System Requirements
MacOS
MacOS Version | Machine Production Year | |
---|---|---|
Recommended: | macOS 14 Sonoma | 2019 or newer (Apple Silicon Macs are supported through Rosetta.) |
Required: | macOS 11 Big Sur | 2017 or newer |
You can find your production year by going to "About This Mac", see HT201581.
Windows
Recommended | |
OS: | Windows 10 / 11 64-bit |
CPU: | Intel 8th Gen Processor (Coffee Lake) / AMD Ryzen 2nd Gen CPU |
GPU: | Nvidia GeForce 10 series / AMD Radeon RX 500 / Vega series |
Total RAM: | 8GB |
Minimum | |
OS: | Windows 10 64-bit |
CPU: | Intel 6th Gen Processor (Skylake) / AMD Ryzen 1st Gen CPU |
GPU: | One of:
|
Total RAM: | 6GB |
Storage: | At least 2GB of free storage; SSD is recommended |
Internet Connection: | At least 20 Mbps download / 5Mbps upload |
Release Notes
See past releasesBeta v1.11.6 [20th July, 2025]
Bug Fixes
- Fixed a notorious bug that caused Toons to be flung all the way to the entrance of the CEO's banquet room if they were hit by the CEO while mounted on a golf tee or seltzer table.
- Fixed a district crash caused by moving a chair to the attic while sitting on it in player estates.
- Fixed a longstanding issue where under some circumstances, if multiple toons entered street battles at the same time, they would visibly occupy the same space in battle, looking like they're merged together. Note: From outside the battle they still might look like they're merged together, but for those in the battle, this should no longer be the case.
- Fixed an exploit where if one player fires a Cog and another player uses an IOU in the last turn of Major Player phase 1, the IOU buffs would carry over into phase 2.
Miscellaneous
- Minor text fixes.
v1.11.6 Balancing Notes
IOU Changes
- All IOUs (except Rain) now only give 1 round of reward cooldown. Rain still gives no reward cooldown.
- IOUs can no longer be deleted from the Shtickerbook.
Combined with the reduced reward cooldown on 2-use and 1-use IOUs, these IOU buffs should help them feel more overall worth it to use. Squirt IOUs are receiving a nerf due to the buff that Prestige Squirt is getting this patch.
Toon-Up
- 1 Use: 60 -> 70
Trap
- 3 Use: 70 -> 80
- 2 Use: 100 -> 110
- 1 Use: 170 -> 180
Lure
- 3 Use: 15 -> 20
- 2 Use: 25 -> 30
- 1 Use: 35 -> 45
Throw
- 1 Use: 70 -> 80
Squirt
- 3 Use: 25 -> 20
- 2 Use: 40 -> 30
- 1 Use: 60 -> 50
Zap
- 1 Use: 60 -> 70
Sound
- 1 Use: 40 -> 50
Drop
- 1 Use: 80 -> 90
Rain
- Damage Bonus: 15 -> 20
Gag Changes
Toon-Up
Prestige Toon-Up is one of the less popular picks when it comes to prestige choices. While still useful, we want to give it a bit more impact; so we've given the self heal a bit more power.
- Prestige Self Heal: 40% -> 45%
Trap
We are reducing Prestige Trap's damage bonus and buffing Trap's base damage to bridge the gap between Unprestige and Prestige Trap. We also feel that Trap on its own feels a bit weak, so we are restoring the damage bonus against managers that was originally taken out on 1.3's release.
- Trap's 30% damage boost against executive Cogs now also applies to managers once again.
- Old Trap Damage Values: 14, 28, 45, 75, 115, 160, 220, 280
- New Trap Damage Values: 16, 32, 50, 80, 120, 170, 230, 290
- Prestige Trap Damage Bonus: 20% -> 15%
Sound
With the slight buffs to the Department Bosses in the next section, we feel comfortable returning Encore to its original values. This should also make Sound a little better in manager battles and the Overclocked C.L.O. battle.
- Encore: 8/16% -> 10/20%
Squirt
This may seem like a crazy change, but we'd like prestige Squirt to be more impactful in the situations where it would be considered over other prestiges. We would also like to encourage more use of strategies involving Squirt without Zap.
- Prestige Splash Damage: 50% -> 75%
Zap
Zap has historically been too strong, to the point of being borderline game-warping. We're toning its power down slightly while also making it require more investment in training points to have it reach a similar power level as before. While the prestige Squirt buff will add back some damage that'll be lost by the Zap jump nerfs, generally, Zap combos will still be a tad weaker.
- Unprestige/Prestige Zap Jump Pool: 90/110% -> 75/100%
Miscellaneous
Since 1.3, there has been a hidden mechanic where if you miss a Gag, on the following turn, you have a 10% non-stacking Gag accuracy bonus. We are making this public knowledge and upping this to +15% to help players have a better chance of bouncing back after a crucial Gag miss.
- Accuracy boost after missing a Gag increased from 10% to 15%.
- Treasures in the Estate now heal +12 Laff, instead of +2.
Department Boss Changes
The department bosses have been in a slightly weird state regarding their Cog battle rounds. The V.P.'s Cogs feel a little harder to kill than the C.F.O.'s when it's the C.F.O.'s that should be harder to kill, considering the relative power that Toons have for each boss. Similarly, we would like for the C.L.O.'s Cogs to feel slightly tougher than the C.F.O.'s.
V.P.
- Max Cog Level (Both Cog Rounds): 13 -> 12
- Reverted a nerf from patch v1.3.2.3 that reduced the amount of Cogs in the Skelecog Round.
- Trying to restock specific IOUs has been frustrating to players, so we are increasing the base amount of IOUs dropped from 3 (and a guaranteed Rain) to 4 (and a guaranteed Rain).
C.F.O.
- Counterfeits per Booster: +4 -> +6
- Increased the amount of Cogs in both rounds by 20%.
C.L.O.
- Max Cog Level (Both Cog Rounds): 17 -> 18
C.E.O.
The C.E.O. is the only department boss whose second Cog round does not scale in difficulty compared to its first. We're rebalancing both rounds to correct this.
- Round 1 Max Cog Level: 19 -> 20 (minimum level is still 9)
- Reduced the amount of Cogs in the first round by 15%.
- Round 2 Cog Level Range: 11-17 -> 12-20
- If a Cog becomes angry in the feeding round, they will be Overcharged instead of just overhealed.
- Due to Gratuity's speed boost feeling like it didn't kick in early enough, it is now granted when the final Cog at the table begins its destruction animation, rather than when the animation ends.
The CEO hits a little too hard during the Downsize phase. We've also made adjustments to the seltzer tables to make them feel better to use.
- C.E.O. Golf Swing, Fore, and Gear Throw damage during Downsize phase: 48 -> 40.
- Increased the charge rate of seltzers by 10%.
- Seltzer damage is now granular from 3 to 18, rather than 6/12/18.
- Reduced the chance for a seltzer hit to stun by 20%.
Pink Slip boosters felt very underwhelming.
- Bonus Pink Slips per Booster: +2 -> +4
O.C.L.O.
- Max Cog Level (Both Cog Rounds): 20 -> 21
Skelecogs
Skelecog HP was adjusted to help balance out the buffs to Encore and make Skelecogs stand out a bit more from other types of Cogs.
- HP Range: 90%-110% -> 90%-125%
Manager and General Changes
Because of how much faster the Litigation team gets defeated with the Trap, Encore, and IOU buffs, we decided to opt in for a modest buff to their lowest damaging attacks.
Case Manager
- Increased the damage of all attacks by 1.
Stenographer
- Increased the damage of Jargon by 3.
- Increased the damage of Buzz Word, Mumbo Jumbo, and Filibuster by 1.
Scapegoat
We felt that the 30% damage reduction when Scapegoat was enraged inhibited strategies more than it encouraged them. We want to make split-kill strategies more viable when battling a pair with Scapegoat.
- No longer takes 30% reduced damage when enraged and not in desperation.
- Reworked Scapegoat's synergies with Case Manager and Stenographer.
Witch Hunter
Witch Hunter's attack accuracy has been reduced to give players more breathing room in his fight.
- Attack Accuracies:
- Sacked 95% -> 85%
- Hot Air 90% -> 80%
- Guilt Trip 80% -> 70%
- Throw Book 85% -> 75%
Pacesetter
- Quake Accuracy: 85% -> 75%
- Due to the numerous buffs Toons are getting in this update, we are increasing Pacesetter's HP from 12500 to 12750.
- Pacesetter can now use a Zap Rush Job only once in a turn, preventing impossible Rush Job turns.
Mouthpiece
Red Thread's Toon-to-Cog damage ratio has been increased, allowing for the damage echo to feel more impactful.
- Toon-to-Cog Red Thread Damage Echo: 200% -> 300%
We are making the flat damage resistance buff better balanced in Mouthpiece, Multislacker, and Major Player.
- Flat Damage Resistance: -30 -> -20
Multislacker
- Flat Damage Resistance: -40 -> -30
- During testing, it was found that the "Lunch Break skip" strategy cost too little resources to pull off due to the buffs to Trap, Encore, and IOUs. The strategy is still allowed to exist, but the setup should not be too cheap to perform.
- HP: 3200 -> 3400
Major Player
- Flat Damage Resistance: -50 -> -40
Featherbedder
Insomnia shouldn't punish the entire group when it wasn't the entire group that used Sound.
- Will only attack the Toons who used Sound rather than everyone when Insomnia triggers. Guilt Trip cannot be used for these extra attacks.
Plutocrat
Charon, Kerberos, and Hydra's abilities have been reworked in Phase 2 with the goal of making them encourage players to change up their strategy a bit when they are present.
- If there are no other investors, Hydra's Kick Up will buff two random grunt cogs. If there are no cogs besides himself or Pluto, he will still buff himself. Note: During testing, a major (and hilarious) bug was found that impacted the rest of the battle when Hydra used the Phase 2 variant of Kick Up. The way we're addressing this bug for now is having Kick Up use a more basic battle movie.
- Kerberos overcharges the highest level cog at 2x the cog's HP, rather than the lowest level cog at 1.5x the HP.
- Charon takes 20% reduced damage from Gags in Phase 2, however shatter damage dealt to Charon deals 300% of the cog's max health instead of 50%. Note: For now, the in-game status effect for this ability is using a placeholder icon.
- Rebalanced some of the investors' stats.
- Cog Level Range: 10-15 -> 12-15
- Increased the damage of Plutocrat's attacks by +2.
- Popping Plutocrat's Market Bubble will clear Slush Fund on Plutocrat if he has it.
- Reduced Slush Fund's damage reduction from 40% to 15%.
Big Wigs
Big Wigs are common in the O.C.L.O. battle, but Cigar Smoke is an unusually weak attack that they have.
- Increased the damage of Cigar Smoke by +3 at all levels.