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Latest · v1.0 · 18 October 2026

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.
The SOUL FORGE screen: MIGHT at rank 2 of 5 with its next rank priced at 11,550 BALLSOULS, and the VIGOR card next to it at 7,250. 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 in a run: the yellow ball with its gatling drum firing a stream of bullets into a crowd of red enemies, the belt bar under the ball and a column of 21 damage numbers coming off the stream. MINIGUN
RPG against the CHARGER boss: a rocket flying from the ball into the boss, with the blue ring of the blast around the hit. 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: the ball inside a gold BARRIER on the black glass floor, a cracked crystal wall above it, a glass rock formation on the right and red glass enemies around it. 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.
v1.0 · 2 October 2026

Version 1.0, build 13: Ball Survivors is out on Google Play. This is the build it launched with.

Cloud save

  • Sign in with Google Play Games and your progress is saved to your Google account: your BALLSOULS, everything you have unlocked, your best runs and your leaderboard name.
  • It signs you in when the game starts. Settings has a CLOUD SAVE row that shows whether you are signed in, with a SYNC button to save right now.
  • Uninstall, reinstall, sign in, and it all comes back.

The look

  • New app icon: the angry ball on teal. The name under it on your home screen is now Ball Survivors.
  • Opening the game plays a short intro where the angry ball pops into the KindaMAD logo. A tap skips to the end of it.
  • Changing screens cracks the glass from where you tapped and breaks it away onto the next screen, with a sound. Opening the store and starting a run do it too.
  • Colours are richer and there is less glow over everything.
  • Enemies break into glowing violet and pink shards when they die. The old rainbow confetti covered the gems they dropped.
  • The main menu title is no longer a blur of glow.
  • Enemies charged by CASCADE glow less.

HUD

  • Your health is a row of ten hearts. The whole row turns gold while BARRIER is up.
  • The XP bar is a burning fuse that fills from left to right.
  • LV and the run timer each have an icon. The stopwatch hand ticks every second and spins fast for the four seconds before a boss arrives.
  • The ENEMY HP number is gone.
  • Both sticks sit on a dark pad so you can see them against the arena.
  • Upgrade icons on the pause screen and the HUD no longer blend into their own background.

Augments

  • SURGE and SINGULARITY make you untouchable from the moment you press until just after they end. A rainbow shell grows out of your ball while it lasts, and swells when it blocks a hit.
  • SURGE's rainbow trail shows every time. On 120 Hz phones it hardly ever drew.
  • After you pick an augment, the run starts with it ready. It used to start part way through its cooldown from the preview, and with SPLIT or ANCHOR a clone or a field could already be out.

Enemies

  • Enemies have half the health they had, elites and bosses included. Runs were ending because the crowd never thinned out.
  • Bosses barely flinch when your shots hit them, so a fast weapon can no longer hold one in place. PULSE and SINGULARITY still move them as much as before.

SWARM

  • VOLATILE MITES now hit the enemies around the one that was bitten. The blast was too small to reach anything else. It is a ring with flying shards now, so you can see what it caught.
  • SWARM no longer drones. The constant buzz of the mites is gone, and its firing and hit sounds are quieter, in runs and in the weapon picker.

Level up

  • The cards are bigger and their text is a size larger, so they are easier to read on a phone.
  • BODY COUNT's card now says it heals you to full every 50 kills, which it always did. Your ball flashes green when it happens.

Screens

  • The previews in the store and the pickers are zoomed in closer, and the ball runs at its real speed in them.
  • Cards in the store and the pickers slide in from the right.
  • The BALLSOULS mark sits next to your BALLSOULS on the main menu and the pause screen. Prices on the store cards are bigger and centred, and the UNLOCK button is gold.

Settings

  • Settings fills the whole screen with bigger text.
  • New rows: PRIVACY POLICY, YOUTUBE and DISCORD.
  • REPLAY HINTS brings the first-run hints back for your next run.
  • A PLAYTESTERS list at the bottom thanks the people who played the closed test.

Fixes

  • The revive and 2X offers were often missing. They now show up from your very first run.
  • Dying just after a level-up could open the upgrade cards over the death screen, and the run carried on with you dead. The cards now wait, and come up if you revive.
  • The BARRIER and SECOND WIND bubble was drawn far too small to see. It wraps your ball now.
  • On phones with a camera cutout, the HUD and screens keep clear of the camera.
  • The phone's Back button closes whatever is open, one screen at a time. Over the store it used to offer to quit the game, and in a run it did nothing.
  • The leaderboard loads far more reliably on a weak connection.
  • TOTAL KILLS in the BALLSOULS popup always read 0.
  • After a visit to the store, CHARGER dash lines could stay lit on the main menu, and a second visit showed CHARGERs without them.
v1.0 · 21 August 2026

Version 1.0, build 8: You carry one ability now, and it picks your upgrades.

Heads up. Everything in the store costs a lot more than it did. RIPSAW was 670 and is now 5,000. What changed underneath is that runs pay properly now: a good run banks around 12,000 BALLSOULS, double that if you watch the bonus ad, where the entire old store cost 4,710 in total. The old prices meant one decent run bought everything and the currency was dead from then on.

Augments

  • You now choose an ability before the run, and you carry exactly one. It is the only button you press. Your weapon still fires itself.
  • There are six. PULSE and SURGE are free forever. SINGULARITY, ANCHOR, CASCADE and SPLIT are bought with BALLSOULS.
  • PULSE used to be two things bolted together: a shockwave and a speed burst. They are separate abilities now, so picking one is a real choice instead of getting both by default.
  • Your augment decides your upgrades. Take CASCADE and the level-up cards start offering you ways to build around CASCADE, and none of the other five turn up at all.
  • Every augment has its own screen with a live preview, running against a real crowd, so you can watch what it does before you spend anything on it.
  • SINGULARITY pulls a crowd into a pile and detonates it. ANCHOR drops a field that snares. CASCADE charges up everything you have damaged and blows all of it at once. SPLIT gives you a clone that copies your movement and fires your weapon.

Level up

  • Four cards on the draft instead of three.
  • You get a free reroll every level. Watch an ad and you bank five more, spread across the whole run rather than one level-up.
  • Rerolling does not skip the pick. You still owe the game a card.
  • Every upgrade card has its own art now. All 76 of them, animated, instead of the emoji they used to carry.
  • Cards say what they actually do. Ten of them were describing something the game was not doing, and one was a straight downgrade you could pick by accident.
  • Barrier and Second Wind draw a bubble you can see, so you know whether the free hit is still there. Second Wind comes back after 60 seconds instead of being gone for the rest of the run.
  • Vitality heals you to full instead of the fraction it used to.
The Lifesteal upgrade icon: a green wireframe still, one vessel pouring into another. Lifesteal
The Shield upgrade icon: a gold wireframe panel of honeycomb cells inside a bolted frame. Shield
The Power upgrade icon: a magenta wireframe circuit board seen at an angle. Power
The XP upgrade icon: a gold wireframe cut gem drawn as a faceted diamond. XP

AK77

  • A fifth weapon. A rifle, with a magazine under the ball and a reload you can hear.
  • It has an ammo bar, and the bar now shows the whole magazine instead of the middle three quarters of it.
  • The ball wears a gas mask, and it moves out of the way of your health number rather than sitting under it.

Enemies

  • CHARGERs are much easier to kill and SPITTERs are much harder. A charger is the softest thing on the field now, so dodging the dash and turning around actually finishes it. A spitter is the toughest of the four, which is the price of the walk over to it.
  • Big enemies stop hiding. Chargers, elites and bosses used to drift to the back of a crowd and sit there screened by grunts, because being jostled took no account of size. They push through to the front now.
  • Enemies can no longer become unkillable. Their health used to climb forever regardless of what you could actually deal, and past a point trash stopped dying, which stopped XP, which stopped everything. It is capped at what you are demonstrably chewing through.
  • DRIFTERs and SPITTERs pay double what they used to, and souls now follow XP exactly, so the enemies worth a detour are worth it in both currencies.

The look

  • New background. The old one was an orange smudge over a dot grid that sat still while the world moved underneath it. It is a place now, with depth to it.
  • You can find yourself. The floor lights up in a disc under your ball, and that disc is exactly your pickup range, so it tells you two things at once. With SHREDDER, where the ball is hidden entirely, it is the only thing marking you.
  • Everything on the field has an order of brightness now. Shots are the loudest thing on screen, then you, then whatever is trying to kill you, then gems, then the furniture. Before this it was all equally bright, and green meant four different things at once.
  • Gems trail a proper comet behind them and fly point-first.
  • The pause screen is the run readout: what you are carrying, what your augment is doing, and the numbers behind it.
  • The game rotates both ways in landscape, so it no longer matters which way round you pick the phone up.

Sound

  • 43 rebuilt sound effects. The old set was thin, and off-key against the music.
  • The music follows the run instead of playing flat for thirty minutes. It thins out when the field is quiet and stacks up when it is not.
  • Things that were silent now make a noise: four of the six augments, a boss arriving, a boss dying.
  • The low-health heartbeat loop is gone. It was making the thing it warned about harder to hear.
  • Level-up has a chime, and gems hang for a moment before they lunge at you.

Screens

  • The weapon picker, the augment picker and the store are one screen now, and each of them shows the thing you are looking at live, in a real arena, rather than as a still picture.
  • The store has WEAPONS and AUGMENTS tabs, and REMOVE ADS sits in the header.
  • The run timeline moved to the RUN OVER screen, where you have time to read it.
  • Every score on the leaderboard says which augment ran it.
  • The main menu title is a keyboard. Touch the letters.

Fixes

  • A kill did not always drop a gem. Now it always does, and you can see it land.
  • RIPSAW's saws wandered off across the arena. They stay on a leash now, and one that crosses it dies there.
  • The HUD was blurry. It is drawn at the screen's real size again.
  • Waggling the stick made the whole swarm waggle back at you.
  • Moving at speed could carry you clean through an enemy without touching it.
  • The reroll button was sitting inside the row of cards.
  • The store preview was rendering the crowd in black with the menu through the middle of it.
  • ANCHOR's card claimed damage the ability does not deal.
  • Save files could be left half-written if the game died at the wrong moment.
  • The leaderboard's rank column did not line up, and the list ran into the footer.
v1.0 · 9 August 2026

Version 1.0, build 5: There is a second stick. You aim now.

Heads up. While your thumb is on the right stick, your weapons go where you point instead of at the nearest enemy. Point at empty space and you will shoot empty space. Let go and the old auto-aim takes over again.

Aiming

  • There is a second stick on the right half of the screen. Everything you are carrying shoots where you point it.
  • Before this, your ball shot whatever happened to be closest and you had no say in it. That was worst against SPITTERs, which hang back out of the way while something nearer soaks all your damage.
  • Let go of the stick and it goes back to picking targets for you, so you only have to aim when it matters.
  • The aim stick has a red crosshair on it. Two identical sticks under two thumbs was a guess.

PULSE

  • PULSE still fires the shockwave, and now it launches you as well. You accelerate to over twice your speed, hold it, then ease back down, and you can steer the whole way.
  • The launch leaves a curtain of light behind you with a rainbow running through it.
  • The shockwave itself was rebuilt to match: softer body, sharp front edge, sparks, and it actually dissolves instead of blinking out.
  • The speed boost has technically been in the game for a while. The physics was quietly capping it at almost nothing, so nobody ever felt it.

Bosses

  • Bosses have a health bar. One row at the top for the one you are fighting, and a small bar over any other boss on screen.
  • Bosses no longer stop at fifteen minutes. One arrives every five minutes for as long as you last.
  • Killing one gets a BOSS DOWN callout and a shake.

Spitters

  • SPITTERs lead their shots now. They fire at where you are going, not at where you are, so holding one direction gets punished.
  • The shot is nearly twice as fast and crosses the gap in well under a second. It used to drift over slowly enough to walk away from.
  • Every SPITTER aims slightly differently, so a group of them scatters shots around you instead of stacking every one on the same point.
  • There is a cap on how many shots can be in the air at once. Ten SPITTERs means more angles, not more incoming.
  • Watch the eye. It tracks the spot it is about to shoot at, so the lead is readable.

Controls

  • Both sticks and the PULSE button are smaller. They were eating a lot of screen.
  • PULSE moved into the arc your thumb actually reaches.
  • The glowing bits orbiting the floating wrecks were the brightest thing on screen. Dimmed and slowed down.

Fixes

  • SWARM ignored your aim completely whenever there was any enemy alive to snap to.
  • Aimed BOOMERANG throws only went a third as far as the ones the game aimed for you.
  • Moving fast enough could carry you clean through an enemy without touching it.
  • Changing your name left the old one sitting on every leaderboard you had already scored on.
  • An ad could appear on top of an ad you had just closed.
  • Letting go of the stick mid launch could spin you a full one eighty back into the swarm.
v1.0 · 7 August 2026

Version 1.0, build 4: The arena is three times bigger and running in circles no longer works.

Heads up. Revive and the 2X bonus now actually play an ad before granting. In the last build they granted instantly, for free, because the ad system was never switched on. If revive feels like it stopped working, this is why.

Arena

  • The arena is three times bigger. The whole thing used to fit on one screen, which meant circling the wall was the mathematically best thing you could do. Retreating is a real option now.
  • Two thirds of the old arena was walled off by an invisible boundary that did not match the ring you could see. Gone.
  • Cover drifts. The obstacles orbit the centre, so the safe spot moves while you fight.
  • Obstacles are rebuilt as floating wrecks: a crystal core, loose shell plates, a containment field. They light up where a shot hits them and run hot when the swarm piles on.
  • What blocks you is now exactly what is drawn. You used to walk into empty space and stop.

Enemies

  • Four kinds of enemy instead of one. GRUNTs are the mass and are slow enough to fall behind if you keep moving. DRIFTERs ignore you completely and cut across the arena. CHARGERs stalk you, wind up, then dash. SPITTERs hang back and shoot, and they are the only ones you have to go to.
  • They have their own shapes now, not just their own colours, and they point where they are going.
  • GRUNTs roll one of four bodies when they spawn, so a crowd reads as a crowd instead of a tiled pattern.
  • CHARGER dashes reach three times as far, and the dash line is drawn before it fires. The marks fill in as the wind-up runs, so the line tells you where it goes and how long you have left.
  • A pack of CHARGERs no longer arrives as one synced wall. Every one of them rolls its own timings.
  • Elite enemies get more common as a run goes on. Bosses at 5, 10 and 15 minutes.
  • Enemies now spawn just off the edge of the screen no matter what shape your phone is. On tall phones they used to appear inside the frame from the sides.

Feel

  • Enemies stretch when they move fast and squash when they stop hard, so a dash reads as a dash instead of a teleport.
  • DRIFTERs shed a spark spray behind them. Kill one mid-flight and the sparks hang there.
  • SPITTERs kick backward and flash when they fire.
  • Enemy shots are spinning red sparks. They used to be green balls, which everyone read as XP.
  • XP gems trail a comet tail while the magnet pulls them in. The old range ring looked like a debug leftover and is gone.

Quality of life

  • The weapon picker has a BACK button. It used to be a one way door into the run.
  • Tapping a locked weapon opens the store. Buy it there and it comes straight back owned and ready to start.
  • The name prompt no longer asks twice if you already set a name from the leaderboard.
  • The app has a real launcher icon. The last build shipped with Unity's default.

Fixes

  • Enemy hitboxes were about sixty times too big. Everything looked right, which is why it hid for so long, but anything that checked what was nearby was really checking the whole screen.
  • CHARGERs dealt their big hit on the wrong frame, so the recovery window punished you instead of the dash.
  • SPITTERs crept forward a body width every time they fired.
  • Obstacles stayed lit for minutes after the crowd that lit them was dead.
  • Every enemy shot rendered white regardless of what colour it was meant to be.
FOUND SOMETHING BROKEN?

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