Added

3 changes
  • One button called PLAY, and it never leaves you standing there. It looks for a game, and if there isn't one it opens yours and drops you straight in. The old "No suitable game found" warning still exists, but now it only shows up when starting a game genuinely failed — not as the first thing a new player ever reads.

  • Eating a bot now pays Cash. It used to pay nothing at all, which meant that unless a real player happened to be on the board, nobody earned Cash and the entire upgrade half of the shop was priced out of reach. A bot is worth 1, a player is worth 2, and you can bank up to 6 a round either way. Roughly two rounds of hunting bots buys an ability upgrade.

  • The shop's cosmetics tab tells you it's empty instead of showing you nothing.

Improved

9 changes
  • Rounds are three and a half minutes instead of five. The last minute used to be played on a city that was already eaten.

  • The city is much bigger. At eight players the arena went from about 410 to about 530 metres across, with 3,700 props instead of 2,445. Roughly 59% of the map is gone by the end of a round now, where it used to be 87% — so there's still a city out there when the clock runs out.

  • Bigger blocks fit bigger buildings, so the largest thing a city can place is now a 40-metre monster instead of a 33-metre one. There's more room at the top for a hole that gets huge.

  • Late-game growth is no longer a runaway. Once you were past the biggest authored size, every point made you wider at a flat rate — and since a wider hole eats faster, that fed itself. A hole hit 28 m at two minutes, 82 m at two and a half, 196 m at three and 316 m at four, on a map only 410 m wide. Growth now curves off at the top: a full round tops out around 80 m. Every size step below that opens at exactly the score it always did, so nothing about the early or middle game moved.

  • Eating another player is worth less of their score — 35% instead of 60%. A kill used to jump you a rung and a half up the size ladder in one bite; now it's about one rung, which is what it was supposed to be.

  • The main menu is reordered around PLAY. Host and Find a Game are still there, one row down, for when you actually want to pick.

  • The small text under the menu cards is readable. Those detail lines were white at low opacity over a coloured card — muddy grey at 12px. They're now dark, a little bigger and a lot bolder.

  • The QUESTS button's label was white on yellow, which was the hardest thing on the menu to read. It's dark now, like the border already around it.

  • The locked arena row in the lobby has a warm frame around it that matches the price tag inside, instead of a dashed border that never actually drew.

Fixed

2 changes
  • A grown hole turned every other hole on the map into a window onto the sea. Past a certain distance a hole's shaft stopped being drawn while the street above it stayed cut open — so from far away, other players looked like a mouth-shaped hole with the ocean visible through it and a nameplate floating over the top. Once a hole got big enough, every other player was "far away" by definition.

  • Quests could report stale progress when the system was switched off mid-session.

Removed

3 changes
  • Hole skins, and the whole system behind them — Electric Teal, Candy Pink, Galaxy Purple, Midnight, Molten Lava and Random Color are all gone. The cosmetics shelf stays, empty, and your hole's colour comes from the lobby pick again, the way it did before skins existed.

  • Quests and the daily chest are switched off in this build. Nothing you'd already earned is deleted, moved or overwritten — a switched-off build doesn't read or write that part of your profile at all, so it's all still there if they come back on.

  • The QUICK JOIN card. PLAY does what it did, and more.

Known Issues

6 changes
  • The bigger city hasn't been playtested by eye. 530 metres might feel like a long drive between props, and 3,700 props is more than the game has been asked to draw at eight players before.

  • The cosmetics tab is empty. There is nothing to buy with Gold right now.

  • Joining mid-round still puts you in spectator until the next round starts.

  • On a bad connection, a prop you swallowed on your screen can still reappear a couple of seconds later if the host disagrees.

  • Sweeping quickly over something half-swallowed can still hand it back.

  • The inside of the shaft is still very dark, so a prop is hard to make out over the last part of its fall.

Added

7 changes
  • Mouse steering is now a toggle. No more holding the button down for a whole round — left click hands the hole to your cursor, another click takes it back. It starts switched on.

  • WASD now moves you relative to the camera. W is always "up the screen". Keys take over while you hold them and the cursor picks the hole back up the moment you let go, so cutting a corner mid-chase costs nothing.

  • An on-screen hint when mouse steering is off, so a stray click can't quietly park your hole with no explanation.

  • Holes are actually holes now. There's a real shaft cut into the street, and props drop down into it instead of blinking out on a black circle.

  • New growth moment. Grow past a size you couldn't eat before and you get a banner and a sting telling you how wide your mouth is now.

  • "Next target" on the HUD and the scoreboard — how much wider you still have to get before the next thing on the map is edible.

  • Skins colour the shaft too, not just the rim.

Improved

10 changes
  • Growth is smooth and has no ceiling. Tiers are gone: every point you score widens the hole a little, and it keeps going.

  • What you can eat is measured off the object itself — its footprint and its height. A starter hole can't swallow an eight-metre lamppost through its narrow base any more, but a long bench taken end-first goes down just fine.

  • Score comes from the same measurement, so something that looks big pays big. Reward and difficulty can't drift apart.

  • You can actually watch a swallow now. Props fall under normal gravity, darken as they sink, and only fade right at the end. They used to be gone in the time it takes to blink.

  • Fall distance scales with your hole, so a late-game monster swallows things properly instead of leaving them hovering at the lip.

  • A prop has to be lined up over the mouth to count. Clipping the edge of something on your way past no longer eats it.

  • Holes don't bulldoze street furniture. Props stay put until you're genuinely under them.

  • Everyone sees the same city. Props eaten by other players — and by players who joined partway through — now match up across the lobby.

  • Nameplates are readable and sit centred over the hole.

  • The arena resets for everyone between rounds, so every round opens on a full city on every machine.

Fixed

10 changes
  • The hole hitching and stuttering whenever the cursor came near it. It now brakes onto the cursor and stops on it.

  • Holes rendering as a flat ring painted on the street, with roads acting as a lid over the shaft.

  • A flat sheet of sea showing up inside any hole wide enough to reach the waterline.

  • Props bobbing at the edge of a hole and snapping back up to the road.

  • Props launching across the map when a hole so much as brushed them.

  • Props sinking through solid road after the hole had already driven off — the "it got eaten outside the hole" bug. If the mouth leaves while part of the prop is still showing, the prop climbs back out.

  • Nameplates and score popups sitting to the left of the hole instead of over it.

  • Hand-placed props staying visible for everyone else after the host ate them.

  • Under lag, a prop you swallowed locally but the host never confirmed vanishing permanently. It comes back now.

  • Your hole stopping dead when the cursor slid off the ground; it now steers toward the last valid point.

Removed

4 changes
  • The tier system, along with "TIER UP", "MAX TIER" and the scoreboard's "Eats up to" row. Size and "next target" replaced them.

  • The solid collar around the hole — that was the thing shoving every prop you drove past.

  • Hold-to-move on left click, replaced by the toggle.

  • Props being dragged sideways along with the hole. Nothing pulls a prop any more; it falls because the ground under it is gone.

Known Issues

4 changes
  • Joining mid-round puts you in spectator until the next round starts.

  • On a bad connection, a prop you swallowed on your screen can reappear a couple of seconds later if the host disagrees.

  • Sweeping quickly over something half-swallowed can hand it back — it climbs out of the hole instead of going down.

  • The inside of the shaft is very dark, so a prop is hard to make out over the last part of its fall.