Version 1.0, build 14: Two new weapons, a new map, and permanent upgrades that carry from run to run.
Heads up. Your weapon no longer fires on its own. Keep your thumb on the aim stick on the right to shoot: rest it there to auto-aim at the nearest enemy, or push it to aim yourself. Your ball runs 18% faster than before while it is not shooting and 22% slower while it is, so lifting your thumb is how you get away.
Main menu
- The main menu is new. Your ball fights live behind it in creeping dark smoke, it drops into the arena with a hit when the menu opens, and you pick your MAP, WEAPON and AUGMENT right there before one tap on PLAY starts the run.
- Swipe or use the arrows on the MAP, WEAPON or AUGMENT button to change it, or tap it to see the full list and press SELECT to come back.
- Tap MAP to see every map. A locked map can be unlocked right there with BALLSOULS.
- Picking a map, weapon or augment you do not own turns PLAY into a gold UNLOCK button with its BALLSOULS price. It says NOT ENOUGH when you cannot afford it yet.
- The menu shows your BEST time with the weapon you picked, what is new in the STORE, what your next SOUL FORGE rank costs, and your leaderboard rank with that weapon. RANKS opens straight on that weapon's board.
- SETTINGS is now a cog in the top corner of the menu, next to new YOUTUBE and DISCORD buttons.
- RETRY on the results screen is now RUN AGAIN, and it starts a new run straight away with the same map, weapon and augment.
- The STORE, the SOUL FORGE and the MAP, WEAPON and AUGMENT lists show your ball in the same dark smoke as the menu. Your BALLSOULS sit in the same place on every screen, and you can tap them there to see what they are for.
- STORE on the menu opens the SHOP, which has a new MAPS tab. The leaderboard has MINIGUN and RPG boards, with the weapon tabs in two rows so every weapon fits.
Ads
- The forced ad between runs is gone. Every ad is now one you choose to watch for a reward.
- Under PLAY there is a new offer, WATCH AD: START WITH +1 UPGRADE. Watch it and you pick one extra upgrade as the run begins.
SOUL FORGE
- The SOUL FORGE is new, behind FORGE on the main menu. You spend BALLSOULS there on permanent upgrades that apply to every run.
- There are ten: MIGHT (+5% damage), VIGOR (+10 max HP), PLATING (-3% damage taken), MENDING (heal 1 HP every 5 seconds), HASTE (+2% move speed), INSIGHT (+5% XP), HARVEST (+5% BALLSOULS), REDRAW (+1 reroll), HEAD START (start a run one level up) and LAST BREATH (survive one fatal hit, back every 60 seconds).
- Every one except LAST BREATH has several ranks, and each rank adds the same again.
- First ranks cost 2,500 to 9,000 BALLSOULS, LAST BREATH costs 20,000, and each rank after the first costs more than the one before.
SOUL FORGE Controls
- Hold to fire: your weapon fires only while your thumb is on the aim stick. Rest your thumb to auto-aim at the nearest enemy, or push it to aim yourself. The first time you play after updating, a hint, HOLD RIGHT TO SHOOT, shows how.
- Your ball runs 18% faster than before when it is not shooting, and moves 22% slower than before while your weapon is firing, just under the speed of a regular enemy.
- Getting hit knocks your ball back much further, so a hit opens a gap between you and the enemy. Bosses and elites knock you further still.
- New players get short hints that teach them to pick up XP ORBS, fill the XP BAR and choose upgrades, including that picking the same upgrade again makes it stronger.
Weapons
- New weapon MINIGUN: a gatling drum that starts slow and spins up to a steady stream of bullets the longer it fires. It fires from a 100-round belt and stops for a 1.5 second belt swap when it runs dry, with a bar under the ball and a sound so you know it is coming. Unlock it for 20,000 BALLSOULS.
- New weapon RPG: it charges up and fires a straight rocket at the nearest enemy, or at the one you aim at, with a big direct hit and a blast that damages everything around it. Unlock it for 22,500 BALLSOULS.
- Both new weapons have seven upgrade cards of their own. MINIGUN's include AMMO BOX (+40% ammo) and QUICK SWAP (-17% reload time).
- SWARM has a new look: the ball is a honeycomb hive that releases pixel wasps, and the VOLATILE MITES pop is a venom burst.
- BOOMERANG has a new look: the ball carries three small boomerangs round its rim and throws them with a spinning blade trail, and BACKHAND makes the returning blade burn amber.
- SHREDDER shards now deal 3 damage (was 1) and RIPSAW saws deal 4 (was 2).
- RIPSAW throws 25% more often (a saw every 1.28 seconds, was 1.6) and its saws fly 30% faster.
- SHREDDER's shards fly a much shorter distance before they fade.
- BOOMERANG reaches 40% further, waits 25% less between throws and finds targets 30% further away.
- AK77 is reworked: it hits enemies right up against your ball, swings to the next target the moment one dies and stays close to where your thumb aims. Its range now matches SHREDDER's, which is shorter than before.
MINIGUN
RPG OBSIDIAN
- New map OBSIDIAN, with its own enemies and two bosses of its own, MONOLITH and KALEIDOSCOPE. Unlock it for 25,000 BALLSOULS. The original map, now called ABYSS, needs no unlock.
- All four of its glass enemies, SPLINTER, CRACKER, FLOCK and LANCER, show up within the first two minutes, and they are about the size of your ball. CHARGERs only appear on ABYSS.
- A CRACKER spins while it rushes you and stops dead just before it bursts. The LANCER fires a softly glowing beam with rounded ends. The MONOLITH raises rings of glass walls around you.
- The arena is black glass, with glass rock formations, crystal walls and prism pylons.
- Crystal walls block you, enemies and enemy shots. Your hits crack them until they shatter into glass that hurts nearby enemies, and they grow back about 35 seconds later.
- Hit a prism pylon when it is charged and it fires three beams at the nearest enemies.
- VOID PITS: the floor cracks along a glowing line, then opens for 6 seconds. Enemies that walk in fall and still pay their BALLSOULS, but drop no XP. Your ball is pushed out and takes damage, unless you dash over it. Bosses are too big to fall.
- Every 90 seconds a GLASS STORM closes in from the edge until the safe area is half as wide, holds for a while, then pulls back, about 20 seconds in all. Outside it you take damage. GLASS STORM INCOMING and a countdown bar show under the timer first, and a storm never arrives on top of a boss.
OBSIDIAN Upgrades
- Three new upgrade lines work with every weapon: CRITS (some hits deal 200% damage and show a bigger white number with a red outline and a "!"), EXECUTE (hits finish off enemies low on HP) and LIGHTNING (hits can jump to nearby enemies as a bolt).
- Each line starts with one card that unlocks it: KEEN EYE, REAPER or STATIC. The other cards in these lines (DEEP CUT, KNOCKOUT, HEADSMAN, FORKED BOLT and HIGH VOLTAGE) only show up once you own the one they belong to.
- KEEN EYE, REAPER and STATIC are offered more often, and less often once you have passed one over four times.
- At most, CRIT chance reaches 30% and LIGHTNING chance 32%, and EXECUTE finishes enemies under 28% HP (elites only with HEADSMAN, never bosses).
- LIGHTNING bolts are bright and jagged and race from enemy to enemy. A bolt chains 2 times to start and up to 6 times with FORKED BOLT.
- New augment cards: SURGE gets MOMENTUM and REFUEL, SINGULARITY gets VACUUM and CRUSH, and ANCHOR gets BRITTLE and MAGNET. SWARM gets a new weapon card, HATCHLING.
- BLOODHOUND, WIDE LOAD, DEEP WELL, DEEP MIRE and SECOND ANCHOR no longer appear as upgrade cards.
- The POWER card gives +40% weapon damage per pick (was +15%).
- BODY COUNT gives +2 max HP every 50 kills and no longer heals you to full.
- Upgrade cards say exactly what they do, with their real numbers, and use percentages instead of multipliers.
- Tapping CASCADE when no enemy is hurt tells you what it needs (CASCADE BLOWS UP HURT ENEMIES), and a CASCADE blast takes at most 6% of a boss's health.
Enemies
- Shots from regular enemies hurt about 50% less (a SPITTER shot deals 4, was 8), and a regular CHARGER's dash hurts about 25% less (11, was 15). Touching a regular enemy now deals 7 damage (was 6), so elites touch a little harder too, and bosses hit as hard as before.
- SPITTERs fire at most one shot a second across the whole arena (was more than two), and their shots fly 18% slower.
- Enemies are on screen from the start, about 15 by 0:20 and 30 by 2:00. After that the crowd settles at about 20, and new enemies arrive at a pace that builds over a long run instead of peaking at 4:00.
- Enemies stop at the edge of your ball instead of piling on top of it, so you can always see your ball. The crowd is solid too: knocking one enemy back shoves the ones behind it.
- Regular CHARGERs dash softer, wait longer before dashing and rest longer after. The CHARGER boss dashes three times in a row, faster and further, aiming at you each time.
- The 5:00 boss is picked at random each run, and the bosses still take turns after that, so you never face the same boss twice in a row.
- Beating a boss bursts its XP into a spray of 40 orbs, and all of them stay until you pick them up.
Look and sound
- Your ball shatters into glass when you die. When you use your revive, the pieces fly back together and the ball lands whole with a pop. The revive offer is see-through so you can watch, and your weapon's shots vanish with the ball instead of hanging in the air.
- Getting hit lights up the edge of the screen on the side the hit came from, and big hits shake and buzz harder than small ones. Your ball flashes white instead of turning red, and AK77, SHREDDER and RIPSAW flash too.
- Damage numbers are 60% bigger and bright with a dark outline, so they read on the dark arena and over explosions. Upgrade card descriptions are brighter and outlined so card effects no longer cut through the words.
- BARRIER is a gold hexagon shell that cracks from the side you were hit and looks heavier with each pick. SECOND WIND is a turning violet ring, with a violet card and icon to match. Both visibly rebuild while they recharge.
- SPLIT clones look like their own weapon in the clone's colour, their shots match that colour, and they no longer copy your shield.
- New music in runs: it builds as the fight gets busier, switches to a boss track when a boss arrives, and quietens while you pick an upgrade or pause. Menus play a calm version that carries on into the run.
- Music is louder: the MUSIC slider reaches a much higher volume, and new players start at 50%.
- The main menu's STORE, FORGE and RANKS icons glow less, so their shapes read clearly.
- New sounds for dying, reviving, a BARRIER breaking and SECOND WIND saving you, a heavier sound for big hits, a brighter XP pickup, and a SHREDDER shot that no longer shrieks.
Fixes
- The results screen shows your full BALLSOULS payout with INTEREST included, and watching the 2X ad doubles that full amount.
- Bosses are drawn sharp at their full size. They used to look blurry up close, the CHARGER boss most of all.
- Bosses and big enemies hurt you only when they actually touch you, not from a visible gap away.
- Level-up cards ignore taps for a moment while they are dealt, so a tap meant for dodging no longer picks a card by accident.
- On wide phones the level-up cards no longer overlap the upgrade list on the right of the screen.
- Sound no longer cuts out after connecting or disconnecting earbuds or Bluetooth headphones on Android.
- Leaving a run with END RUN no longer flashes the run's controls over the pause screen.
- The SHOP shows ANCHOR's correct 5 second cooldown.
- Fewer stutters in big late fights, at the first boss and on a run's first sounds, and screens change faster.
- On 120 Hz screens, a phone that cannot hold 120 settles at a steady 60. A run that cannot hold 60 lowers the resolution slightly.