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    <title><![CDATA[Merge a Nuke Wiki News]]></title>
    <link>https://merge-a-nuke.wiki/news/</link>
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    <description><![CDATA[Patch notes, event summaries, and balance changes for Merge a Nuke on Roblox.]]></description>
    <language>en-us</language>
    <lastBuildDate>Mon, 22 Jun 2026 02:25:01 GMT</lastBuildDate>
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      <title><![CDATA[Launch Update — First Patch Notes]]></title>
      <link>https://merge-a-nuke.wiki/news/launch-update-june-2026/</link>
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      <pubDate>Sun, 14 Jun 2026 00:00:00 GMT</pubDate>
      <description><![CDATA[Weekly patch cadence begins with Rebirth balance tuning, an Auto Merge flag fix, and expanded spawn-tier cap at Level 50. The launch patch establishes Merge a Nuke's weekly rhythm. The dev team locked the Rebirth 5 capital threshold at exactly 536,870,912 cash, making the Tier 30 nuke the formal prestige target. The Spawn Tier cap was raised to Level 50, ending a long-running debate among grinders. Most players will still cap out around Level 36 in normal play, but the ceiling is now confirmed. Auto Merge had a flag bug where locked nukes were not auto-merged. The fix ships Friday alongside a 5% passive yield buff to compensate for lost uptime. City raid payouts now scale cleanly to 1.2 Quintillion per apex strike. Expect leaderboard churn over the weekend.]]></description>
      <category><![CDATA[Update]]></category>
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    <item>
      <title><![CDATA[Rebirth 5 Economy Explained]]></title>
      <link>https://merge-a-nuke.wiki/news/tier-30-rebirth-economy/</link>
      <guid isPermaLink="true">https://merge-a-nuke.wiki/news/tier-30-rebirth-economy/</guid>
      <pubDate>Sun, 07 Jun 2026 00:00:00 GMT</pubDate>
      <description><![CDATA[How the 536M Tier 30 nuke works as the Rebirth 5 gate, why exponential math breaks human intuition, and where the grind curve inflects. Every Merge a Nuke player eventually meets the same wall: a Tier 30 nuke is required to trigger Rebirth 5, and that nuke is worth exactly 2^29 base units, or 536,870,912. Without Auto Merge, manual drag-and-drop throughput is the real bottleneck. Most free-to-play accounts need 8-12 hours of focused merging to bridge the gap. Rebirth multipliers stack multiplicatively with premium multipliers, which is why Auto Merge + x2 Spawn Speed is the recommended starter loadout. Cash payouts from city raids are an order of magnitude larger than passive accumulation. Apex raids can pay out 1.2 Quintillion per strike at maxed Rebirth.]]></description>
      <category><![CDATA[Analysis]]></category>
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    <item>
      <title><![CDATA[Base Lock, Lock Cooldown & PvP Defense]]></title>
      <link>https://merge-a-nuke.wiki/news/base-lock-defense-guide/</link>
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      <pubDate>Sun, 31 May 2026 00:00:00 GMT</pubDate>
      <description><![CDATA[Why your 20-minute Base Lock is the single most important defensive tool, and how Quick Lock Cooldown (79 Robux) ties into raid economics. Merge a Nuke's PvP loop is asymmetric by design. Enemy players can launch their highest-tier nukes at your board and wipe out quintillions of stored value if your Base Lock is down. The baseline 20-minute Lock cooldown is long enough that AFK players are guaranteed to lose something eventually. The 79 Robux Quick Lock Cooldown gamepass is the most cost-efficient defensive purchase. x2 Nuke Health at 199 Robux doubles your board's durability, but only matters during the brief windows when Lock is down. Don't pay for it before Lock. City raids — the main PvE cash source — never damage player bases. Confusing the two is the single most common newbie panic trigger.]]></description>
      <category><![CDATA[Guide]]></category>
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