Twisterverse — Patch Notes
July 29, 2026
29 July 2026
🎁 Added
  • Dissipation Tree. Storm Essence is now a currency you spend. Fourteen permanent upgrades across four branches (Wind, Harvest, Domain, Eternity), each node gated behind the last, ending in the Singularity: double all wind gain per level, unlocked only with a maxed Storm Core and one node from every branch tip. None of it repeats the points shop. Eternal Ember keeps upgrade levels through a dissipation, Cyclone Seed starts the next run with points in hand, Vortex Brood spawns subvortices with no Twin Vortex investment.
  • Essence has a balance now. The permanent +0.3% per essence follows your lifetime total, not your balance, so buying nodes never lowers your multiplier. Existing saves carry over with nothing lost.
  • Five universes past the Omega stage. Supernova Universe, Black Hole Universe, Wormhole Universe, Breaking Space-Time and Inside the Matrix. Each one has its own world, vortex geometry and palette: expanding shock shells, a giant event horizon, an hourglass throat, split off-axis planes. Inside the Matrix runs a rig of its own, 46 columns of falling code down the wall of an invisible funnel. Wind floors for all five are anchored to the top 20 of the global leaderboard, so there is headroom above every current record.
  • Ten achievements. Max wind, total destroyed, dissipations, combo, missions and storm chasers. Progress already sitting in your save counts toward them.
  • Houses that come apart in five stages. Residential houses spawn intact and are stripped step by step. How far the cone gets depends on your EF rating: an EF1 peels the roof, an EF4 takes it to the foundation. Below that ceiling the house survives standing, and the damage sticks, so a second pass through the same neighborhood is not a fresh block.
  • Waterspouts. Over open sea the funnel pulls blue and tears spray off the surface. It works on the EF8 Hurricane too, where water coverage is sampled in a ring around the system instead of at the center, so a storm sitting on the coast reads as half wet.
  • Cars thrown clear. A vehicle your stage cannot crush no longer walks through the funnel untouched. It gets launched, lands intact and drives back to the road. From EF2 up, cars are destroyed for real again.
🧼 Improved
  • World and visuals
  • New ground per terrain type: live grass, beach sand, cracked asphalt, burned crust, packed dirt on roads.
  • Ground surfaces now carry normal, roughness and AO maps, not just albedo. A flat plane no longer reads as a flat plane.
  • Scattered grass across green maps, 21 scanned variants.
  • Water rebuilt on the engine shader, with the wave animated per pixel so it shows on the world's flat quads. Coast and ocean have separate colors.
  • Larger ground tiles and three grass variants per chunk, so the grid is no longer visible up close.
  • Rebuilt dust skirt at the base using thick ribbons and a haze layer. Subvortices got the same air and dust ribbons at their scale.
  • Legacy houses are back in the lot rotation alongside the new one.
🪛 Fixed
  • Hurricane (EF8): contact and suction reach up 2.9x. The storm covered the screen and destroyed a single point in the middle of it.
  • Steering: holding A/D turns over time at 95 degrees per second. It used to apply the full step every frame, so sensitivity scaled with framerate and a short tap threw the heading. Fine corrections work now.
  • Dissipate: essence balance and current bonus always show on the button, including at zero.