2 months of updates!
✨ Major Additions / Updates
- Completely reworked all 15 game languages from scratch with native translators.
- English, French, German, Spanish (Spain), Portuguese (Brazil), Italian, Polish, Russian, Turkish, Ukrainian, Indonesian, Japanese, Korean, Simplified Chinese and Traditional Chinese have been fully revised. Language mixing issues should now be resolved (still under testing).
- Removed Herobrine
- Introduced a new elite: DEVOUR
- Introduced a new enemy: Damaged Spewer (fires two projectiles in a spread pattern instead of directly at the player)
- Introduced the Stupid Little, a cloud of invulnerable enemies that moves straight forward until disappearing
- Added weapon upgrade pickup animation to improve feedback
- Added Balatro-style feedback to most UI elements (interactive and non-interactive) to greatly improve player feedback
- Added the ability to inspect collected upgrades in the end-game screen by hovering over them
- Fixed a major bug causing projectile trails to teleport and create large visual artifacts while shooting
- Added a new upgrade card: DARK BLAST
Balance
- Increased death rewards multiplier (x0.75, was x0.50)
- Simplified “Expert” difficulty
- Increased number of Little spawn events (7, was 5)
- Decreased boss movement probability
- Boss now immediately returns to the center after moving to perform a base attack
- Enemy HP no longer increases over time during the boss fight
- Tombs now have a 100% chance to drop Health if you are not at full HP (was 80%)
- Increased shotgun range (no longer scales further with upgrades)
- Reduced additional kills required for the final weapon (7,500, was 16,000)
- Added a low chance every second to spawn a larger enemy horde, plus two scripted early-game horde events
- Increased base HP of the “Charger” (475, was 425)
- Halved all upgrades granted by minerals
- Reduced player collision radius with enemies (0.06, was 0.07)
- Updated “Predator Mark” description from 1% to 3%
- Reduced damage numbers size (2.6, was 3)
- Machine Gun class first weapon cost reduced (7,000, was 9,000)
Systems & Mechanics
- Reworked shield damage blocking system — shields now always function correctly
- Reworked multi-shield system — you can now carry unlimited shields
- Impact frames now last exactly 1 frame at 24 FPS, independent of framerate
- Difficulties now unlock in pairs — completing “Challenge” no longer unlocks all of them
- Added description to each locked difficulty explaining how to unlock it
- Pressing the “Start” button 10 times while locked will now force-start the run
Fixes
- Fixed equipment level number not updating correctly
- Fixed settings not saving correctly
- Fixed automatic equipment selection when opening the menu
- Fixed wishlist button text colors
- Wishlist button now opens the Steam application instead of the website
- Fixed purchase button appearing/disappearing at incorrect times
- Fixed camera zoom in/out during boss fights
- Fixed overlapping menu sounds
- Fixed bug causing side buttons to trigger during reroll/banish
- Fixed bug causing dash when pressing “A” on controller while upgrade menu was open
- Fixed music muffling breaking when multiple menus were opened simultaneously
- Fixed player walking animation
UI & Visual
- Added soul bar indicator when collecting a soul worth more than 1
- Added shadow effect to weapons in the main menu selection
- “Madness” difficulty text is now light red
- “Choose your class” text is now light yellow
- Added 2 additional brightness levels (350%, 400%)
- Improved clarity of weapon purchase system for new players
- Weapon frames now glow when purchasable
- Added Roman numerals below weapon frames to indicate level
- Aligned difficulty menu title
- Added decorative bones to the map with custom sound when walked over
- Lightning storm bolts now have thicker outlines, and shadows were added to others
- Passing over swamps now muffles music (like certain menus)
- Added two tips for new players about brightness and screenshake
Performance & Optimizations
- Optimized animation management — game now targets a maximum of 100 active animators at once, prioritizing nearby enemies
- Optimized collision checks between player and enemies (now only nearby enemies are checked)
- Optimized animation handling for “Explosive” and “Charger” enemies (now code-driven)
- Optimized enemy movement system
- Optimized visible particle management
- Added random delay to Greatsword animation to prevent overlapping
- Screenshake reworked to properly support lower intensity settings
- All weapons (except plasma) are now animated when firing or reloading