Death FX, QoL & New Upgrades

0.72
21 August 2026
14 changes in this update

Added

7 changes
  • Enemies now burst into four flying chunks of their own sprite when they die, spinning and arcing before fading, instead of just squashing flat.

  • Two new HP upgrades with unique downsides. Scar Tissue: +45 Max HP, but all healing you receive (regen, lifesteal, Med Kit, Patch Up) is halved. Overstuffed: +65 Max HP, but touching an enemy hurts twice as much — projectiles, AoE and burns are untouched.

  • Level-up cards now show exactly what the pick does to your build, e.g. "+10% Damage (145% -> 155%)", instead of a flat number with no context.

  • A red pulse flashes from the screen edges the moment you're hit, so a hit in a busy fight is never missed.

  • The wave timer turns red in its final six seconds as a warning to stop pushing and start surviving.

  • The shop now shows your total loadout DPS next to your coin count, so you can see whether a purchase actually made you stronger.

  • Escape now closes the shop stats panel, matching every other menu.

Improved

3 changes
  • Pickups now accelerate toward you instead of moving at a flat speed, so collecting a big pile of coins feels satisfying instead of mechanical.

  • Cold Snap reworked: instead of -6% coins, it now gives enemies +3% HP alongside its -10% enemy speed, so the drawback is about the fight in front of you rather than your economy.

  • Enemy HP, Contact Damage and Healing Received are now shown on the character stats panel.

Fixed

1 change
  • Fixed a bug where a screen-edge "hurt" effect could have strobed continuously while standing in fire, poison, or bleed — damage-over-time now correctly does not trigger it.

Known Issues

3 changes
  • Scar Tissue can be offered in the same shop as Med Kit or Field Medic despite actively working against them. Worth a look if it plays as a trap rather than a real choice.

  • Boss waves still have no time limit — a boss you can't out-damage stalls the run rather than ending it.

  • The shop economy rebalance from the last update is still light on real playtesting in a long run.