The main point of this update was to make the rooms and gameplay feel less like water boy and lava girl (No hate, but it's the big 26). I did this through a map builder feature, which is now accessible inside of the game (if you make any fun maps, send me the Json file). The TLDR of this update is a completely different gameplay loop, room diversity, challenges, lore, etc. At the same time, I've added a few rooms in with their respective floor themes. There is lots of new decor and fun ways for you to explore through timeless! This update is an extremely big jump in the game's future development. Please try to tear it apart for me. All feedback is loved thank you all have a amazing day!
--- TIME RIFT ROOMS (NEW) ---
- New elite room type: Time Rift
- 2x enemies with 2x stats (HP, damage, slam, bullet, explosion)
- Extra enemy batch uses Floor 3+ aggressive type weights
- Reward: 3 random orbs spawn on the ground after clearing
- Walk over orbs to collect — take all 3 if you want
- Orbs now display proper rarity sprites with glow and bobbing
- Banner: "2x enemies — 2x stats — 3 orb reward"
--- ENEMY OVERHAUL ---
- New scaling system: non-linear stat growth with floor step multiplier
- Stats scale continuously but get a 30% boost per floor transition
- Damage and speed caps prevent unfair one-shots at high room numbers
- Elite enemies now escalate: 15% chance on Floor 1 up to 30% on Floor 3+
- Floor-based enemy type variety:
- Floor 1: gradual introduction (basic only rooms 1-2, full roster by room 16+)
- Floor 2: 20% chance for themed compositions (swarm/ranged/stealth/heavy)
- Floor 3+: dangerous types dominate (phaser 18%, shooter 16%, bomber 13%)
- Shielder: new damage reduction aura (40% less damage to nearby allies)
- Visual pulsing blue ring shows aura radius
- Bomber: explodes on death dealing 1.5x damage to player and 0.5x friendly fire
- Screen shake + orange particle burst on detonation
- Phaser: blink aggression scales with floor
- Floor 3+: shorter cooldown (45-80), closer blink range (40-100px)
- Ambusher: distance-based invisibility
- Nearly invisible at 400+ px, shimmer gradient as player approaches
- Mini-boss variety expanded per floor:
- Floor 1: tank/shooter
- Floor 2: +ambusher/shielder
- Floor 3+: all types including phaser and bomber
- HP multiplier scales 3x → 3.5x → 4x per floor
--- SACRIFICE ROOM ---
- Complete UI redesign: drag-and-drop black hole mechanic
- Animated black hole in center with pulsing void ring
- Your orbs orbit around it (matching TAB inventory style)
- Drag orbs into the void to sacrifice them
- "Release to sacrifice!" hint when dragging near the black hole
- Reward tier preview shown at bottom
- New reward popup panel after sacrificing:
- Animated black hole behind the card
- Shows tier label (CURSED / MINOR / WORTHY / SUPREME SACRIFICE)
- Displays orbs sacrificed count, time gained, orb received
- Orb sprite, name, rarity, and word-wrapped description
- Fade-in animation, dismiss with any key or click
--- TIME CRYSTAL SYSTEM (REWORKED) ---
- Crystals are now earned during gameplay, not at end of run
- Boss kills drop 50-75 time crystals (scales +50% per floor)
- Walk over to collect, affected by pickup magnet
- Ground crystals: 25% chance to drop 1 time crystal
- Boxes and Barrels now have drops:
- 25% chance to drop a time fragment
- 1% chance to drop a random orb upgrade
- Old end-of-run crystal formula removed entirely
- Time Tree UI updated: crystal sprite shown next to counts and costs
- Game over and victory screens show crystals collected during the run
--- PORTAL & ROOM SELECTION ---
- Door tooltips added: all portals now show room type name + description
- Colored label pill (e.g. "COMBAT", "TIME RIFT", "SACRIFICE")
- Short description below (e.g. "Fight enemies for time", "Trade orbs for power")
- [E] prompt shown only on nearest portal
- Portal weights rebalanced:
- Combat and Time Rift appear most frequently
- Event and Sacrifice are less common
- Free Orb is rare (capped at 1 per floor)
- Weights scale across floor progression
- Handcrafted room size scaling: enemy count adjusts based on room area
--- HUD CHANGES ---
- Minimap removed (community feedback)
- Cleaner top-right HUD layout
--- BUG FIXES ---
- Fixed lasers spawning in shop, event, sacrifice, and free orb rooms
- Lasers now only spawn in combat and time rift rooms (room 12+)
-portals no longer spawn randomly
-portals clear properly
-plates clear properly
-So many its not even funny any more
Note: mouse lock and shooters teleporting out of the map, coming I promise they are proving tricky for me.
Timeless Beta - "Ten times a day you must overcome yourself: that makes you good and tired and is opium for the soul" Thus spoke Zarathustra