Game updates
Every build of Ballin Tycoon and what changed in it — 44 builds of release notes, plus how updates reach the browser, phones and Steam.
Overview
Ballin Tycoon ships as numbered builds. The version you see in the game (v2.13.7, in Settings and on the title screen) is the friendly name; the build number (112) 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 — 44 of them, from build 54 to build 97 — 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.
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 reloadand 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, thenUpdate ready — restarting…and the game relaunches on the new build. A big update can also finish withUpdate 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 seeUpdate failed to downloadwith 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 saysUpdate 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 · v2.13.7. 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.
| Build | Headline |
|---|---|
| 97 | GOLD BALLS CURRENT |
| 96 | BALANCE |
| 95 | 2.12.33 |
| 94 | THE WIKI |
| 93 | THE GAME LIVES AT BALLINTYCOON.COM NOW |
| 92 | PUMP PREVIEW NO LONGER PROMISES BINS THE BOARD WILL NOT GIVE |
| 91 | PLAY FITS ON TALL PHONES |
| 90 | PLAY NO LONGER CUT OFF |
| 89 | WORLD 4 |
| 88 | BALL RUSH ITEM FIXES |
| 87 | ITEM SLOT FIX |
| 86 | Under-the-hood fixes and tuning |
| 85 | THE PINBALL/BALL RUSH LAG |
| 84 | PINBALL FRAME FIX |
| 83 | BALL RUSH |
| 82 | PINBALL |
| 81 | UPDATE FIX |
| 80 | W5 LAVA DRAG FIX |
| 79 | Board rail tiles 76 → 82px |
| 78 | Board rail tiles 70 → 76px with the art scaled |
| 77 | BALANCE |
| 76 | PERF TEST |
| 75 | Under-the-hood fixes and tuning |
| 74 | PINBALL |
| 73 | BALL RUSH PERF |
| 72 | HOTFIX BATCH |
| 71 | PINBALL VISUAL OVERHAUL |
| 70 | BALANCE |
| 69 | FREEZE FIX |
| 68 | Under-the-hood fixes and tuning |
| 67 | HOTFIX |
| 66 | BALANCE |
| 65 | TROPHY CASE |
| 64 | Ball Grove top HUD clears the notch/status bar, fruit hint trimmed to TAP A FRUIT,… |
| 63 | RED/BLUE BALL BONUS |
| 62 | Shop hotfix |
| 61 | TICKET TROVE |
| 60 | Under-the-hood fixes and tuning |
| 59 | Party hardening, duo pet-feed fix, duo results finale stats |
| 58 | FARMING LIVE |
| 57 | Octopus 3rd charm + 25%, paid pet slots on the HUD bar, branded emails, W1 portal cap… |
| 56 | Purchase celebration (burst+HUD flyers, pet-bundle toast, web-return), password-reset… |
| 55 | WELCOME 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 97 · v2.13.7 (current)
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 POKEDEX 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. plinkotycoon.com 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 plinko'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 PLINKO 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).
PETS — sparrow retired from collection/inventory (the sparrow tray, management and BAG equip flow are untouched); RAID pill on the 11 Ascension 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/CLAW claim dots. Portal wheel ring concentric. Ball Rush: cleaned tray sprite, sparrow seated, 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 triggersUpdate 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, your first hour, what to spend on, common mistakes, a tour of the HUD and the goals that come next.
- Discord — The community Discord server, and how the game behaves when you play it as a Discord Activity.