Auto Fire override - hold LMB or Space while Auto Fire is enabled to pause firing; release it to resume
Version badge - added an animated custom-font version badge displaying v1.4
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
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
Enemy quota values - regular enemies award 1 quota point, elites award 2, bosses award 5, and boss summons award 1
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
HUD rendering - cached repeated ring textures and colour calculations
Effects rendering - optimized arc and ring drawing to reduce render-submission cost
Menu cursor - reinforced cursor visibility and release on the home screen
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
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
Elite enemies - Swift and Armored variants can appear from level 3 onward
Elite rewards - elites award double score and 2 Credits
Cursor aiming - aim using a locked virtual cursor and in-game reticle
Auto Fire - continuously fire using a persistent Settings option
Round continuity - surviving enemies and projectiles remain during upgrade selection
Level announcement - displays a large animated level number instead of ONE MORE ROUND
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
Run rewards - Credits are banked exactly once when dying or deliberately quitting
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
Added Shotgun: seven close-range pellets
Added Laser: instant damage beam
Added Rockets: explosive area damage
Dash duration (2.5sec -> 2sec)
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.