- 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
- 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
- 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
- Gun jam system
- UI placement on different aspect resolutions is a work in progress. The best experience is played at 1920x1080/2560x1440.
- Enemies overlap each other.