Randomized yard layouts - There are now 81 combinations of base locations and industrial districts.
Animated yard props - Added fans, steam vents, swinging signs and windsocks throughout the yard.
Base-location markers - The second match after the first tutorial match Scrappers can see available bases and their distance.
Final countdown - Added an audible countdown for the last ten seconds.
Scrap delivery guidance - Carrying a scrap box now shows a delivery reminder and pulsing trail to a suitable generator.
New achievements - Added Hard Yards and One Against Seven.
Achievement artwork - All 21 achievements now have their own icons.
Industrial scenery - Denser districts and more varied prop arrangements.
Hanging signs - Signs now display BREAKYARD, SCRAP WORKS and SALVAGE.
Building placement - Finer placement controls and clearer barricade boundaries.
Build menu - Buildings now show CONSTRUCTING, BUILT and LIMIT REACHED.
Gogglebot repairs - Clearer targeting, health bars and repair prompts across allied bases.
Gogglebot movement - A narrower collision body makes tight spaces easier to navigate.
Scrapper bots - Bots now have varied reaction times, repair habits and spending decisions.
Demolitor raids - Easy and Medium raids escalate from probes to committed assaults, with recovery time between visits.
Demolitor pursuit - AI Demolitors can chase exposed Scrappers during early raids.
Starter turret - Reduced the first turret’s cost from 110 to 40 scrap.
Demolitor upgrades - Reduced hull gains to +80 HP and regeneration gains to +1.5 HP/s per upgrade.
Scrapper onboarding - Tutorials teach a complete starter base before introducing specialisation.
Construction guidance - Lessons follow menu selection, rotation, placement and completion.
Tutorial presentation - Clearer action banners, highlighted controls and repair guidance.
Tutorial reset - Reset Tutorials now clears all role and Gogglebot lessons.
Role selection - Redesigned lobby panels with live animated character previews.
Match results - Simpler achievement-level presentation and a Like or Review button.
Death notices - Centered messages with a distinct notice for reactor destruction.
Reactor destruction - Owners are now eliminated even while waiting to respawn.
Scrap-box drops - Carried boxes now drop at the courier’s death location.
Opening cinematic - Fixed characters visibly dropping when player movement begins.
Guidance toggle - Removed the tutorial on/off setting.
Tutorial clutter - Removed redundant headings and automatic-completion text.
Jam nomination prompt - Replaced nomination messaging with post-jam support messagin
Scrap boxes - Scrap boxes spawn during phases 1–3. Scrappers hold Use to pick one up, then carry it to an allied scrap generator for 100/150/200 scrap
Scrap boxes - Gogglebots can choose which allied base receives their delivery
Scrap boxes - The Demolitor can knock unattended boxes away with its hammer
Scrap boxes - If the carrier dies, the box returns to where it was picked up
Spider creeps - Spider bots crawl out of pipes and drop scrap parts when destroyed
Late join - Players who join mid-match are now placed in the match correctly
AI Scrappers - Go after scrap caches when they can, following the same rules as players
AI Demolitor - New logic for choosing targets and timing attacks
Achievements - 19 achievements with unlock pop-ups and a full list in the main menu, lobby and results screen
Player level - Gain a level for each unique achievement, up to level 20. Your level shows in the lobby, the achievement list, health bars and name tags
Match results - An animated summary shows the achievements you progressed that match, with sounds and a flash when one completes
Phase announcements - Newly unlocked items appear one at a time, each with its own sound
Notifications - Alerts when scrap boxes spawn and when they're delivered
Scrap delivery - The amount earned floats above the generator that received it
Demolitor pathing - More precise pathfinding lets the Demolitor climb terrace stairs and reach Scrappers on raised floors
Demolitor chases - Tries several spots near its target to attack from, instead of needing room to stand exactly where the Scrapper is
Balance - Retuned upgrade payoffs and the base economy
AI Scrappers - Better at defending, and better behaviour after dying
Lobby - The player list fits up to 7 Scrappers or 8 unassigned players
Lobby - Scrapper preview idles more naturally, glancing around and blinking
Lobby - Role headings now line up across all three role cards
HUD - The scrap box pick up and drop prompt now sits with the upgrade controls
Repair - Holding repair no longer closes the build menu
Repair - Holding Use no longer deselects the building you're placing
Demolitor - No longer gets stuck below the terraces at Switchyard and Valve court
Props - Fixed props with broken collision
New turret model - articulated aiming, recoil and a pulsing cyan lens.
Turret upgrade models - fitted armor, reinforced legs, cooling vents and tier-colored parts with animated assembly.
New scrap generator model - glowing orange rotor, chimney smoke and new machinery audio.
Scrap generator upgrades - tanks, pistons, braces and tier-colored panels.
Upgrade effects - distinct sounds and visual effects for armor, regeneration, attack speed and damage.
Contextual field guide - actionable tutorials for both roles with saved progress.
First-base guidance - gold floor arrows lead new Scrappers to an available base.
Tutorial controls - minimize, reopen, skip or disable guidance through Options.
Player profiles - click player chips to open their S&box profiles.
Lobby ambience - gently swaying lamps and a wandering spider that occasionally climbs the shutter.
Scrap income - visible rewards appear every two seconds without changing total production.
Workshop redesign - three-column layout with purchase controls, a live Demolitor preview and animated stats.
Purchase feedback - rapid upgrades stack their effects smoothly on the preview and world model.
Workshop visibility - an amber outline and UPGRADES marker help locate the terminal through the yard.
Role guidance - clearer goals for construction, repairs, upgrades and choosing a specialisation.
Build mode - the menu stays visible during placement and clears selection when closed.
Lobby layout - compact role panels, clearer player chips and a larger Scrapper preview.
Difficulty selection - refined selector, help text and alignment.
Role selection - clearer role explanations and start requirements.
Color selection - dedicated color picker with controls beneath the Scrapper preview.
Opening upgrades - the first purchase in each Demolitor stat now costs 60 scrap instead of 80.
Damage upgrades - increased damage gained per upgrade while preserving starting damage.
Mid-tier barricades - reduced tier-two health to 832 and tier-three health to 1,196, leaving starting and late-tier health unchanged.
Spiked Plating - reduced reflected melee damage from 15% to 10%.
Final-phase scanning - reduced scan cooldown from 60 to 20 seconds in phase four.
Brood Call - summoned spiders arrive faster and stay closer to the Demolitor.
Repair drone facility - hatch blades now slide open and close as a proper iris door.
Facility hatch rendering - retracted blades stay inside the housing with clean outlines and solid edges.
Turret surfaces - corrected distorted textures and overlapping upgrade geometry.
Workshop movement - the Demolitor stays still while using the terminal.
Seated Scrapper - hands now wrap around the barricade, with corrected backpack and equipment positioning.
Turret placement - Scrapper bots keep their turrets behind their barricades.
Bot spending - nonurgent repairs no longer delay replacement turrets and other purchases.
Technology Specialisation - Choose 1 out of 3 specialisations at the start of the game for both the Demolitor or Scrapper, giving you special abilities. Bots also pick a specialisation.
Spiked plating specialisation - Barricades return a share of melee damage to the attacker
Shrapnel rounds specialisation - Turret hits deal 50% of their damage as splash around the target. The main target still takes full damage
Ricochet wrench specialisation - After a throw, the wrench flies back and lands at a point inside the Scrapper's base. Picking it up cuts the remaining cooldown sharply
Brood call specialisation - The demolitor summons spiders, taking up a minion slot, slots increase every phase
Haymaker specialisation - The demolitor does a charged attack every 10 seconds, dealing 25% more damage, and blocking repair for 2 seconds on the affected building.
Early tremor specialisation - A weaker ground slam from phase 1, using the existing slam logic with lower damage and radius.
Match log - Added a log that can be opened with Tab to view the ability picked by demolitor, or who's base got destroyed
Fly out of map bug - Repair drones would fly out of the map when trying to repair each other. Now fixed
Spider creeps - spider bots now crawl out of seven wall pipes around the Foundry and march on every living base, one per base every 30 seconds from phase one
Spider creeps - spiders go for the barricade first, turn on a Scrapper standing in the open, then attack the nearest building, and get tougher each phase
Spider creeps - killing a spider pays the base it was attacking 20/30/40/50 scrap depending on the phase
Spider creeps - your wrench (and the Gogglebot's zap) can now stun spiders as well as the Demolitor, and it hits whichever target is closest to your crosshair
Difficulty - new Easy/Medium/Hard selector in the lobby for solo matches
Bot Gogglebots - AI Scrappers whose reactor is destroyed come back as AI Gogglebots that fly to the fight, weld buildings and zap the Demolitor
Spider health bars - health bars above spiders, red for Scrappers and green for the Demolitor
Scrap popups - a "+N" scrap popup rises over each spider wreck
Entrance throats - every base entrance now has low walls on both sides, raised terrace decks and real stairs
Spider audio - new sounds for spider walking, aggro, attacks, death and scrap pickup
Tutorial - redone as three cards per role with in-game screenshots, plus a Gogglebot panel for Scrappers
Combat ribbons - sparks, zaps and slug trails look sharper
Demolitor AI - fights down to low hull to farm scrap, then comes back stronger, instead of leaving after one hit
Demolitor AI - picks targets in a clear order: a core it can take, then guns that can hit it, then the drone facility, then income buildings
Demolitor AI - goes after the owner of the base first and follows them up stairs and through barricades; keeps hunting a Scrapper whose core has fallen
Turrets - shoot spiders first (oldest first), then the Demolitor
Turrets - 15% more damage against the Demolitor (3 → 3.45)
Turrets - can aim at any exposed part of the Demolitor's body, not just its center
Reactor & repair facility - 20% less health (reactor 900 → 720, repair facility 750 → 600)
Fixed a repair drone error when its base lost the drone
Fixed turret range rings being cut off by other turrets
Fixed spots at base entrances where the Demolitor could hit the barricade without being shot
Fixed nothing chasing Scrappers up onto the entrance terraces
Fixed AI Gogglebots hovering in place without welding or zapping\
Turret DPS - was high enough that stacking turrets shut the machine out entirely. Turrets now have to make a raid expensive rather than end it, since the scrapper wins on the match clock and not on the kill.
Reduced defense turret base damage - from 4.5 to 3.0, lowering a level 1 turret from 5.0 to 3.3 DPS ()
Reduced turret damage growth - per level from 1.75 to 1.55, lowering a level 5 turret from 60.3 to 27.9 DPS ()
Demolitor AI exposure tolerance - against a maxed defense rises from ~14s to ~38s, leaving room to commit, break one building and pull out
Various improvements to demolitor AI (He will actually try to kill you now)
Replaced action bar and currency icons - with a more clean icon style from https://game-icons.net/
Can now walk up stairs
Can now escape base if locked in by barricade
Fixed the wheel on the pipes model having a normal scale
Fixed cabinets half inside walls
Fixed banners clipping through pipes
Upgrade components now jitter with turret
Removed ai generated icons for action bar and currency
Core Salvage - Destroying reactors grants the Demolitor stacking damage, movement speed, maximum health, and bonus scrap for the rest of the match.
Workshop repair bay - Recover health for free at the workshop; taking damage briefly interrupts repairs.
Turret threat indicators - The Demolitor can now see nearby turret firing zones.
Reactor absorption - Added destruction effects, absorption sounds, and a Core Salvage HUD readout.
Workshop upgrades - Increased the Demolitor’s upgrade cap from level 6 to level 8.
Demolitor AI - Improved attack commitment, defense targeting, pursuit of repairing Scrappers, and prioritization of weakened bases.
Scrapper AI - Improved turret placement around entrances and preservation of firing lanes.
Base entrances - Added recessed defenses, wider connected terraces, and repositioned stairs across all twelve bases.
Turret targeting - Turrets can aim at exposed torso areas when the Demolitor’s center is hidden.
Tutorials - Added clearer base-building guidance and explanations of Core Salvage and Gogglebot support.
Building durability - Reduced reactor health from 900 to 720 and repair facility health from 750 to 600.
Wrench balance - Adjusted stun duration to 3 seconds and increased wrench and Gogglebot zap cooldowns to 18 seconds.
Gogglebot repair - Reduced repair strength under fire to 40% of its previous combat rate.
Scrap generator prices - Adjusted level 4 and level 5 upgrade costs to 1,500 and 2,200 scrap respectively.
Repair drones - Fixed an error caused by a missing owning facility reference during destruction.
Turret range indicators - Fixed other turrets incorrectly blocking displayed coverage.
Prop collision - Corrected invisible barriers left behind by moved props and attached collision to the corresponding objects.
Entrance surfaces - Fixed flickering on entrance wall tops.
Tutorial layout - Fixed content overlapping the decorative frame.
Old terrace stairs - Replaced the previous front-facing stairs with the connected entrance layout.
Visual clutter - Removed redundant tutorial headings and oversized reactor absorption effects.
Balance validation - Latest balance changes need further full-match and multiplayer testing.
Drone hull - Repair drones now have health (60 / 90 / 120 HP by fleet level) and can be destroyed by the Demolitor's hammer and ground slam
Repair your drones - Hold E while facing one of your drones to weld it back to full health
Drone priority - Press Shift+C while facing a drone to mark it as the fleet's repair priority
Drones repair each other - Drones fix a damaged fleet mate when it's marked as priority or when no building needs repairs
Dock and Auto Repair - Dock sends the fleet back into the facility; Auto Repair launches it again
Hovering drones - Idle drones hover above the facility instead of sitting still
Fleet strip - New compact panel under your currency showing each drone's health, fleet level and mode
Persistent health bars - Players and bots always show a health bar with HP numbers, hidden behind walls
Upgrade gains - The upgrade button shows exactly what you gain, e.g. +2 DMG +32 HP
Turret hint - Turret owners see current DPS and what the next level or next turret adds
Play stats - Anonymous play funnel stats (match start, phase reached, result, leave point) via S&box Stats to help improve balance
Cooperative repair - Multiple drones now work on the same building together instead of idling
New drone spawn setting - New drones always deploy in Auto Repair mode
Drone spacing - Drones keep their distance and no longer clip into each other
Context controls - Placement, building and drone controls sit in one compact row above the ability bar
Stable button positions - Upgrade and Demolish stay in the same spot when drone controls appear
Progress on building bars - Construction, upgrade and demolition progress now shows on the building's own health bar
Less clutter - Ability announcements no longer stay on screen and Demolitor messages fade after 3 seconds
Currency panels - Scrap and energy panels restyled to match the construction menu
Options footer - Save and live match notes now sit in the Options footer next to Back and Reset
Health bar edges - Health bars stay visible at the top edge of the screen when a character's head is out of frame
Turret damage - Turret damage raised from 4 to 4.5 per shot with faster growth per level; T3 now deals 15.3 DPS (was 12.1)
Turret durability - Turret health now grows 20% per level, from 160 HP at T1 to 288 HP at T5
Extra turrets - Second turret costs 400 (was 800), then 350 more for each one after
Wrench stun - Thrown wrench stun increased from 2 to 3.5 seconds; the Gogglebot zap is unchanged
T4 upgrade cost - Defense T4 upgrades cost 2,200 scrap (was 1,800)
T5 upgrade cost - Defense T5 upgrades cost 2,600 scrap plus a full charge (was 4,000 plus a full charge)
T5 power - T5 turret damage and wall health are now 2.25× T4
AI reactor finishing - The AI Demolitor finishes off nearly destroyed reactors instead of leaving to shop
AI upgrade choices - The AI Demolitor buys hull and regen when they fall behind its damage
Bot strategies - Firepower build bots build 2 turrets in phase 1 and 3 from phase 2; Balanced bots add a second in phase 3; Fortification bots keep one
AI routing - The AI Demolitor replans when its path becomes blocked instead of steering into walls
Wrench label - The wrench ability label no longer gets stuck on RECHARGING
Exhaustion label - The exhausted label now disappears as soon as you can sprint again
Duplicate stun label - Removed the extra STUNNED text after the Demolitor's name
AI stuck on barricades - The AI Demolitor no longer stalls at barricade corners and heads for the gate center instead
Dead builders - Construction is cancelled immediately when its builder dies
Options button - Removed the in-match Options button in the top right; open Options from the Escape menu
Demolitor controls hint - Removed the permanent HOLD LMB / HAMMER / E WORKSHOP line
Placement clutter - Removed the placement title, cost, rotate hint and range legend; R still rotates
Upgrade stat box - Replaced the large upgrade stat preview with a single gain line
Old drone panel - Replaced the boxed drone text panel with the fleet strip