Hover Point · published · build 22529365

We’ve focused heavily on making the game feel more responsive and satisfying to play:
Visual Impact: Added Screenshake and Hitstop (momentary pauses on impact) to give every hit a sense of weight.
Aiming Clarity: New Aim Indicators for both players and enemies help you anticipate incoming fire. A dedicated Crosshair now clearly shows your current firing vector.
Graphic Overhaul: Improved lighting and color tone mapping for a more cohesive look. Particle effects have been upgraded for maximum "juice."
Audio Cues: New distinct sound effects to help you distinguish between a "Negated Hit" (during Grace Period) and taking actual damage.
The arena has become more open but the obstacles are much more solid:
Sturdier Walls: We’ve reduced the chance of a wall spawning (from 1/8 to 1/16), but increased their weight by 10x. There are fewer walls now, but they are significantly harder to budge or push around.
Double Trouble: Enemies now spawn two at a time instead of one, ramping up the pressure more quickly.
Defeating a Boss is now a major turning point in your run:
Instant Augment: Bosses now drop an Augment Orb. Picking this up immediately triggers the augment selection menu.
Future Proofing: Bosses now drop Upgrade Points instead of standard EXP. While these don't have a function yet, stay tuned for a new progression system in future updates!
Global Rebalance: Conducted a full pass on all character stats to ensure fair play with the new physics.
Vaulted Augments: Some augments have been temporarily disabled while we rework them for better balance.
Fresh Start Fix: Resolved a bug where the enemy spawn queue would carry over from a previous session into a fresh run.