Added

3 changes
  • Longer stages - every map now has four bubble waves followed by a boss round. Defeat the monster and clear its bubbles to finish.

  • Eight pixel bosses - Guttermaw, Crateback, Neon Fang, Sky Jelly, Frostjaw, Furnace Ogre, Drain Kraken and the Overpressure Core each bring a different attack pattern.

  • Final showdown - the Overpressure Core changes its attacks through three health phases.

Improved

3 changes
  • Readable attacks - bosses warn before firing, with recovery gaps and limits on active bubbles and their split fragments.

  • Stage timing - par times now account for the longer stages and boss fights.

  • Score fairness - summoned bubbles cannot be farmed for score or pickups; defeating the boss awards a difficulty-scaled bonus.

Fixed

1 change
  • Screen layout - removed the fixed-aspect black borders. Backgrounds and the gameplay HUD now fill the game window, while pixel sprites keep their proportions and menus stay centered.

4 changes in this update

Improved

3 changes
  • Menus - larger text, clearer buttons and shorter instructions across the stage map, pause, results and controls.

  • Soap Supply - a simple item list with visible prices, coin balance and saved pulse stock. Up/down navigation now works too.

  • Rankings and achievements - larger rows, clearer descriptions and readable page controls.

Removed

1 change
  • Menu clutter - removed the title high-score label, shop cards, repeated result statistics and long instruction paragraphs.

Improved

2 changes
  • Gameplay HUD - two plain arcade strips, pixel hearts, larger score and wave text, and a clear pulse count.

  • Readability - shorter hit and pickup messages, a compact boss bar, and buff timers that appear only when active.

Removed

1 change
  • Clutter - removed the pressure meter, duplicate wave dots, best-score line, enemy counts and long gear labels from active gameplay.

Improved

5 changes
  • Coin rewards - first Normal clears now pay 28–36 coins; repeat clears usually pay 10. Harder first clears still pay more. Failed attempts pay 2 coins per completed wave.

  • Shop prices - Hair Trigger costs 100, Spare Heart 80, and one pulse refill 35. Choose between saving for gear and buying ammunition.

  • Saved pulses - start with three charges once, then buy replacements. Remaining charges carry across stages, retries, menus and relaunches, capped at three.

  • Coin conversion - existing balances convert once at 10 old coins to 1 new coin, rounded down. Old unused gear refunds use the converted values too.

  • Competitive play - pulses are normal ammunition and remain eligible for scores and achievements. Trigger and heart gear retain the existing assisted-run rules.

Removed

1 change
  • Free pulse refills - waves, stage transitions and retries no longer restore charges.

Added

5 changes
  • Soap Supply - a pixel-art shop before stages and retries.

  • Earned coins - clear waves and stages to buy supplies. Harder difficulties pay more, and your wallet is saved.

  • Hair Trigger - 80 coins for 25% faster firing.

  • Spare Heart - 60 coins for +1 maximum health.

  • Pulse Cell - 40 coins for +1 starting pulse.

Improved

2 changes
  • Supplies - last one stage, including retries. Refund unused purchases or save them for later with Play Without Gear.

  • Fair rankings - equipped clears earn stars and coins; play without gear to earn achievements and submit competitive scores. Existing records and the two-star unlock rule are preserved.

Added

2 changes
  • Pulse hint - a short E / right-click reminder appears until your first successful pulse.

  • Pulse readiness - the indicator lights up when a charged pulse has a target in range.

Improved

3 changes
  • Easy and Normal - smoother early pressure, staggered arrivals, faster firing and less aggressive split fragments.

  • Pulse - clears nearby bubbles without splitting them, and staggers the Overpressure Core.

  • Pulse charges - Easy and Normal regain one charge each wave, up to three. Normal now starts with two.

Fixed

2 changes
  • Empty pulse - no longer spends a charge, starts a cooldown or counts against no-pulse challenges.

  • Pulse range - hits match the visible ring, including airborne bubbles.