Walk Right In
1.6.1
5 August 2026
🧼 Improved
  • The level-1 jetpack can actually catch you. Its thrust barely beat gravity, so stopping a fall took seconds and a lot of altitude. It climbs and recovers noticeably better now; levels 2 through 4 are untouched, and fuel is still what the upgrade ladder is about.
  • Tab opens your Stash. The tab menu now lands on the Stash tab, and the scoreboard still leads during a live round. Q still jumps straight to Progression.
🪛 Fixed
  • Your hits land on the giant boar. When a guest shot the boss, the game double-checked the hit against a small sphere around the animal's feet, while your shot can actually connect anywhere on the body. The boar is the first animal tall enough for most of its body to sit outside that sphere, so upper-body hits were silently thrown away and only low shots counted. The check now matches the animal's real shape.
  • No more phantom shoves. If two animals had each struck you, their leftover strike records could take turns knocking you around forever, long after both were gone. Each strike now applies exactly once.
  • Rocks stay on the ground. Cave-entrance boulders on the outer tiles of a world were placed against the wrong tile origin, so they hovered in the sky. They sit at their own cave mouths now.
  • Every cave has a front door. The generator now builds a walkable stone ramp from each cave mouth down to the ground outside, so you can walk into any cave on foot instead of hopping at ledges. New worlds only for the ramps; an existing world's caves gain them the next time its terrain regenerates.
⚠️ Known Issues
  • Carried from v1.6.0 unchanged: a lit lantern inside a hill can still glow the hill from outside; field crates do not pay cache points when opened (deliberate); one world pays boss crates for three stuns and no more, and a stunned boar is silent while down.