Quantum Covenant Playtest
Playing now
0+0 vs. yesterday
—of peak
All-time peak
07 Sep 2026
Playing now
0+0 vs. yesterday
All-time peak
07 Sep 2026
| Published | Title | Build |
|---|---|---|
| 09/06/2026 Update (New Tutorial Stations, Leaderboard Fixes, Boss Fixes) Packaging and integrity · Shipped content now loads from packed files rather than loose files, with a signed manifest that gates leaderboard posts from a modified install. Invisible in normal play. Onboarding (CALIBRATION) · The drift station now requires drifting through the ring, not just holding a slide nearby. · A new MOVEMENT ABILITY station teaches dashing in all four directions, not just… | 25160109 | |
| 9/5/2026 Update Onboarding (CALIBRATION) - Two full rework rounds: co-op rings, dash-through and speed gates, a black void section, drones, a drift path, and a finale playground. Stations refuse silently if taken out of order, too slow, or without the required dash. Required speed/ability shown on the card. - Every pilot clears every station, not just the host. Skill tree - Levels buy ranks, ranks grant stats,… | 25146940 | |
| 9/2/2026 Update 2 ⚠️ Network protocol changed. Everyone has to be on this build to play together. Run end - The roguelike has a win condition. Clear the boss on wave 15 and the run holds for a triumph screen and a vote to CONTINUE ENDLESS. Every connected pilot has to vote, or the host can END RUN. Combat - Splash weapons confirm a hit with sound, once per detonation. - Grenade cooldown 1.5 -> 1.2s, and its blas… | — | |
| 9/2/2026 Update Run end - The game-over screen is three click-through beats with an XP row, and WISHLIST and DISCORD buttons on the last one. - Score converts to XP. Pilots have numeric levels, and a level-up snapshot lands at game over. Menus - The lobby's left column is SELECT MISSION now: CAMPAIGN, TRAINING and SANDBOX. - One vocabulary for the co-op flow: START RUN and JOIN SQUAD. - Roster cards show each… | — | |
| 8/30/2026 Update Onboarding - A CALIBRATION range: a digital-void course of stations and skill gates with its own HUD, routed to on first launch. Utility - Two new items take the pool from four to six: HOLO DECOY and REPAIR DRONE. The drone escorts you rather than sitting where you placed it, and the decoy is a projection wearing your own chassis. - Utility cards say what they do on the face, not only in the to… | — | |
| 8/24/2026 Update Combat - The grenade gains a shove wider than its blast, tuned to peak outside the kill radius where things are still alive to be moved. COUNT fans the throw. - NOVA reworked: cooldown 4 -> 6s, radius 22 -> 44, force 600 -> 300 with a full-strength plateau out to 36. - Lancer is 250 hull / 150 shield, so the sniper survives a burst. Co-op - Revive beacon holds stack: 8s alone, 6s with two, 4s w… | — | |
| 8/23/2026 Update Waves - Enemies scale after each boss you kill: hull x2 and damage dealt to you x2, per boss, compounding. The roster stops adding enemy types at wave 10, so past the Death Sphere a drafted build was out-scaling the wave and runs stopped resolving. Shields are not scaled. Loot - One HEAT-scaled drop table rolled at kill credit replaces the per-enemy drop triggers. The killer's heat tier multipl… | — | |
| 8/20/2026 Update Onboarding · A first run streams its waves in rather than stepping off a cliff at wave 4. Wave 1 is drones alone. · Enemy introductions: the first time a new enemy type appears, the game pauses, shows a card and highlights the actual enemy on screen. · Paged cards with BACK / NEXT and a page counter, a 1.3s minimum read time, and a NEW CONTACT strip. · The ult is taught mid-fight and explains i… | — | |
| 8/19/2026 Update Waves · Enemy types have a minimum wave now. The roster arrives across eight waves, ordered by what each type teaches rather than cost. Intro schedule stretches to wave 10. · Fixed: five of nine enemies were inaccurately weighted for score/heat gain. · LEECH and RAPTOR threat values increased. Enemies · RAPTOR model updated. · Shields show a dim "0" on refused hits. Run summary · The game-over… | — | |
| 8/17/2026 Update HEAT is visible on the reward screen After each wave you get a heat strip — a segmented bar of how hot you flew it — and the upgrade it earned gets a label. In co-op an ALLY HEAT panel sits under the scoreboard, one bar per teammate: bars only, showing how the squad flew. Heat pays on time spent at a tier now, not the single hottest moment; a death costs the bump proportionally instead of wipin… | 24785763 | |
| 8/16/2026 Update Pilot profile New PROFILE tab: tier banner, signature run pinned, commendations, per-hull mastery, co-op and deathless counters — seeded from your existing run history, so it won't open at zero. Boost is an instrument Boost was a 2–4px filament on the panel edge while hull and shield got labels, cells and numbers. It's a proper gauge now. The speed readout became the SPD crescent; DMG/INTAKE co… | — | |
| 8/14/2026 Update - Boss fight tweaks - Garage bug fixes - Borderless mode fixes | — | |
| 8/13/2026 Update The WARDEN reworked — it looks at you now The wave-10 boss is rebuilt around a gaze. Its eye sweeps the arena like a searchlight hunting for a pilot; once it has line of sight and you're in its arc, it locks on and physically turns to face you. The marked pilot gets a pulsing THE WARDEN HAS MARKED YOU banner. Because the whole body turns, its plate lasers and turrets converge on whoever is mark… | — | |
| 8/12/2026 Update New enemy: the LEECH A flying support enemy that doesn't shoot you. It attaches a blue tether and slows your thrusters for as long as it holds you, and it follows while draining — you can't just fly out of it, you have to kill it or break line of sight. While leeched, a SLOWED callout appears under your crosshair and your movement card is visibly locked: it turns drain-blue, reads LEECHED, and… | 24705810 | |
| 8/11/2026 Update Revive your teammates mid-wave Dying in co-op drops a beacon where you fell, shown as a gold ring that bleeds charge as it fills. Teammates hold that ring for 6 seconds to bring you back — progress pauses when everyone leaves it, but never resets. You rebuild at the beacon with half hull, an empty shield, your run's weapons intact, and brief immunity. Nothing is locked out while reviving; the c… | — | |
| 8/9/2026 Update Weapons are mod channels now, not a fork tree Last build introduced weapon mods; this one makes them the whole progression system. New channels: PROJECTILE COUNT (+1 barrel), BLAST RADIUS, HOMING (adds tracking to a weapon that had none), DAMAGE RAMP, BEAM POWER — plus hitscan channels, so beams have progression instead of being dead ends. Because a weapon can grow along a channel now, the old… | — | |
| 8/8/2026 Update Weapon mod slots — new reward type Rewards can now upgrade a specific weapon rather than your ship. Each weapon has three mod slots, and a mod levels up in place without a cap: FIRE RATE (+10% per level), PROJECTILE SPEED (+15%), and DAMAGE. If more than one weapon is eligible you get an UPGRADE WHICH WEAPON screen. How many levels a card pays is its rarity — a gold SPEED card can pay +3, while… | — | |
| 8/6/2026 Update - Audio engine rework - Global graphics adjustment | — |
| Date | Day | Time | Patch title | Build ID | Branch | Depots | Download Δ |
|---|---|---|---|---|---|---|---|
| 8 Sep 2026new | Tue | 04:53 | No patch notes · unannounced build | 25180077 | public | 1 | — |
| 7 Sep 2026 | Mon | 03:08 | 09/06/2026 Update (New Tutorial Stations, Leaderboard Fixes, Boss Fixes) | 25160109 | public | 1 | — |
| 6 Sep 2026 | Sun | 04:26 | 9/5/2026 Update | 25146940 | public | 1 | — |
| 4 Sep 2026 | Fri | 04:56 | No patch notes · unannounced build | 25094937 | public | 1 | — |