13 May 2026
🎁 Added
  • - 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
  • - 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
  • - 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
  • - Gun jam system
⚠️ Known Issues
  • - UI placement on different aspect resolutions is a work in progress. The best experience is played at 1920x1080/2560x1440.
  • - Enemies overlap each other.