Hover Point · published · build 22346569

We’ve completely reworked how objects interact in the world. Combat is now more physics-driven and tactical:
Tactical Trails: Your trails aren’t just for damage anymore. They now push enemies and act as a shield against incoming projectiles. Note: Trail damage and force now decay over their lifetime.
Disorientation: Enemies pushed by force will now face the direction they are shoved, disrupting their aim and movement.
Physical Projectiles: Bullets are now physical objects! You can push or tilt them to adjust their trajectory. They also now feature a visible duration so you can track their expiration.
Shielding Orbs: Experience (EXP) and Heal orbs now have physical presence and can be used as emergency cover against enemy fire.
Recoil System: All characters now have built-in recoil. We’ve switched to multiplicative scaling, making high-recoil builds much more manageable and forgiving.
Multishot Synergy: Recoil now scales with your number of multishots. More bullets means more kick!
Grace Periods: Now feature a visible timer and can be refreshed for both players and enemies. While active, shooting and trail spawning are disabled.
Fairer Starts: All characters now have a 3-second fire delay upon spawning to prevent "instant death" surprise attacks.
Spawn Rates: Increased the base spawn interval to 7.5 seconds (up from 5.0) to give you more breathing room.
Enemy Caps: We’ve introduced a "Max Active Enemy" limit that starts at 2 and increases every 2 minutes.
Global Threat: Every enemy type is now capable of firing back, with unique stats and firing positions.
Sprite Overhaul: High-quality sprite improvements for all characters and objects.
Effect Polish: Enhanced graphical effects for a more "juicy" combat feel.
Bug Fix: The "Forward Dash" augment icon now displays correctly.
Note on Bosses & Maps: We are currently reworking the Boss and Map generation systems to match these new physics. They have been temporarily disabled and will return soon, better than ever!