We are overwhelmed with the feedback that has reached us! Thank you so much for playing the game. We take your feedback very seriously and we always try to improve the demo and the full release based on that.
Please find the changes below:
Added:
- Added option for auto aiming.
- Enemies touching you are now getting pushed away to prevent dragging them in front of you dealing continuous damage.
- We also increased the time the player is invincible after being hit.
- Added settings button in main menu.
- Added quit button after run.
- New enemy type
- Enemies can now appear in squads.
Fixed:
- Fixed an issue where the slow effect from chilled enemies won’t reset.
- Fixed an issue where the collection radius did not reset to normal after the “Elite Bounty” bonus
- Fixed an issue where the player was able to dash through walls.
- Fixed an issue where the ability upgrade "Increase the ability spawn count by 1" overlapped some abilities.
Adjusted:
- Dashing now moves you through enemies instead of pushing them away.
- The dash cooldown wheel now indicates all of the dashes, not just the last one.
- Reworked the difficulty settings. Every run starts at world level 1 but you can increase the difficulty to gain bonus EXP and challenge yourself.
- Lowered the enemy health (especially in early game). The enemies health curve was higher than intended, which resulted in never really feeling superior.
- Lowered the needed EXP for a skill tree level up to make progression faster.
- Every level up will increase your damage stats slightly to make you more powerful despite having bad rolls.
- Health regeneration now regenerates your health every 3 seconds (was 5).
- Golden Apple now heals you for 40% of your max. health (was 20%).
- “Elite Bounty” now grants 100% increased collection radius after defeating an elite enemy.
- Boss hitbox was adjusted
We hope you enjoy the changes we made!
Coming soon
Powerful Evolving Abilities:

