maintenance — back soon instead, the game is being worked on and will be back shortly.

Finding your version

Open Settings: the last line reads Support ID: ARC-XXXX-XXXX · v3.1.1. Quote both when you report a bug in Discord — the Support ID identifies your account and the version tells us which build you were on. The same version number sits under the title screen.

Every build at a glance

Click a build number to jump to its notes. The headline is the first change each build's notes call out.

68 builds · 64 with player-facing notes
BuildHeadline
1373.1.1 - BUFF CURRENT
136NEW: Ascension — the Sky Altar, its gods and the Starlight Kirin; factory part merging; balance changes
1353.0.18 - UPGRADES page GOLD BALL GAIN + GOLDEN POLLEN pay +1% a level (+80% together at…
1343.0.17 - sticker SKIP in the bottom-right from the first frame; evolution trial panel…
1333.0.16 - pet loadouts save elusives by INSTANCE uid; trades
1323.0.15 - each manual pet loadout (1/2/3) keeps its own ELUSIVE set
1313.0.14 - hoard lockpick skins are a chain (Bronze 1/500 from any hoard chest, then…
1303.0.13 - Sticker Fox trial counts every pack open (server-credited: single, OPEN ALL,…
1293.0.12 - Boss Raid
1283.0.11 - friends TIMELINE grows (gates, hoard pets, every Champion chest, gem jackpot,…
1273.0.10 - DOUBLE BALL is a real second launch paid like any launch (wallet on the board,…
1263.0.10 - fewer kicks to the main menu (phone memory)
1253.0.9 - the raid party lobby works again after a raid where chat was used (it came back…
1243.0.9 - the shop's Ballin Bundle banner says REVEAL, not unlock, and the bundle preview…
1233.0.9 - Research Hall statues rebuilt
1223.0.8 - the Hoard keeps the work it did on the next chest when you open a ready one…
1213.0.7 - the Ball Factory floor and machine pages are rebuilt with new painted…
1203.0.6 - the red and blue dice got a GOLDEN DIE
1193.0.5 - the Ballin Badger is a LIMITED pet (its finds are claimed from the LIMITED…
1183.0.4 - a red dot on MENU and EXPEDITIONS when an expedition is home, shorter…
1173.0.3 - a referral counts after a 30-minute check once the friend finishes the intro…
1163.0.2 - Chest Rush plays its cake-chest opening on the arcade machine too and hides the…
115VERSION 3.0
1142.13.9
97GOLD BALLS
96BALANCE
952.12.33
94THE WIKI
93THE GAME LIVES AT BALLINTYCOON.COM NOW
92PUMP PREVIEW NO LONGER PROMISES BINS THE BOARD WILL NOT GIVE
91PLAY FITS ON TALL PHONES
90PLAY NO LONGER CUT OFF
89WORLD 4
88BALL RUSH ITEM FIXES
87ITEM SLOT FIX
86Under-the-hood fixes and tuning
85THE PINBALL/BALL RUSH LAG
84PINBALL FRAME FIX
83BALL RUSH
82PINBALL
81UPDATE FIX
80W5 LAVA DRAG FIX
79Board rail tiles 76 → 82px
78Board rail tiles 70 → 76px with the art scaled
77BALANCE
76PERF TEST
75Under-the-hood fixes and tuning
74PINBALL
73BALL RUSH PERF
72HOTFIX BATCH
71PINBALL VISUAL OVERHAUL
70BALANCE
69FREEZE FIX
68Under-the-hood fixes and tuning
67HOTFIX
66BALANCE
65TROPHY CASE
64Ball Grove top HUD clears the notch/status bar, fruit hint trimmed to TAP A FRUIT,…
63RED/BLUE BALL BONUS
62Shop hotfix
61TICKET TROVE
60Under-the-hood fixes and tuning
59Party hardening, duo pet-feed fix, duo results finale stats
58FARMING LIVE
57Octopus 3rd charm + 25%, paid pet slots on the HUD bar, branded emails, W1 portal cap…
56Purchase celebration (burst+HUD flyers, pet-bundle toast, web-return), password-reset…
55WELCOME TASKS
54+10 lock dmg + unlock gems

Version history

Newest first. Bold labels are the game's own headings for each change; a build with no notes shipped only behind-the-scenes work.

Build 137 · v3.1.1 (current)

3.1.1 - BUFF: the PORTAL BONUS WHEEL pays more in every world: gold balls 600/900/1,200/1,500/2,000 by world (was 200..600), gems 75/100/125/150/200 (was 15..40), balls 125/160/200/250/300 (was 30..80); the COINS slice keeps its base and now grows with your pot coin boosts (board pot rows, Piggy Banker, Coin Charm items) like a Ruby bin landing.

BUFF: weekly events pay 4x the balls: 4,000 gold, 2,000 silver, 1,000 bronze, 400 for scoring. A second copy of an equipped pet can be opened from the pets page to level it up, feed it or give it an item; it still cannot be equipped beside its twin.

Build 136

The full notes for this release are under The 3.1 update above.

Build 135

3.0.18 - UPGRADES page GOLD BALL GAIN + GOLDEN POLLEN pay +1% a level (+80% together at level 40, was +160%); board event landings that fail to send are retried once; pet salvage is ONE server request that deletes and pays in a single transaction (an app closed mid-cinematic can no longer lose the essence and gems; the 25-pet cap stays).

Build 134

3.0.17 - sticker SKIP in the bottom-right from the first frame; evolution trial panel relaid (disc centred on phones, CANCEL TRIAL tap-to-confirm); fusion keeps the FIRST pick's purple stars; EXPEDITION BACK + FREE GIFT READY reminders; altar dupe text; offline regen pays the Ballin potion rate.

Build 133

3.0.16 - pet loadouts save elusives by INSTANCE uid; trades: one offer out at a time, one answer at a time, counter refused once the day's received trade is spent.

Build 132

3.0.15 - each manual pet loadout (1/2/3) keeps its own ELUSIVE set.

Build 131

3.0.14 - hoard lockpick skins are a chain (Bronze 1/500 from any hoard chest, then Gilded 1/1,000, Crystal 1/2,500, Amethyst 1/5,000, Champion 1/10,000, each needs the one before); World 1 SLAB SEEKER dig upgrade (+10% slab finds a level); hoard ARTIFACTS rail counts any tier; greyed pets on equip pickers only toast.

Build 130

3.0.13 - Sticker Fox trial counts every pack open (server-credited: single, OPEN ALL, rainbow, bag, auto-open); Echo Relic in Boss Raids lifts only the pet wearing it (Crown stays party-wide); raid pet QUALITY % beside LV on every pet card (salvage, fusion, evolve).

Build 129

3.0.12 - Boss Raid: Corrupted arms 2,000 HP on the base 30 s / 20 s clock, Corrupted enrage bombs every 9 s, class bonuses + Rampage + slams + rings + Anthem + Warbrand + raid pets count on arms and bombs; Purified Wanderer from regular raids (<60 s) or Corrupted (<4 min); raid pets audited: Warbrands add up, Echo Relic and the Doppelgeist's Crown of Elusives lift every raid pet; Raid Aura RAID ONLY tag; pet QUALITY on the RAID pill; Baby Shark: Breaching Bite = its own Hoard gate damage x1.5/x2, Double Bite = extra gate hit with shark jaws; timeline: 100% quality altar pets; badger item flyers fly what you got.

Build 128

3.0.11 - friends TIMELINE grows (gates, hoard pets, every Champion chest, gem jackpot, artifact GILDED/DIVINE, statues, fossil recipes, expedition items, skins, titles, the Ballin Bundle), every row wears the real art of what it announces, 300 rows paged, its own tab on the chat drawer; HOARD SLOT VOUCHER (a Champion chest takes 5,000 shards off the next shard seat, shattering into it after the chest closes; was a held slot token); gem jackpot = a set amount per chest (2,500..100,000), 1 in 2,500; badger finds 5 candies; any-star pets in the Ball Grove; wings sheet says COSMETIC ONLY; reward flyers stay on screen and never widen the page (3rd-bush screen zoom, free gift off screen); badger item flyers arc like the rest.

Build 127

3.0.10 - DOUBLE BALL is a real second launch paid like any launch (wallet on the board, the catch underwater, the haul at the vortex; twin = 2) and now fires on the World 4 dive and vortex too; it no longer happens when the source can't pay; upgrade text says so.

Build 126

3.0.10 - fewer kicks to the main menu (phone memory): the Chest Rush wheel, ROUND banner and red dice BONUS! wipe use far less graphics memory, Chest Rush no longer leaks graphics every run, the Hoard gate ladder uses small gate pictures and frees chest-opening art on leave, PETS art loads as you scroll, title art freed in game, crash reports name the real screen + wheel/dice steps; hoard chests drop only the hoard's own two pet items (Gatebreaker Maul +5% gate damage, Gilded Crowbar +1% chest damage, each 0.25-1.25% by chest tier) shown by name on the chest page; Ball Grove 3rd bush tap/lag fix; the Twin Launcher works on the World 4 dive board and vortex launches (2 balls from that pool, x2 pay).

Build 125

3.0.9 - the raid party lobby works again after a raid where chat was used (it came back empty until a refresh), expedition trips keep their own cart, and SEND A CREW opens on the mine and trip length you last sent (account-wide; it reset to the world's first mine and a per-device length).

Build 124

3.0.9 - the shop's Ballin Bundle banner says REVEAL, not unlock, and the bundle preview shows its price.

Build 123

3.0.9 - Research Hall statues rebuilt: every statue but the King has its own buff (no repeats) plus a small secondary (golden balls, coins, arcade candy, sticker drops, mythic chance in that world's pet crates, pet card drops), all shown as percentages, and repriced in bars from real income (silver x6, gold x25 bronze); boss raid purples roll per player (several a raid, reveals queue, each shows the winner's circle) and player circles on the raid summary and loot; Ball Grove: party lobby, pre-party page, harvest results and pet pickers rebuilt, crows max 4 on a fruit, no confetti, lighter on memory (pegs survive a graphics reset), HUD fits; pet pickers (raid + grove) rebuilt with a picks bar and bigger tiles, quality % on raid tiles; Fossil Excavator / Forge / Guide fit a phone, recipe-learned cinematic, tile amounts, fixed loot area; Gravelclaw's Gate Rake lengthens gate attacks 5%; jackpot balls fall and fire faster, gem bucket 5; red dice rates up (gold 1/500, emerald 1/300, ruby 1/150); ball factory bar slivers no longer lock a machine; hoard crew bonuses refresh at once; friend request dot clears at once; blue dice lock text; hiscores avatar size; research project icons v5.

Build 122

3.0.8 - the Hoard keeps the work it did on the next chest when you open a ready one (with the BANKED HOARD CHEST CAP it was thrown away), the NEXT card shows BANKING with a percent and a bar (or BANK FULL) while a chest waits, a chest dealt from the bank no longer costs the next one an extra chest of time, a cap of 3 or more counts the chests already banked, and TIER UP rolls once per chest (it re-rolled on every request while a chest banked).

Build 121

3.0.7 - the Ball Factory floor and machine pages are rebuilt with new painted workshops, machine interiors and item art (fuel, gears, gumballs) and fit a phone screen; factory claims fly balls and gems with the shared reward flyers; the QUESTS page shows a BONUS DICE panel; chat threads past 200 lines show the newest lines and their unread count clears; the shaft buy box drops its trip-pricing note and shows NOT ENOUGH BARS when you are short; up to 10 referred friends count a day (was 3).

Build 120

3.0.6 - the red and blue dice got a GOLDEN DIE: land the top face on all five dice (five 6s red, five 8s blue) and a golden die adds 3 to 8 golden balls (x10 on red, x20 on blue) that drop last, and four out of five shows a SO CLOSE! moment; the dice that drop on the board pop out of their bin, one tap throws them into a bouncing tumble, a winning face bursts into BONUS! and the Dice Imp's reroll is its own moment; the red and blue bonus fills a tall phone screen with a ball tray at the bottom; a 1 in 10,000 GEM HOARD chest plays its own cinematic; packs earned on the board visibly turn into a Rainbow Pack when they open, and packs from the shop, quests and codes no longer turn rainbow; limited pets show one rainbow star with all their abilities together; the shard shop has tabs and a new PET SLOTS page with every hoard seat; locked elusive pet slots wear the Marquee crown; a locked Ballin Bundle pet slot sits on the pet bar; the pet cards menu is reorganized; other players' profiles have a STATS page, the stats page picks the 9 highest pet score pets and fits winged characters; the giveaway page says to link Discord first and fits phones; the chat tab marks guild join requests and new guild chat; pinning a bounty no longer makes MENU open the bounty board, and a prestige sends the bounty board back to bounty 1 (the streak stays); the Rampart Ram's Sure Footing is 10%; new sounds for the golden die, the gem hoard and the board's dice.

Build 119

3.0.5 - the Ballin Badger is a LIMITED pet (its finds are claimed from the LIMITED star, Rainbow Sticker Packs replace the other packs at 10%), the Rampart Ram and Warlord Hyena are reworked (percent accuracy and armor cut; Pack Hunt, Ferocity's second strike, Pack Feast), the Ball Factory machine page fits one screen and bars load by the 1 / 10 / all with balls per action shown, pinned menus follow the account across devices, the top bar works while a page is open, the BALLIN' timer sits inside the launch bar, the Ballin Bundle sheet fits one screen, and the pin banner fits one line.

Build 118

3.0.4 - a red dot on MENU and EXPEDITIONS when an expedition is home, shorter expeditions pay the most ore an hour (30 MIN x1.24 down to 24 HR x1.00), the HUD no longer resizes when the pet page arrow flips, the shop / bag / daily login stop reopening on their last target, the TRIAL tag matches the MAX pill, event countdowns keep the time on one line, avatar heads sit higher in their circles, and the game reports its installed app version for tracking.

Build 117

3.0.3 - a referral counts after a 30-minute check once the friend finishes the intro tasks (no play-time rule), the REFERRALS page lists PENDING friends and where each one is, referral balls go straight into the wallet with a toast instead of a mail, and play time counts every minute played.

Build 116

3.0.2 - Chest Rush plays its cake-chest opening on the arcade machine too and hides the bars there; the events podium shows every name; the guild badge editor fits one screen; heirlooms show clean numbers; the Star Shop's PORTAL CHANCE gives +0.25% a level; REFERRALS take a friend's code for 48 hours after sign-up (INVITED BY A FRIEND?) and count 5 minutes after a friend is ready; REWARD CODES points at the wiki.

Build 115

VERSION 3.0 - THE BIGGEST UPDATE YET.

THE HOARD: send your pets to break the World Gates, open hoard chests and collect artifacts. Bin ore and CRAFTING: every world's bins pay its own ore, smelted into bars that buy the new UPGRADES page.

PRESTIGE with heirlooms. Pet NATURES: every regular and limited pet has one, and pets you already own got theirs. Sticker Stars are paid the moment you pull a sticker, and gold and rainbow stickers can be requested from friends.

A new INTRO LADDER walks every player through it all, existing players too, with rewards on every task. New skins, capes, the weekly Fire Sale, Pet Crates and a fresh look for every menu.

Build 114

2.13.9: FIX — the Ballin Potion no longer dies when you start a boss raid. Also: World 4 + World 5 pets now show the ★ AMPLIFIED chip on the STAT BLOCK rows. Prior: 2.13.8: World 5 (and World 4) pets now SHOW and APPLY their purple stars on the card; the board was already paying the amped value, so this is a display correction plus the chip.

Android: EdgeToEdge.enable() was using SystemBarStyle.auto(), which paints the LIGHT scrim on a phone in light mode — the white bar players kept reporting; pinned to SystemBarStyle.dark() + the WebView background set to #07090f (NATIVE — needs a Codemagic build, not this update). Prior: 2.13.7: BALANCE — Ball Factory unlock = half the bay value, upgrades on a ×1.3 ladder (0.64…5.20) with the 21× total kept; one-shot boot refund of the old-vs-new difference per owned machine + in-game mail; 2★ Bramble Hedgehog's extra bush life shows as a 4th pip · 2.13.6: BALANCE — fuel boosts doubled (10/20/30/40/50%, premium 50% for 6h), no fuel queue cap, Pyre Moth card 1/2/3/4/5%; the arcade crossing runs the world-hop WARP both ways; Ball Factory v3 (pixel-art hall backdrop, lamp cones + steam, brass plates, counter window, shelves, socket picker, steel tab bar, no focus ring), buff cards aligned, bag 3 per row, W5 jackpot tease keeps its slow-mo OFF, dead CALM/ACTIVE/FURY beat removed, owner's factory dock icon · 2.13.5: right HUD rail tiles 70 → 60px (giveaway tile covered the portal lock); fuel drops 1 in 1,000; W5 pump +10% with a 90% knee (90→100 ~17% cheaper); HUD left rail smaller, pickups never under a rail, dock labels fit FACTORY; factory floor + machine view fit without scrolling (LOCKED / TAP TO BUY / PREMIUM ONLY), tab-height ratchet fixed · 2.13.3: BALL FACTORY GOES LIVE — idle gumball machines (8 bays, coin bays per world + 2 premium Shop bays $4.99/$19.99), machine upgrade cores + gem spreader + per-world fuel cans (10-can queue), storage 200/stack (Lv10 = 1,200), X/hour reads the can burning NOW; W4 vortex catch/haul server-revisioned (a stale device adopts, never clobbers — the 336-vs-988 report); title + login cards near-opaque; giveaway pet banner + #2; DevPanel custom-amount GIVE + factory item grants; faces now swap visibility at the flip midpoint · 2.13.0: WORLD 5 INFERNO OPENS — BALANCE: Diamond aim x0.58 (one bin) / x3.4 (two bins), Phoenix Rebirth 30% at Lv100, Molten Glide 40%, Ignite 2s, Gate Blaze x1.5, W5 bin balls 7.5-20% + gems 1/3/5, portal cold rates 5/4/3%, Ember Skin 20-40%, Steam Balm 20% full heal, W6 gate 80M; burns persist, jackpot lanes closed (turtle lucky pick, Ruby aim) · 2.12.45; the CARD DOOR and MEGA WIN bins now get the promised +10%/+10% through a single weight split. Fixed: a second account on the same device inherited the first one's board world and vortex balls (device-scoped local state is now fenced per account).

Crate reel overhaul: dark enamel cards, coverflow depth, light gate, landing bloom (the SO CLOSE hero card now actually zooms). Summoning Altar climb overhaul: portrait ladder rail, rune + hunger rings, verdict spin, shatter, embers.

LIMITED pets tip points to shop bundles. Bumped for the Vinnie balance fix. Prior: 2.12.44: BALANCE — World 3 gem bins 20% flat → 14/16/18% (gold/emerald/ruby), World 4 gem bins 5% flat → 8/10/12%; amounts unchanged (W3 3/6/9, W4 1/2/3).

Pets menu. Boss raid: HUD plate and dock backgrounds bleed to the true screen edges on contain-fit phones (the shell showed as strips down both sides). Giveaway HUD button red/gold + Prism Peacock giveaway pet (dark until a giveaway exists).

Cake Party patrol/contact fixes. Wiki rebuilt. Bumped for the balance change.

Prior: 2.12.43: Jackpot Frenzy per-world colour overhaul (rose/ice/verdant/abyss/magma) + centred plate layout + kit overlays/wheel bloom, Red/Blue Ball Bonus centred plate (capped peg rows, title clear of the notch), tournament-reward popup no longer opens over a minigame. No balance change — bumped so the update window auto-lifts. Prior: 2.12.42: compact pet-workshop plates (two rows of cards visible), fusion forge tier focus, Ticket Trove scroll-vs-tap fix (tap buys once, scroll never buys), info-sheet rarity rows wrap on narrow phones.

No balance change — bumped so the update window auto-lifts. Prior: 2.12.41: Sept-2/3 batch — bush gold balls 250→200 (balance), W2 wall-respawn-on-reload fix, board perf pass (hidden-HUD repaint gate, wallet/pot-event/portal-bar coalescing + batch pot-events route), clean-modern overhauls (trove/ball grove/grove farm/raid HUD+lobby/red-blue bonus/pet workshops/settings/report/event history/W5 pump/raid hub+altars), dim pinball backdrop (no ceiling lights) + ARCADE LEVEL plate. Prior: 2.12.40: 2.12.40: Elusive-cap fix — LIMITED pets no longer count against the 12 Elusive slots (players with 12 elusive+limited active were blocked from activating more while the HUD showed free slots); LIMITED popup = owned only, greyed when inactive, hold to toggle / tap to level, turtle counter pill on its tile; limited XP bar rainbow.

Bumped so the auto-lift fires. Previously: 2.12.39: clean-modern visual overhaul of ~30 menus (world hub, shop, pet crates, bingo, quests, social, album, tournament, marquee, trophy case, founder, vault, profile, HUD rails…) + red-dice 3/day cap actually enforced for die-won runs (server refuses at cap) + Triple Star trophy = 3★ FUSE only + trove Shiny tile after Restart. Content: W5 pet cards repointed onto real pet abilities at ~30% strength (Vent Crab set to a flat 1/2/3/4/5 by hand), W5 set bonus = Rebirth Chance with a death-to-launcher ash animation, W5 cook ladder rewritten to a count model, dynamic W5 bin odds, W5 gems 1/2/3 at W4 rates, W6 gate 100M → 60M, marked-portal/ward persistence, pump ring gauge + cost curve, burning-bin fire FX, Glacier Gate refreeze cinematic, collection page rebuilt as the dex, and a Chest Rush cinematic deadlock fix.) PRIOR 2.12.36: THE GHOST RUN IS FIXED.

MaintenanceScene now listens for that event AND re-checks the floor on the poll it already makes, then kicks with UPDATE REQUIRED and reloads to Title where the UPDATE button lives.

VOID WARDEN: the win cinematic said MYTHIC PET UNLOCKED long after the pet became LEGENDARY.

Build 97

GOLD BALLS — the gain buffs now reach EVERY EARNED FAUCET, the paid multiplier included. Fixed grants (shop bundles, the bingo SHOP, order fulfilment) stay unbuffed on purpose — those are goods you bought, not payouts you earned.

SHOP: an (i) beside PERMANENT ACCOUNT UNLOCKS opens a PERMANENT UPGRADES sheet.

Build 96

BALANCE — WORLD 2's PET-CARD SET BONUS is retuned to a linear 3/6/9/12/15% Lock Damage (was 5/10/15/20/30). Lock Damage is the spine of world progression — it is the only thing that opens the next world — so a global, always-on +30% was worth far more than the same number on coins or gold balls. Build bumped so a stale bundle cannot keep paying the old ladder.

Build 95

2.12.33: update 'UPDATE FAILED TO DOWNLOAD' — a download killed mid-flight (every deploy restarts the single VM; the bundle is ~48MB = minutes on a phone) left a half-written bundle that still matched BY VERSION, so the retry reused it and set() rolled straight back to the old build, while the leftover partial made Capgo reject the NEXT launch's download() as a duplicate version — one interrupted download became a permanent failure. Both download paths now reuse a bundle only when its status is 'success' and drop the partial on ANY failure.

CAKE PARTY: the menu wears real pixel art (party backdrop behind the card, a stage with curtains, balloons and a lit pedestal behind the grand prize, which now stands ON the platform with its count above it), and the HUD tile's reward amount tucks into the sprite's corner instead of floating in the tile's.

WIKI: bronze bins finally have their own pot-of-coins icon instead of borrowing a board prop in a different art style. (95: TOURNAMENT REWARDS SHOW THE RIGHT LOOT — a 5th place was rendering 1st-place loot beside a 3rd place showing silver, because finalize ranked and counted GUEST accounts the leaderboard never displays, so the awarded rank and the percentile denominator both came out bigger than the ones players saw.

TICKET TROVE levels stop reverting.

CHARM OCTOPUS now reaches STICKER FOX's 3-star Gold Touch.

WORLD-LOCK BREAK is per-world: the cinematic wears the colours and name of the world it opens instead of being green every time, with a heavier slam, a blowout flash and a second shockwave; the square that appeared behind the padlock on iOS is gone, and the banner no longer loses a letter off each end on a phone.

PETS: World 5's eight pets carry new art with matching shinies; SALVAGE, FUSION and EVOLVE render the exact inventory card (stars above the icon, rarity pill in its colour band) instead of three lookalikes; un-acquired evolved dex entries wear the ordinary locked card rather than a silhouette; the retired Cinder Crow's pet CARD is gone, so World 5 has eight cards like every other world and its set can complete.

WIKI: World 2's Vault Portal shows the violet portal instead of the Sticker Vault safe.

Build 94

THE WIKI + PET DEX UPDATE — ballintycoon.com/wiki goes live: 164 generated pages covering every pet, drop rate, sticker set, trophy, the Marquee ladder, the Boss Raid, every machine and world — built straight from the game's own data tables so it can never drift, with a WIKI tab on the site nav and a WIKI row in the in-game menu that opens it in your browser.

PETS: Aurora Egg is now the AURORA WYRM with brand-new baby-wyrm art — it stopped being an egg long ago; Cinder Armadillo → BASALT ARMADILLO and Cinder Moth → PYRE MOTH, because two Cinders was one too many; all 8 World 5 pets plus Fruit Worm and Bramble Hedgehog carry new art with matching shinies.

PET MENUS: the collection is a proper PET DEX now — dex numbers No 001 onward with evolved forms as their own entries, regulars sorted by world, best-star pips, and no per-copy level clutter; clicking a base species opens the BASE form, so Crystal Cat no longer opens Prism Lynx; both grids use one standard card size that fits two-line names, the rarity pill sits centred in its colour band, stars ride above the inventory icon, the level badge moved to the circle's top-right, TRIAL moved beside the header name, and the EVO chips + violet rings retired — the gold rim says it.

CHEST RUSH: the mimic no longer lingers over later chests after its reveal cinematic, backlogged balls drain into the hole about 2.5x faster, and the results popup finally speaks the same clean-modern design language as the other bonus claim cards.

PLATFORM STATS: Discord-desktop players were being stamped as the unreleased Steam build via the Electron user-agent — detection fixed and a one-time repair rewrites the old rows.

Build 93

THE GAME LIVES AT BALLINTYCOON.COM NOW — site, game, leaderboard, every legal page, new invite links and the mail sender all move to the new domain, and the loading screen's corner tag reads it too. the old web address is NOT retired and never will be.

SIGN-IN MAIL now comes from noreply@ballintycoon.com and finally says Ballin Tycoon in the From line — the display name had been stuck on the old game name since the rename.

STICKER REQUESTS: ONE AT A TIME. Asking while a request is still unanswered is refused by name ('you already have one out with X') instead of the old 'daily limit reached', and your own pending ask is now VISIBLE — a YOUR REQUESTS row in SOCIAL → GIFTS with a CANCEL button, so a friend who never answers can be taken back and someone else asked instead. A cancelled ask does not spend the daily allowance.

The friend picker greys out anyone you have already asked, and answering a request finally says something either way: 'Sticker sent to X!' on success, and the real reason on failure (a spare copy spent at the Safe used to fail in total silence, which is what 'sticker requests are bugged' was). The GIFTS TAB STOPS FLASHING; background refreshes now repaint only when something actually changed.

LAUNCH is no longer covered by a four-digit ball count: the word centres in the lane between the counter and the AUTO/TAP chip, measured from their real widths, and only shrinks if that lane is genuinely too narrow.

W2 GLACIER GATE can no longer leave a ghost wall standing in front of an open vault. W4's VORTEX LAUNCHER no longer follows you home.

Build 92

PUMP PREVIEW NO LONGER PROMISES BINS THE BOARD WILL NOT GIVE.

MUSIC LOADS RETRY: a failed download used to retire a track for the whole session, so one bad download left the previous world's theme looping — W4 in W5. Three attempts, 15s apart, cleared on success.

LOADING SCREEN + MENU BACKDROP are new art: the loading plate is drawn at a phone's own aspect so it fills the screen with nothing cropped, and the portrait menu backdrop is now the vertical read of the desktop scene (peg board, marquee arch, treasure counters down both sides).

SITE: the FOUR WORLDS card uses the world sprite instead of the gem, and the hiscores page loses its falling balls.

Build 91

PLAY FITS ON TALL PHONES, PROPERLY THIS TIME.

LOADING ART replaced with a plate drawn at 0.462, a phone's own aspect, so it fills the screen with 0px cropped off the sides on every iPhone size.

Build 90

PLAY NO LONGER CUT OFF on tall phones — the title overlay reserved 64px above the wordmark purely as clearance for the settings gear, which put the content at 1027px inside a 961px viewport once iPhone safe-area insets were applied. The gear now sits beside the mark and PLAY clears the bottom by 70px.

LOADING SCREEN FILLS THE SCREEN: the key art was 0.575, wider than any phone, so it had to be letterboxed or it clipped its own title; it is now extended vertically to 0.458 (mirrored sky above, floor below) and fills under cover while cropping 0px off the sides at 360, 390, 462 and 440 wide. Menu backdrop blur 4 → 6px so the marquee's bulb grid stops reading as a lattice behind the wordmark on larger screens.

Build 89

WORLD 4 + WORLD 5 THEMES REWRITTEN — new key, tempo and feel, not a re-voicing.

W4 is A minor at 72 BPM with half-time drums and a melody in whole notes below middle C (drift, not pressure); W5 is E PHRYGIAN at 92, where the flat second sitting on the root is the whole character, with a tritone bar borrowed from the crypt theme. Both play on NEW instruments written for them — a breathy flute and a synth brass whose brightness swells rather than sitting in the 4-8kHz band the old square lead lived in.

MENU + LOGIN get a drawn wordmark and a hand-drawn arcade-hall backdrop (portrait and landscape plates, blurred so the copy on top stays readable), and the loading screen shows its key art whole instead of cropping the title off the sides.

VINNIE 3★ HEAD START: MINES opens with 5 safe tiles already revealed. Shop pack cards lose ~14% of their height (the sprites were floating in a slot 84px tall). Pinball's rail tiles, the giveaway timer and the claimed XP bubble all read correctly now.

Build 88

BALL RUSH ITEM FIXES. Using an item no longer leaves it showing behind the '?'. One catch ring instead of two — the ball's coloured one; the bird keeps its squash.

The FEATHER bird now sweeps up gem pouches and pet items it flies through, not just balls and blocks.

GIVEAWAY — an unclaimed win can no longer be stranded by dismissing the reveal, the menu clock ticks live to the second and flips to REVEAL on its own when the timer ends.

HUD — one countdown format everywhere ('2d 3h'), rail tiles -4px, pinball's rail matches board's at every screen width, no duplicate arcade level in pinball, pet slots show the pet sprite.

Build 87

ITEM SLOT FIX — a second item roll showed TWO faces at once.

PIN/BUMPER CONTACT — concurrent peg and bumper FX are now capped (6 and 4) and the bumper ring's growth is cut 36 → 24.

Build 86

Under-the-hood fixes and tuning only — nothing in this build changes how the game plays.

Build 85

THE PINBALL/BALL RUSH LAG, FOUND.

Build 84

PINBALL FRAME FIX.

Build 83

BALL RUSH — the build-82 animation REPLAY is REVERTED.

INVISIBLE ITEM BLOCKS fixed.

RED DICE x2.5 more common (1/1600 → 1/640 base, and the two higher tiers with it).

W5 PET ROSTER REDESIGN — one identity each (Fire Salamander survive / Ember Eel lava speed / Vent Crab portals / Magma Slug pressure / Basalt Armadillo heat), plus a NEW rare CINDER MOTH whose rare-bin shift is scaled by HEAT, and the Cinder Crow now robs the bins either side of a landing instead of dripping balls while you are offline. Phoenix: the invisible Ash Hoard is gone, rebirth moves to 2*. Every new pet reports its contribution.

GIVEAWAY system ships DARK (no giveaway configured, nothing shows). MUSIC/W5/pinball fixes from 82 unchanged.

Build 82

PINBALL opens INSTANTLY on re-entry; a warm re-entry now opens immediately and refreshes behind the machine.

MUSIC — every world has its own theme (Aurora Vault, Flora, Maelstrom, Inferno) plus a BALL RUSH track, world 1 keeps the arcade tune, and music is now lazily loaded so 13 tracks do not inflate the cold start; leaving any minigame restores the theme of the world you are actually in.

W5 — burnt pets no longer un-burn while idling (the burn had no expiry any more but both readers still compared to a deadline), the portal renders above the lava and clear of the pressure gauge, and a nine-digit lock HP no longer runs off the right edge. End-of-run gem flyers land on the BOARD pop (the extra diamond target is gone).

Build 81

UPDATE FIX — an update that downloaded, reloaded onto the old bundle and reported 'failed' (needing a manual retry) now completes on its own.

W5 — heat readout moved below the portals (the bonus meter covered it), the pressure/lava gauge no longer clips the LAVA caption off-screen, pump-menu bins preview the target you drag to, and lava slows balls less (~70% of surface speed).

HUD rail tiles 78px.

Build 80

W5 LAVA DRAG FIX.

HUD — the board's side rails no longer shrink to 0.68 (they render ~72px, matching the pinball machine's unscaled tiles).

Build 79

Board rail tiles 76 → 82px.

Build 78

Board rail tiles 70 → 76px with the art scaled.

Build 77

BALANCE — bush ladder 1/50 · 1/100 · 1/200 hard (regular 3x); Fruit Worm Quick Wriggle keyed on STARS (+20/30/40%); Hoard Mimic star order swapped (1★ Hoarder's Cut global chest loot, 3★ Rigged Wheel).

RAID pill on the 11 Summoning Altar pets; hedgehog ability text rewritten (no 'sprite' jargon).

PERF — W5 lava.

W5 — PUMP RESERVE (bank balls, auto-maintain your target), split balls inherit the parent's HP, pressure bleeds 3x slower, pump menu redesigned. UI — MINES waits for the candy volley and its START shield no longer blurs the board, mines bust shake removed, world-hop cards carry each world's theme colour, board rail tiles 70px, blazing x50 bin is cream.

Build 76

PERF TEST toggles for the two open lag reports — the 5-tap LED sheet gains Candy flyers / LED count-up / Ball Rush catch FX switches (flip one, play, feel it — the protocol that found the cabinet shake).

Build 75

Under-the-hood fixes and tuning only — nothing in this build changes how the game plays.

Build 74

PINBALL candy flight de-jittered; board side rail tiles 64 → 70px with the art scaled up.

Build 73

BALL RUSH PERF.

Build 72

HOTFIX BATCH (in-app reports) — BALL RUSH catch lag fixed; LOGIN keyboard mode keeps the title and the screen scrolls (brand no longer hidden, focused field nudged into view); stuck-hidden login wordmark fixed (iOS keeps fields focused after keyboard dismiss — native keyboard signal now outranks focus); logout no longer flashes the loading screen; brand titles bigger on menu + login.

Build 71

PINBALL VISUAL OVERHAUL — the whole machine moves onto the game's navy/gold/blue palette (new playfield/backdrop/door/bumpers/rail/cards art, cabinet/LED/bins/buttons retoned, launcher curve matches the rail, bin-hit flash covers the whole bin again, essence flyers play BEFORE the coin-flip sheet closes).

BALANCE — W4 gem bins flat 5% chance (were 8/10/12%); W2 Ruby pays 6 gems (was 8). UI — marquee milestone sheets: real font + icons for every ladder-v3 buff (was Times New Roman + glyphs); quest Ball Rush icon = the new gold star; main-menu/login share one slab wordmark that fits small phones; menu backdrop fills wide screens; loading key art unshaded; profile level badge fits 3+ digits; Ball Grove basket-open ~40% faster to the amp verdict.

Build 70

BALANCE — Ball Grove golden fruit 8% → 10%; farm bush gems 15 → 10 per tap (balls 25 and gold balls 250 unchanged); 3rd bush mound easier at 1/250 hard / 1/750 regular (was 1/400 / 1/1200) — the ladder is now 1/25 · 1/100 · 1/250 on hard with regular exactly 3x those.

Build 69

FREEZE FIX — the cabinet SHAKE is removed from the pinball machine and CHEST RUSH. Starting that animation (once per pinball launch, and every 90ms through a x20 chest-rush cascade) was the stutter players felt on iPhones, not the ball physics.

Build 68

Under-the-hood fixes and tuning only — nothing in this build changes how the game plays.

Build 67

HOTFIX — revert the bottom-sheet safe-area padding shipped in 66: it cost every menu ~37px of viewport on notched phones and left a dead gap above the X.

Build 66

BALANCE — Ball Grove bushes pay 25 balls / 15 gems per tap (were 15 / 25; gold balls unchanged at 250). Hedgehog FAVORITE CROP picker moved into its own ability box; bottom-sheet menus scroll clear of the iOS home indicator; long pet names wrap instead of truncating.

Build 65

TROPHY CASE — opening your own case no longer shows the trophies of the last player you viewed, long names wrap instead of truncating to 'NAME'S TRO...', duplicate category heading removed.

Build 64

Ball Grove top HUD clears the notch/status bar, fruit hint trimmed to TAP A FRUIT, picker highlights the fruit the bins actually hold (green border); Boss Rush bottom dock reaches the true screen bottom (magenta strip + clipped player cards on notched phones); Android app-theme fix kills the white 'Ballin Tycoon' title bar.

Build 63

RED/BLUE BALL BONUS v3 — dice-stop + aimed-drop overhaul (5 tap-stopped dice roll ×1-×5 balls, sweeping portal you tap to stop, 9 shuffled multiplier bins, 3 runs per COLOUR per day + uncapped M30 free run, balls pay at CLAIM only).

DICE 4× RARER in every world (red 1/1600·1/800·1/400, blue half of red).

PHOENIX v3 kit (equipped-only, RED-only): +Red Dice spawn (5→50% by level), +10 seeded balls, ×50 Blazing Bin. 3rd octopus charm now PERSISTS. Android IAP fix.

Tutorial: free-pet steps never auto-continue, cards stop covering their own target, world/lock card readable on phones.

SHOP/PET CRATES claim dots. Portal wheel ring concentric. Ball Rush: cleaned tray sprite, gems get a corner chip + fly as gems.

Build 62

Shop hotfix — BALLS = 2× gem tiers (500/1.3k/2.5k/5.6k/18k/40k), GEMS reverted to originals (250/650/1,250/2,800/9k/20k; were doubled by a misread for ~1h on 2.11.0).

Build 61

TICKET TROVE hub (Vinnie hero banner + stat bonuses + gamble tracker + trophy wall w/ detail sheets, clicker X→hub, gold retheme, restart card credits Goldpaw), SHOP ×2 (ball bundles 400-32k, gem packs 500-40k), per-world HUD accent colors + themed planet, Ball Grove crows tappable on mobile, trove sheet-shake fix, Cheapener→Discount rename, social icon heart-pixel scrub, W6 lock portal preview on W5, W5 access clamp toast.

Build 60

Under-the-hood fixes and tuning only — nothing in this build changes how the game plays.

Build 59

Party hardening, duo pet-feed fix, duo results finale stats.

Build 58

FARMING LIVE for W3+, grove MEGA FRUIT + goals 600/750 & 1200/1500, gold fruit 8%, cherries replace orange, golden-fruit tap fix, amp ladder 10/30/100 (regular x3), bush candy 0.5%, basket balls 20/30, gold-SET rewards removed (full gold album only), guild chat join/leave lines, trophy tab grid, ball rush briefing + gem pouch.

Build 57

Octopus 3rd charm + 25%, paid pet slots on the HUD bar, branded emails, W1 portal cap 40% + dive 20%, purchase celebration.

Build 56

Purchase celebration (burst+HUD flyers, pet-bundle toast, web-return), password-reset link → /play + landing redirect, iOS launch-bar loupe guards, bigger grove fruit buttons.

Build 55

WELCOME TASKS + guest-upgrade popup + starter-four intro rolls, pet detail overhaul, shop card art + bundle gifts, wyrm frozen ×1.5, toast/rates/quests/tournament art.

Build 54

+10 lock dmg + unlock gems.

Tips

  • Playing in a browser and something looks off after an update? Reload the page once — it fetches the newest build and clears the old one.
  • On a phone, keep the app open on the loading screen until Update ready — restarting… appears; closing it mid-download is what triggers Update failed to download.
  • Patch notes are also posted in Discord the day a build ships, with the discussion around each change.

See also

  • Platforms & Accounts — Where to play (web, iOS, Android, Steam, Discord), guest vs registered accounts and sign-in methods, how updates work, languages, music, settings, support, account deletion and legal.
  • Getting Started — A new-player guide to Ballin Tycoon: the core loop from bins and ore to the Hoard and its gates, the intro task ladder, what to spend on, common mistakes and the goals that come next.
  • Discord — The community Discord server, and how the game behaves when you play it as a Discord Activity.
Generated from game data · version 3.1.1 (build 137). Spot a mistake? Tell us on Discord.