Areas
23 changes in this update

Added

2 changes
Controls
  • Auto Fire override - hold LMB or Space while Auto Fire is enabled to pause firing; release it to resume

UI
  • Version badge - added an animated custom-font version badge displaying v1.4

Improved

20 changes
UI
  • Armory readability - increased text sizes, contrast, spacing, prices, ranks, and preview-hint readability

  • Credit counter - increased the bottom credit counter size by approximately 21%

  • Level announcement - updated its entrance and exit animation direction

  • Boss headers - removed the numbered x/20 suffix from boss names

Bosses
  • Boss events - normal enemies continue spawning during boss encounters

  • Round progression - regular enemies continue advancing the level quota while a boss is active

  • Boss persistence - undefeated bosses can survive into later levels

  • Boss completion - defeating a boss no longer automatically completes the level

  • Boss rotation - bosses are selected randomly from unseen variants until all 20 have appeared

  • Cross-run rotation - unseen-boss progress now persists between runs

  • Cycle rollover - completing the full boss pool starts a new shuffled cycle without immediately repeating the previous boss

  • Boss durability - boss health now begins at 240 and increases by 120 per encounter

Progression
  • Enemy quota values - regular enemies award 1 quota point, elites award 2, bosses award 5, and boss summons award 1

Balance
  • Heavy Rounds - reduced weapon damage from 10% to 6% per rank

  • Rapid Chamber - changed from 6% interval reduction to a smooth 4% fire-rate increase per rank

  • Power Reservoir - reduced duration bonus from 15% to 10% per rank

  • Forked Fire - reduced angled-shot damage from 45% to 25%

  • Chain Reaction - reduced its bonus from 0.75 to 0.50 per rank

Performance
  • HUD rendering - cached repeated ring textures and colour calculations

  • Effects rendering - optimized arc and ring drawing to reduce render-submission cost

Fixed

1 change
Controls
  • Menu cursor - reinforced cursor visibility and release on the home screen

Areas
24 changes in this update

Added

12 changes
Progression
  • Run upgrades - choose one of three deterministic upgrades between rounds starting at level 2

  • Upgrade pool - Heavy Rounds, Rapid Chamber, Thrusters, Reinforced Hull, Dash Capacitor, Power Reservoir, Forked Fire, and Chain Reaction

  • Core upgrades - permanently improve Weapon Damage, Movement, Hull, and Dash Recovery

  • Credits - earn currency from enemies, elites, and bosses

Bosses
  • Boss rounds - fight a Round Core every fifth round

  • Boss variants - encounter 20 rotating bosses with unique behaviors

  • Boss attacks - bosses can use projectiles, shotguns, lasers, minion fire, radial patterns, charges, and danger zones

  • Boss interface - boss names, descriptions, health bars, and attack telegraphs

Enemies
  • Elite enemies - Swift and Armored variants can appear from level 3 onward

  • Elite rewards - elites award double score and 2 Credits

Controls
  • Cursor aiming - aim using a locked virtual cursor and in-game reticle

  • Auto Fire - continuously fire using a persistent Settings option

Improved

9 changes
Gameplay
  • Round continuity - surviving enemies and projectiles remain during upgrade selection

UI
  • Level announcement - displays a large animated level number instead of ONE MORE ROUND

Balance
  • Heavy Rounds - grants 10% weapon damage per rank

  • Rapid Chamber - reduces fire interval by 6% per rank

  • Thrusters - grants 6% movement speed and acceleration per rank

  • Reinforced Hull - grants 10% maximum health per rank

  • Dash Capacitor - reduces dash cooldown by 8% per rank

  • Power Reservoir - increases power-up duration by 15% per rank

  • Forked Fire - angled shots deal 45% damage while center and Triple Shot lanes retain full damage

Fixed

3 changes
Gameplay
  • Run rewards - Credits are banked exactly once when dying or deliberately quitting

UI
  • Health display - health always uses a percentage and can display values above 100%

  • Cursor release - the system cursor is restored during menus, pause, upgrades, focus loss, and game over

4 changes in this update

Added

3 changes
  • Added Shotgun: seven close-range pellets

  • Added Laser: instant damage beam

  • Added Rockets: explosive area damage

Improved

1 change
  • Dash duration (2.5sec -> 2sec)

Added

3 changes
  • Added the ability to dash by pressing Shift

  • Added a 360° Power-Up that lets you shoot in every direction

  • Added the Ninja Ability, which gives you unlimited dashes, makes you immune to enemies, and lets you slice through them while dashing.