29 changes in this update

Added

6 changes
  • - Added a new hero: Pipka Builder.

  • - Added new hero economy menus for cases, owned cases, and reward activation.

  • - Added daily quest board support with accepted quests shown on the HUD.

  • - Added player coin and case reward flow for future gacha rewards.

  • - Added new world and combat sounds for barricades, Tesla coils, and several hero actions.

  • - Added new mob and elite prefab support for dungeon and PVE encounters.

Improved

10 changes
  • - Reworked the hero selection menu into a wider, cleaner two-column layout with compact hero cards.

  • - Improved hero info popups with wider panels, cleaner ability blocks, and better line wrapping.

  • - Improved the level-up menu so longer skill descriptions are easier to read.

  • - Improved the left-side HUD health bar so the red bar clearly represents current HP.

  • - Improved the hero HUD layout to make room for case and menu buttons.

  • - Improved dungeon and mob behavior so the shared mob logic is more consistent across regular PVE and dungeon encounters.

  • - Improved melee mob chasing and attack timing to make close-range enemies feel more reliable.

  • - Improved Engineer Tesla Coil visuals and setup support for beam-style effects.

  • - Improved Pipka Builder barricade placement so custom prefabs can use their own collider and size.

  • - Improved hero balance text clarity for Mirrax, Gorath, Engineer, Fly Lord, Babka, Fimozik, Gravity Man, and Pipka Builder.

Fixed

10 changes
  • - Fixed Phantom ultimate visibility for remote owners, including local stealth visuals, smoke feedback, and ultimate sounds.

  • - Fixed Mirrax stealth owner visuals so remote players no longer see constant local cloak flicker.

  • - Fixed Gorath Dread Impact camera shake so the attacker receives the local shake effect more reliably in multiplayer.

  • - Fixed Pipka Builder barricade destruction sync so both host and remote players see barricades break correctly.

  • - Fixed melee hero weapon handling so melee-only heroes do not briefly show weapons, without removing weapons from non-melee heroes.

  • - Fixed Cryomancer aura visuals so the slow tint no longer remains after switching heroes.

  • - Fixed Gravity Man's first skill behavior so it now only launches targets upward instead of forcing a ground slam.

  • - Fixed dungeon wave and boss setup issues that could cause incorrect enemy visuals or wrong boss health behavior.

  • - Fixed hero ability descriptions that were out of date with the real cooldowns, chances, durations, damage, and radius values.

  • - Fixed hero info and level-up menu text so ability descriptions now match the actual gameplay values.

Removed

2 changes
  • - Removed the old emergency barricade passive from Pipka Builder.

  • - Removed the ground-slam part from Gravity Man's launch passive.

Known Issues

1 change
  • (shop and quests are curently not aveliable)

29 changes in this update

Added

7 changes
  • - Added leaderboards

  • - Added a new Server Intro Menu to replace the old welcome menu, with tabbed text content, copyable Discord/TikTok buttons, and inspector-driven text setup.

  • - Added an INFO MENU button to the hero menu that opens the server intro menu.

  • - Added world-panel sizing controls to leaderboard screens so they can be configured properly in 3D space.

  • - New zone HUB

  • - New PVP zone

  • - New PVE zone

Improved

10 changes
  • - Reworked Gravity Man by replacing Low Gravity with Dense Core and updating his damage values and descriptions.

  • - Reworked Cryomancer by replacing the old projectile passive with Ice Armor and updating hero/skill descriptions.

  • - Rebalanced Healer by lowering damage reduction to 10%.

  • - Rebalanced Phantom by removing the x2 damage bonus from the ultimate.

  • - Improved slow-effect handling so multiple aura slows now stack multiplicatively instead of overwriting each other.

  • - Improved the kill feed by moving it into a separate HUD component with zone-aware filtering and configurable styling.

  • - Improved the scoreboard with a more modern red-themed visual style and better badge syncing.

  • - Improved engineer deployment behavior, including turret spawn placement around targets and reduced deployment-related server load.

  • - Improved hero unlock progression so only four heroes are free by default, the fifth unlocks at total level 50, and each later hero requires 25 more total levels.

  • - Improved the server intro menu style into a softer arcane-themed layout with cleaner tab/content presentation.

Fixed

8 changes
  • - Fixed Marksman's target highlight so the outline now renders correctly for the hero owner.

  • - Fixed damage-number visibility so dealt damage and taken damage are shown only to the correct player.

  • - Fixed Cryomancer's Chilling Aura slow logic and vertical-range behavior.

  • - Fixed Fly Lord effects so active swarm/cloud damage continues correctly after the owner dies.

  • - Fixed mob spawners so max mob count is no longer multiplied by player count.

  • - Fixed mob spawners so they only spawn enemies when at least one player is inside the bound zone.

  • - Fixed duplicate weapon ghosting on player models in multiplayer.

  • - Fixed Engineer proc spam from shotgun blasts by making turret/mine rolls happen once per shot instead of once per pellet.

Removed

4 changes
  • - Removed the old WelcomeMenu component and its image-path workflow.

  • - Removed the outdated PlayerProgression unlock-step logic that relied on the old levels-to-unlock system.

  • - Removed admin level add/remove actions and their related menu buttons and commands.

  • - Old HUB

20 changes in this update

Added

5 changes
  • - Added a new server welcome menu

  • - Added four more PVE zone slots, expanding the total PVE zone support to five.

  • - Added custom display names for zones in teleport menus and zone counters.

  • - Added configurable UI color settings for the welcome menu panel and buttons.

  • - Added blood hit effects and blood decals for weapon impacts on players and mobs.

Improved

8 changes
  • - Reworked Human with a new passive set and a forward leap ultimate.

  • - Reworked Marksman abilities and updated how smoke, sniper damage, and target marking behave.

  • - Reworked Engineer passive deployment logic for turrets and mines.

  • - Improved aiming with RMB: less spread while aiming, movement slowdown, and weapon-specific zoom behavior.

  • - Improved respawn logic so spawn points prefer positions farther from nearby enemy players.

  • - Improved teleport menus so PVE zones now use the same selection flow as PVP zones.

  • - Improved the welcome menu with better button interaction, hover feedback, and customization options.

  • - Improved HUD helper text and general menu readability.

Fixed

5 changes
  • - Fixed dead players leaving behind a damageable collider after death.

  • - Fixed placed hero objects being removed when the owner died.

  • - Fixed Inferno's Eruption so its damage now shows floating damage numbers.

  • - Fixed several welcome menu layout and formatting issues.

  • - Fixed content images in the welcome menu so they stretch properly inside the content area.

Removed

2 changes
  • - Removed the old Tank hero identity and replaced it with Human.

  • - Removed unwanted cleanup behavior that deleted active Engineer and Fly Lord world effects on death.

21 changes in this update

Added

6 changes
  • - Added two new heroes: Engineer and Fly Lord.

  • - Added 2 new weapons: SMG and Sniper Rifle.

  • - Added HUB, PVE, and PVP buttons to the TAB menu with teleport confirmation.

  • - Added zone player count display and support for world counters in maps and hubs.

  • - Added new mob tiers: normal, elite, and boss.

  • - Added new enemies: Harbinger of Decay and Crimson Wretch.

Improved

9 changes
  • - Expanded hero setup options for models, effects, sounds, and visual prefabs.

  • - Updated the weapon HUD: active slots are clearer and inactive slots are more compact.

  • - Improved weapon positioning in players' hands.

  • - Improved the crosshair with dynamic expansion while shooting and cleaner feedback.

  • - Improved mob behavior: mobs now lose aggro after the target dies, with better patrol and chase behavior.

  • - Improved the mob spawner with support for multiple mob pools and more flexible spawn settings.

  • - Expanded mob setup with projectile, impact, prefab, and animation timing customization.

  • - Improved animations and combat feedback for several mob attacks.

  • - General improvements to combat feel, visuals, and gameplay stability.

Fixed

5 changes
  • - Fixed an issue where Phantom's weapon could appear in the camera after leaving the ultimate.

  • - Fixed a reload exploit caused by weapon swapping.

  • - Reloading now properly cancels on weapon swap, including the reload sound.

  • - Fixed incorrect private hero access display.

  • - Fixed various issues with damage effects, crit feedback, and floating numbers.

Removed

1 change
  • - Removed a weapon swap exploit that allowed players to bypass reload timing.

184 changes in this update

Added

66 changes
  • April 10-11, 2026

  • ---

  • ADDED

  • New Hero: Drose (Private)

  • - Human fused with a rose. 7 passives + 1 ultimate

  • - Thorn Armor: 15% chance to reflect 10 damage back to attacker

  • - Poison Thorns: 12% chance to poison enemy for 3 DPS over 8s (green damage numbers)

  • - Life Drain: Heal 15% of all damage dealt (green heal numbers)

  • - Rose Bloom: +20% max HP

  • - Petal Shield: 12% damage reduction

  • - Thorn Whip: +20% damage boost

  • - Fragrance: Enemies within 150u deal reduced damage

  • - Ultimate — Garden of Thorns: Thorn field at cursor, 8 DPS + 40% slow, 500u radius, 8s duration, 25s cooldown

  • - Custom model support with SwapModel system

  • - Full skill progression integration (all 7 passives scale with Power)

  • - Customizable sounds, prefabs, and models for all proc abilities

  • New System: Skill Progression

  • - Each skill has 3 levels: 33% / 66% / 100% power

  • - Skill points are per-hero: hero level = available points minus spent

  • - Ultimate abilities locked until hero level 10

  • - Negative skills (penalties) always at full power, not upgradable

  • - Save/load to skills.json

  • - Reset per-hero or all skills

  • New UI: Skill Upgrade Menu (F key)

  • - Full upgrade interface with skill names, descriptions, level indicators

  • - Power percentage preview with upgrade projection

  • - UPGRADE button for available skills

  • - ULT shows LOCKED/UNLOCKED status

  • - Close button (X) with cursor support

  • - Cannot open simultaneously with TAB menu

  • New UI: Level Up Notification

  • - Right-side notification: "LEVEL UP! / NEW SKILLS AVAILABLE / PRESS F TO UPGRADE"

  • - Pulsing animation, yellow border, auto-hides after 5 seconds

  • New System: Admin System

  • - 3 admin levels: Lvl 1 (Kick), Lvl 2 (+Ban), Lvl 3 (Full access)

  • - VIP role — special status assignable by Lvl 3 admins

  • - Time-limited access: admins, VIP, private heroes — grant for 1/7/30 days

  • - Ban system: custom duration (minutes to days), ban reason, permanent bans

  • - Admin action log with timestamps (up to 200 entries)

  • - Banned players list with remaining time and reason

  • - Save/load to admin_access.json

  • - Console commands: admin_grant, admin_revoke, admin_ban, admin_unban, admin_vip, admin_setadmin, reset_all_levels

  • (admin-only)

  • New UI: Admin Menu (key 5)

  • - 3 tabs: PLAYERS, BANS, LOG

  • - Player selection with full info (name, Steam ID, hero, level, admin level)

  • - Action buttons filtered by admin level

  • - Private hero management: grant/revoke with 1D/7D/30D buttons

  • - z-index 999 (renders above crosshair)

  • New System: Private Heroes

  • - HeroInfo.IsPrivate flag for exclusive heroes

  • - PRIVATE HEROES button (yellow border) in TAB menu

  • - Separate panel for private heroes with access status and remaining days

  • - Access granted via admin menu or console commands

  • - Time-limited access with automatic expiration

  • New Effect: Poison Effect

  • - PoisonEffect.cs — DOT component with green damage numbers

  • - Customizable prefab, model, DPS, duration

  • - Green tint on poisoned targets

  • New Effect: Damage Number Colors

  • - White: normal damage

  • - Red: marked target bonus (Marksman)

  • - Yellow: Divine Strike (Healer)

  • - Blue: Gravity Slam

  • - Green: poison DOT, life drain heal

  • - Orange-red: burn DOT (Inferno)

Improved

70 changes
  • Healer — Reworked Abilities

  • - Resilience replaced with Divine Strike: 12% chance to deal 12 bonus holy damage (yellow numbers)

  • - Heavy Rounds replaced with Divine Armor: up to 50% damage reduction

  • - Customizable sound, model, and prefab for Divine Strike

  • - Updated hero description and all ability texts

  • Gravity Man — Full Rework

  • - Gravity Launch replaced with Gravity Slam: launch up, slam down, 20 damage (blue numbers)

  • - Zero Gravity replaced with Black Hole: spawns at cursor, 1500u radius, pulls all objects for 5s, 30s cooldown

  • - Black Hole pulls: Rigidbody objects, PlayerControllers, mobs (via WorldPosition)

  • - Customizable sounds for slam proc and hit, prefab/model/sound for Black Hole

  • Marksman — Aim Assist

  • - Mark Target now includes aim-assist: bullets magnetize to marked target's chest (8 degree angle)

  • - Damage bonus (+50%) moved to Projectile.cs for reliable application

  • - Marked target damage numbers shown in red

  • - AimAssistAngle and AimAssistHeightOffset configurable in inspector

  • Mob AI — Ranged Behavior

  • - Mobs throw rocks from range when they have line of sight (no longer run directly under player)

  • - Line of sight check prevents rocks through walls/obstacles

  • - Fast transition to ranged when target is elevated (>60u height difference)

  • - Return to chase when target is reachable for melee

  • - AttackSpin animation during rock throw

  • - Removed impact particles from rock projectiles

  • Scoreboard (V key)

  • - Steam display name instead of GameObject name

  • - Steam avatar (38x38) next to player name

  • - Role badges: [ADM3], [ADM2], [ADM1], [VIP] in blue

  • - Name truncated to 6 characters with ellipsis

  • - 20% size increase: 1200px width, 22px row font, 34px title

  • - Column headers: 16px blue (#55aadd)

  • - KILL command damage excluded from received damage stats

  • TAB Menu (Hero Select)

  • - Static layout — no dynamic resizing

  • - Hero name on top, buttons below

  • - INFO panel on left — compact, no empty space

  • - Ability descriptions in blue, 12-13px font

  • - Standardized tags: PAS (blue), ULT (orange), NEG (red)

  • - Description line-height fixed (no text overlap)

  • - PRIVATE HEROES button with yellow border

  • - KILL button enlarged and centered

  • - Removed UNLOCK ALL and RESET buttons

  • - Pagination system for 10+ heroes (both normal and private)

  • XP/Level System

  • - Linear formula: 500 + (level-1) * 200 XP per level

  • - Level 1→2: 500 XP, Level 49→50: 10,300 XP

  • - BaseXPPerLevel and XPPerLevelIncrease configurable in inspector

  • Multiplayer — Visual Sync

  • - All hero ultimates now broadcast visual effects to all clients

  • - Inferno Eruption: [Broadcast] for particles and sound

  • - Cryomancer Blizzard: [Broadcast] for ice shards and sound

  • - Healer Healing Pulse: [Broadcast] for pulse effect and sound

  • - Gravity Black Hole: [Broadcast] for spawn/destroy visuals

  • - Drose Garden of Thorns: [Broadcast] for spawn/destroy visuals

  • - Drose abilities: [Broadcast] for poison, drain, and thorn reflect sounds

  • - Tank Shield: [Broadcast] for activate/deactivate sounds

  • - Speedster Dash: [Broadcast] for dash sound

  • - Phantom Cloak: [Broadcast] for cloak/uncloak sounds

  • Multiplayer — Weapon Sync

  • - WeaponLoadout.ActiveSlot now [Sync] — all clients know active weapon

  • - BroadcastSwitchWeapon — all clients see weapon switching

  • - ApplyHoldType on switch — all clients see correct hold animation (rifle vs shotgun)

  • - BroadcastWeaponRefresh on respawn — fixes stale weapon viewmodels

  • - Phantom cloak now hides/shows weapon viewmodel via SetViewModelAlpha

  • Multiplayer — Player Models

  • - Steam clothing/skins loaded via ClothingContainer for all players

  • - Clothing hidden when using custom model heroes (Fimozik, Drose)

  • - Citizen model cached in OnAwake (before any SwapModel) to prevent model corruption

  • - SwapModel validates saved model is not another hero's model

  • Durability

  • - Hit sound cooldown (80ms) — fixes loud shotgun pellet spam

  • - InstantKill() method — death without damage stats (for KILL button)

Fixed

36 changes
  • Weapon System

  • - Both weapons firing simultaneously — EnforceActiveWeapon every frame

  • - Missing weapon selection HUD — expanded WeaponLoadout search (self, children, parent)

  • - Duplicate SlotIndex auto-fix — weapons with same slot get reassigned

  • - Disabled WeaponLoadout auto-enable — weapons detect and enable loadout

  • - Weapon.IsActiveWeapon() — each weapon self-checks against loadout

  • - HeroFimozik.SetGunsEnabled — proper weapon restore after hero switch

  • Razor Compilation

  • - SkillUpgradeMenu.razor rewritten — removed button tag (not supported in s&box UI)

  • - Fixed onclick syntax (removed quotes around @() expressions)

  • - Removed special Unicode characters that could break Razor parser

  • - Simplified template structure using foreach over data structs

  • Hero Model Swapping

  • - Fixed Fimozik model persisting on other heroes after switch

  • - _citizenModel saved in OnAwake before any OnEnabled fires

  • - SwapModel validates model before saving (won't save Fimozik/Drose as citizen)

  • - Static citizen model cache shared between all hero swap systems

  • Phantom Invisibility

  • - Removed duplicate cloak logic from HeroController (now only in HeroPhantom)

  • - Weapon viewmodel becomes transparent during cloak

  • - Cloak/uncloak sounds broadcast to all clients

  • Gravity Man

  • - Black Hole tick logic moved inside IsProxy check — no more duplicate damage

  • - BlackHole timer reset in BroadcastBlackHoleSpawn — prevents instant despawn on proxy

  • - Visual rotation separated from logic tick

  • Drose

  • - Garden of Thorns timer reset in BroadcastGardenSpawn — prevents instant despawn

  • - Garden tick (damage/slow) restricted to owner only — no duplicate damage

  • - Garden visual rotation runs on all clients

  • Speedster

  • - Fixed missing braces in DashDamage — sound no longer plays for all enemies in scene

  • Scoreboard

  • - SteamId type cast fix (CS0172 conditional expression error)

  • CSS

  • - overflow-y: auto replaced with overflow: scroll (s&box UI compatibility)

  • - SkillUpgradeMenu pointer-events: none on root (fixed cursor stuck on screen)

Removed

6 changes
  • - UNLOCK ALL button from TAB menu

  • - RESET LEVELS button from TAB menu

  • - Patrol spam logs from MobEnemy

  • - Debug logs: [MARK-DEBUG], [PATROL], [LOADOUT], [BONE], [WEAPON]

  • - Duplicate Phantom visual logic from HeroController

  • - Exponential XP scaling formula (replaced with linear)

Known Issues

6 changes
  • - Drose custom model weapon bone offset may require manual adjustment in Blender per model

  • - Phantom cloak visual may have 1-frame delay on proxy clients due to [Sync] propagation

  • - Mob NavMeshAgent speed not fully restored if mob dies during Drose Garden of Thorns slow

  • - Admin system saves locally — not shared across server restarts without persistent storage

  • - Private hero access timer uses UTC — may show incorrect remaining days in different timezones

  • - Clothing visibility toggle runs every frame on custom model heroes (minor performance cost)