Anime Origins Balance Changes
Mid-August patch: difficulty nerfs across all modes, economy buffs, new unit reveals, and QOL fixes.
Origins Project shipped a balance patch between 16 and 19 August 2026, less than a week after the Roblox launch. The patch touched three areas: difficulty reductions across every game mode, economy changes that make early progression smoother, and a wave of quality-of-life fixes that players had been asking for since day one. The ChallengesFixed and HappyPatch! codes dropped alongside these changes as compensation for the challenge-tracking bug that blocked reward claims.
This page is a dated snapshot. Unit kits, trait odds, and mode mechanics that changed here are reflected on the sub-pages. If a number on Secret units disagrees with this article, the sub-page was updated after this snapshot and should be trusted.
Difficulty reduced across all modes
The biggest change is a blanket difficulty reduction. Story Mode, Infinite Mode, Raids, and Challenges all became easier. Story chapters that previously required a fully evolved Mythic to clear now scale more gently, which means new players who redeemed the launch codes can push further before hitting a wall. Infinite Mode breakpoints shifted so income units like Bluma have more time to ramp before the wave count punishes a weak board.
Challenges also received adjusted modifiers. The daily challenge difficulty was reduced, and the reward pool was buffed. Prismatic Remnants appeared in the gold shop for the first time, giving players another path to evolution materials outside of Raids. Rift item shop prices were also lowered.
Multi-player scaling was adjusted too. When you play with multiple players, difficulty increases less aggressively than before. This makes online co-op with two or three friends more efficient than it was at launch, where a full 22-player lobby often felt easier than a duo because the scaling curve was too steep for small groups.
Economy and early-game changes
Wave one starting money was increased. At launch, the first wave left most players cash-starved after placing one unit. The extra starting cash means you can place a farm unit and a damage unit on wave one instead of choosing between income and survival. This change benefits every mode but matters most in Story, where early Bluma placement converts into Training Data income for the rest of the chapter.
Evolution requirements were adjusted for some units. Vegeta and Goku evolution materials became easier to obtain, reducing the grind for two of the most popular Mythic and Legendary names. The Naruto evolution items were nerfed, which matters less because Noroto was already an S-tier Mythic that did not need cheaper evolution to justify the slot.
Leorio received a direct buff. Golden Refund is now more effective in the early game, making Leorio a better bridge unit until Bluma arrives. This change helps free-to-play accounts that did not pull a Mythic farm unit on their first summons.
New units revealed
The balance patch coincided with a wave of new unit discoveries. The roster expanded far beyond the original 12 launch names. Players discovered Starku (Primordial), Igritto (Commander), Goki (Super 3), Bon (Purgatory), Aneko (Queen), Melio (Assault), Tango (Star of Festivals), Tojei (Sorcerer Killer), Vegita (Super), Yoto (Calamity), Zeldo (Piety), Itsugo (Dangai), Sosuke (Eternal), Konpatchi (Unleashed), Gyutari (Upper Moon), Shinoru (Butterfly Dance), Mykie (Toman), Oxi (Mage), and Roxi.
The full unit table is now 24 names across Secret, Mythic, Legendary, and Epic rarities. The unit tier list and the rarity sub-pages (Secret units, Mythic units, Legendary and Epic units) have been updated with kits and rankings for every discovered name. The meta shifted: Bon (Purgatory) emerged as a top-tier support, Starku became the premier Mythic nuke, and Vegita turned out to be the best early Hill unit for handling flying enemies.
Hill placement is a mechanic that many launch players missed. Some units can only be placed on elevated tiles, and flying enemies ignore ground-based units entirely. Vegita and Aneko are the two Hill names that matter most. A guide covering Hill placement and flying enemy counters is now on the Guides Hub.
Quality-of-life improvements
Origins Project added several features players requested in the first 48 hours:
- Auto-upgrade priority now has a dropdown menu. At launch, auto-upgrade targeted the nearest unit. The dropdown lets you set which unit gets priority, so your carry upgrades before your farm.
- Real-time display was added to the HUD. Match timers and wave counters are now visible without opening a sub-menu.
- Auto sell on the last wave was added. Units automatically sell at the end of the final wave, returning a portion of the upgrade cash. This prevents the common mistake of leaving expensive units on the board after the match ends.
- Start quest and pin objective bug fixes. Quests that would not start or objectives that would not pin to the HUD are now working.
These are client-side changes that do not affect unit balance. They make the game easier to play, not easier to win.
What this patch did not change
The trait system was untouched. Immortal is still S+, placement 1, one per team. Overseer pity is still near 900. The trait tier list and trait planner remain accurate.
Summon rates were not adjusted. Secret pull odds are the same as launch. The how to summon guide still applies.
Game modes are still Story, Infinite, and Raids. No new mode was added. The 22-player co-op cap and free private servers are unchanged.
What to do after this patch
Redeem all nine codes on the Codes Hub if you have not. The new starting money and cheaper evolution mean your first session after the patch will feel smoother than launch week. Place Bluma or Leorio on wave one, summon toward a carry with the Hill coverage you need (Vegita or Aneko for flying enemies), and use the team builds page to copy a lineup that accounts for the new units.
If you already have a Secret carry, the patch does not change your plan. It does make the road to that carry shorter for accounts that started after 19 August.
Frequently Asked Questions
Quick answers to the most common questions.
When did the Anime Origins balance patch ship?
Between 16 and 19 August 2026. The difficulty and economy changes went live during this window. Two codes, HappyPatch! and ChallengesFixed, dropped alongside the patch.
Did the patch nerf any units?
The patch reduced difficulty across all modes and buffed mid-tier units. High-tier units like Madara and Valcrad were not directly nerfed. The relative balance shifted because the content became easier.
Are there new units after the patch?
Yes. The roster expanded to 24 units. New Mythics include Starku, Igritto, Goki, and Bon. New Legendaries include Aneko, Melio, Tango, Tojei, Vegita, Yoto, Zeldo, Itsugo, Sosuke, Konpatchi, and Gyutari. See the unit tier list for rankings.
Did summon rates change?
No. Trait odds and summon rates were not adjusted. The trait tier list and trait planner remain accurate.
What quality-of-life features were added?
Auto-upgrade priority dropdown, real-time display on the HUD, auto sell on the last wave, and quest/objective bug fixes.