60 changes in this update

Added

25 changes
  • - Gun Temperaments system (Temper zones, Slam Reload, Overdrive)

  • - Each weapon now has a unique perk that activates when the gun is hot

  • - Slam Reload mechanic during the reload bar sweet spot

  • - Overdrive ability at high temper for a powerful timed buff

  • - Armor system on enemies that scales with wave progression

  • - Turret fatigue system that degrades shooter accuracy over sustained fire

  • - Shooter training system with infinite upgrade levels

  • - Shooter dialogue bubbles (Reloading, Can't see straight, etc.)

  • - Combo kill system with money multiplier up to 3x

  • - 5 pickup types that drop from enemies (Money, Health, Ammo, Damage Boost, Nuke)

  • - Shoot pickups to collect them

  • - Boss enemies with floating health bars and scheduled spawn waves

  • - Boss escalation warning system with multi-stage alerts

  • - Weapon Bench for upgrading individual weapon stats

  • - Wave preview in shop showing upcoming enemies and boss warnings

  • - Dynamic music system that reacts to boss fights and low wall health

  • - Field Manual with 5 tabs of game info accessible from pause and main menu

  • - Difficulty modes (Easy, Normal, Hard, Insane)

  • - Online leaderboards for highest wave and most money

  • - Settings menu with volume controls and game feel toggles

  • - Quick restart on game over by pressing R

  • - Game over stats screen (wave, kills, combo, accuracy, money earned, damage dealt)

  • - Adaptive batch spawning in the wave director based on kill rate

  • - Camera scaling for different aspect ratios and ultrawide support

  • - Fade-in transition on game start

Improved

19 changes
  • - Full hand-drawn UI overhaul replacing all generic elements

  • - Hand-drawn main menu, pause menu, and game over screens

  • - Hand-drawn HUD elements (health bar, stat boxes, weapon panel, shooter panel)

  • - Bitmap number font system in multiple colors

  • - Hand-drawn pickup sprites for all 5 types

  • - Hand-drawn VFX sprites (hit sparks, blood splatter, pickup pop)

  • - Metal bullet hole decals on armored enemies

  • - Hand-drawn gun jam key sprites (now used for Overdrive)

  • - Dark desert theme across all UI panels and menus

  • - Unified shop layout with tabbed navigation

  • - Shooter equip UI with inline weapon assignment

  • - Economy rebalanced with per-weapon upgrade cost scaling

  • - Enemy scaling now uses compound growth for late-game challenge

  • - Repair costs and healing rebalanced per wall level

  • - Reinforce system nerfed to heal only 25% instead of full

  • - Turret targeting prioritizes lowest health enemies first

  • - All weapons refill ammo at the start of each wave

  • - Wall damage numbers now spawn at the enemy position instead of wall center

  • - Muzzle flash positioning fixed on all enemy types

Fixed

13 changes
  • - Game flow consistency (first launch and restart both start wave 1 with $0)

  • - Turret fatigue not resetting between waves

  • - Spearman disappearing at wave 5

  • - Ammo pickup not reloading the player weapon

  • - Combo timer running during pause

  • - Magazine count showing raw value instead of upgraded value

  • - Giant enemy sprites on spawn

  • - 2D hit detection ignoring Z axis properly

  • - Crosshair reset on game over

  • - Health pickup showing correctly at full health

  • - Wall over-healing past max HP on upgrades

  • - Waves not stopping on game over

  • - ESC key consumed during shop phase

Removed

1 change
  • - Gun jam system

Known Issues

2 changes
  • - UI placement on different aspect resolutions is a work in progress. The best experience is played at 1920x1080/2560x1440.

  • - Enemies overlap each other.