Untitled Defense Beginners Guide: Your First Match

Start Untitled Defense without wasting a reroll: how Gems and Trait Rerolls work, what to do in your first lobby, and how to reach your first boss wave.

Last Updated: October 4, 2026

Untitled Defense Beginners Guide: Your First Match

Untitled Defense is a collect-and-defend tower defense: summon units with Gems, improve Traits on units you own with Trait Rerolls, then send your lineup into waves and bosses. Your first session is about learning those two currencies, not maxing anything. Redeem your codes first, pull a small lineup, and stop rerolling.

What Untitled Defense actually is

The game launched under the name Untitled Defense (UPD2) on September 2, 2026, published by the developer CookieKingsBackup. It runs Roblox servers of 30 players, so you can queue with other players rather than always playing alone, and it is currently rated with the Gambling maturity label on the Roblox store page.

Official game page: Untitled Defense (UPD2) on Roblox — developer CookieKingsBackup, servers of 30.

Untitled Defense lobby and defense line
Untitled Defense lobby and defense line

The core loop is short and repeatable: summon units, improve their Traits, line them up against a wave, and repeat against harder waves and boss encounters. Two currencies drive everything, and confusing them is the single biggest beginner mistake.

The two currencies, and what each one is for

Gems are the summon currency. You spend Gems to pull units into your collection. Gems do not improve a unit you already own — they bring new ones in.

Trait Rerolls improve units you already own. A reroll changes the Trait on a unit you have. It does not summon anything. If you spend rerolls hoping for a new unit, you are burning the wrong currency.

One sentence to remember

Gems widen your roster. Rerolls sharpen it. A new unit with a bad Trait is worth less than a unit you already had, fixed.

Your first session, in order

1. Redeem your codes before you touch the summon screen

The walk from the Spawn Point to the Codes Area is a few seconds, and the Codes Tab opens when you step into the zone. Do this first, every time, because the batch of live codes currently pays out 22,000 Gems and 1,200 Trait Rerolls in total — see the full codes page for every code and its exact reward, cross-checked against the Pro Game Guides list and Destructoid's list. Redeeming before you pull means you get to choose what to spend on, instead of reacting to a lineup you built out of whatever you happened to have.

2. Summon a small lineup, not a full roster

Once your codes land, do one summon session and stop. You are not trying to complete the collection on day one. You want enough units that a full defense line can be built without leaving gaps, and then you can see which units you actually want to invest in.

3. Stop rerolling on impulse

Trait Rerolls are the resource you lose fastest, because every tap is permanent and the result is random. Players in this game's community have reported spending 2,000-plus rerolls chasing a single desired Trait roll and still coming away short. That is the normal worst case, not a bad-luck story.

Do not reroll during your first match

Reroll after you have seen the waves, not before. Rolling Traits on a unit whose role you do not understand yet just burns the currency on a unit you may replace tomorrow.

4. Learn the waves before the boss

Early waves are where you learn what your lineup is missing. Push until you lose, note which unit was doing nothing, and adjust. When you reach a boss encounter, you want a lineup you have already stress-tested, not one you assembled in the ten seconds before the boss spawned.

How to spend rerolls without regretting it

The discipline that matters is batch, then stop. Pick one unit whose Trait you are unhappy with. Open the reroll panel. Commit a large batch to that one unit rather than tapping reroll once and closing the menu. Re-check only after a meaningful number of rolls, not after every single attempt.

Two habits separate players who make progress from players who watch their reroll count drop for nothing:

  • One target per session. Decide which unit you are fixing before you open the panel. Wandering between units is how people lose a thousand rerolls across five mediocre results.
  • Set a floor. When you hit a Trait good enough to keep the unit competitive, stop even if you were chasing something better. A good-enough Trait on a unit you already use beats a perfect Trait on a unit sitting unused.
Gems get the decision, rerolls get the fixing

If you are undecided about who to pull, that is a Gems decision — decide it before spending. If you already own the unit and dislike the Trait, that is a reroll decision. Keeping the two apart stops you from spending 1,000 rerolls on a unit you should have saved Gems to replace.

Boss prep, briefly

The live codes hand out a lot of Trait Rerolls, and the temptation is to dump all of them in before the first boss. Resist it. Bank the bulk of your rerolls, spend a small number on your two or three highest-impact units, and hold the rest. Bosses are where you find out whether your lineup has a real damage answer, and you do not want to discover that with an empty reroll balance.

If you want the pull decision sorted before you get there, the tier list page covers how to decide who to summon and who to reroll without inventing numbers.

Common first-session mistakes

  • Rerolling during combat. Waves do not pause for a reroll decision. Fix Traits between waves, not mid-fight.
  • Spreading rerolls across every unit. A little improvement everywhere is worse than a real improvement where it counts.
  • Ignoring the lobby. The Codes Area is in the lobby, near the Spawn Point. It is not inside a match, so redeem before you queue.
  • Trusting a tier list you did not check the date on. This game is around a month old and updates frequently, so old rankings age badly. Our UPD2 page explains why.
Every guide ranking this game is probably about a different game

Search results for this title are crowded with pages about Untitled Tower Defense Game, a 2021 title with completely different units and currencies. If a guide lists Gold, crates, or basic zombies, it is not about the game you are playing.

For live build notes and where the developer actually posts changes, see our UPD2 page and the official server at discord.gg/untitleddefense.

FAQ

How do I get Gems and Trait Rerolls?

Codes are the fastest route — the current batch alone pays 22,000 Gems and 1,200 Trait Rerolls, and the full list is on our codes page. Beyond that, playing matches and progressing your account is what funds your summons and rerolls.

Should I reroll every unit I own?

No. Reroll the units you actually field. A Trait on a unit that never makes it into your defense line is wasted currency, and rerolls are the resource you cannot buy your way back quickly.

Is Untitled Defense the same as Untitled Tower Defense Game?

No, and this catches a lot of people. Untitled Tower Defense Game is a 2021 Roblox release with its own roster and its own reward currencies. Untitled Defense launched in September 2026 and runs on Gems and Trait Rerolls. Guides, codes and wiki pages for one are not valid for the other.

How many players per server?

Servers hold up to 30 players, so you will often be matched with other players. That makes it worth checking whether your defense line holds up when someone else is drawing aggro.

When should I stop rerolling and start pulling again?

Stop rerolling when your best units have usable Traits and your reroll balance has dropped below what you want to spend on the next boss. At that point your next gain comes from a summon, not from another roll.