Shop cards now show real DPS calculated against your actual build, instead of raw base numbers. Damage, fire rate, crit, extra projectiles and melee bonuses are all folded in, so two cards can finally be compared at a glance.
OWNED x2 tag on shop cards, for both items and weapons, so you can see what you're already stacking and which weapon a second copy would MASH with.
Kill pop: enemies now burst outward at full brightness before collapsing and darkening into a body, so every kill reads.
Off-screen threat markers: a pulsing badge circles you pointing at any elite or boss too far away to see. Red for elites, purple for bosses.
Wave clear flourish: a beat on the emptied arena showing the wave you survived and how many enemies you defeated, before the shop opens.
Low health warning: a red glow breathes in from the arena edges below 35% health, beating faster the closer you get to death.
Save and Quit is now available directly from the shop, where the field is always clear.
One-time tips explain MASH, ban tokens and Engineering the first time each becomes relevant to your run.
A plain-English explainer of what Danger tiers actually do now sits under the character select difficulty picker.
🧼 Improved
Complete shop economy overhaul. Every price in the game now moves on a single curve, and coin value scales with the wave. Previously item costs compounded to roughly 27x by wave 30 while weapon prices never scaled at all and coin income never grew, which meant the only correct late-game play was to never buy an item and reroll endlessly for cheap Legendaries. A wave 30 upgrade now costs 114 instead of 429, a Legendary Pistol costs 228 instead of 32, and a reroll costs 21 instead of 7.
Selling a weapon now pays half of what it would cost in the current wave's shop, so selling keeps pace with buying instead of decaying into pocket change.
Ally, turret, knight and elite crate prices all scale with the wave for the first time.
Health bars now ease between values instead of snapping.
Damage numbers above 1000 are abbreviated, which also stops large hits flooding the texture cache during long runs.
Corpses render far more cheaply and no longer use an expensive per-body filter.
Crowd separation now has a hard work limit, so a tightly packed horde can no longer spike frame time.
🪛 Fixed
Enemies were permanently turning white and greyscale after being hit. The hit flash was only ever applied, never cleared, so every enemy you had ever shot kept the effect forever, and kept paying its rendering cost. This was the main cause of the reported frame drops.
The game stuttered every time a bullet connected. Hit stop was firing up to 7.7 times a second and freezing roughly 40% of every second, including your own movement input, while the frame counter stayed perfectly steady because only the simulation was frozen. The player is no longer part of the freeze, crits no longer trigger it at all, and it now fires at most twice a second.
Bosses could stay permanently half transparent after a phase change if the transformation strobe happened to end on a dim frame.
Two characters could appear selected at once on the character select screen.
Burst weapons such as the Revolver now display their true fire rate. The Revolver was reading 0.64 per second when it actually fires at 1.7 per second.
🚯 Removed
Save and Quit no longer requires full health. It now only requires a clear field, so you can stash a chipped run between waves.
Critical hits no longer trigger hit stop.
⚠️ Known Issues
The shop economy rebalance is large and largely untested in a long run. Prices and coin income may need another tuning pass.
The Tater Tot's held weapon does not animate its swing or jab.
Achievement idents still need registering on the sbox.game backend.
Boss waves have no time limit, so a boss you cannot out-damage will stall the run indefinitely rather than ending it.