First major update

0.2
2 August 2026
20 changes in this update

Added

9 changes
  • A new main menu: the forest sits behind the logo with chases running across it, a slime running from the player and the player running from a boss. Six of them, covering all three bosses.

  • A field guide. Every enemy you meet for the first time gets a page with a portrait, stats and a line on how it fights. Boss stages get pages too, as do dodge and shield when they unlock.

  • Music. Seven tracks: the battle theme changes every ten waves, and each boss has a darker version of the one you're on. Tracks from OpenGameArt, CC0

  • Wave 30 now ends the run with a screen. Stop there or keep playing: the waves keep coming and each one is harder than the last.

  • You choose your first card at the start of a run.

  • Epics and legendaries you haven't taken yet come up more often, until you've collected them all.

  • How cards work is explained on the first upgrade screen.

  • Death animations for all three small slimes.

  • New decor: a tree, a fallen log, rocks, bushes and six mushrooms. Scattered without overlapping, and you walk behind them. (Thanks SakuSato)

Improved

7 changes
  • Enemies you can't see can't be shot. Auto-aim used to reach anywhere on the map, so the safest way to play was to run and never look back. Weapons now only fire at what's on screen.

  • Weapons fire on their own, no holding the button.

  • Dodge unlocks at the first boss and shield when ranged slimes start appearing, instead of being handed to you in the first second.

  • One upgrade card per ability instead of four. The pool is 25 cards instead of 33, and each is worth more.

  • Enemies arrive from around you rather than from anywhere on the map, and start closer during the first five waves.

  • Pause, death and guide screens animate in, and buttons respond to hover and clicks.

  • Upgrade cards fly in, and the one you choose flashes before it takes effect.

Fixed

4 changes
  • Endless mode past wave 30 was rock slimes and nothing else, because wave 30 is a rock-slime boss wave. It now mixes all six enemy types.

  • Bosses dealt the same damage on every boss wave, however far into the run you were.

  • Bosses stopped summoning when the field was crowded: ordinary enemies counted against their summon limit.

  • The mid rock slime could never reach you with its melee attack.