
Endless mode gets bosses, so it ends at a fight instead of bleeding out, and deep endless scales a little more gently on the way there. There is also a balance pass on the wave-20 finale, where the Breach Aegis had quietly been deciding runs on three maps and your operator could not do anything about it, plus six campaign stages tuned back to the difficulty they were signed off at, and seven new achievements. On top of that: a follow-up pass on 1.5.1's two big surfaces, where the controller support stops assuming you are holding an Xbox pad and stops telling you to click things, the tutorial is finishable on a pad at all, and Android gets three rendering fixes including the one that made enemies invisible. Leaderboards also stop showing your best run dozens of times over.
Endless used to end the same way every time: the numbers climbed until your board could not keep up, and you leaked out somewhere in the fog. There was nothing to aim at.
The Breach Colossus now returns every 20 waves - absolute waves 40, 60, 80, 100 and onward. It is the same fight you know from wave 20, including your map's own boss variant, so a Tribunal map fields a Tribunal every time and an Aegis map fields an Aegis.
Three things work differently than they do at wave 20.
Killing an endless boss does not end the run or re-award the wave-20 achievement; the wave clears and the next draft opens. Breach events stand down on boss waves, since two gate warnings at once is unreadable and the boss brings its own escorts.
Everything at wave 20 is untouched. The first Colossus is exactly the fight it was, so old runs, scores and saved games all still mean the same thing.
Endless enemy health climbs on three curves at once, and all three keep climbing forever. Your board does not: every card worth stacking has a copy limit, so board power flattens out around 25 premiums while the enemies never stop. One of those three curves was stepping harder than it needed to.
Enemy health past wave 26 has been eased back. In practice the curve now lands at roughly 95% of its old value by wave 40, 91% by wave 60, 86% by wave 80 and 82% by wave 100, so the gap between what you can build and what walks at you opens more slowly at depth.
Waves 1 to 20 are not affected at all, and neither is anything scripted. The step this changes does not begin until wave 26, which is past where a standard run ends. Waves 1 to 20 do change elsewhere in this update, but not here: see the two balance sections below.
One consequence worth stating plainly: deep endless scores set from here are not directly comparable to deep endless scores set before. Your existing entries are untouched and your placements do not move, but a wave-80 run now faces slightly less health than a wave-80 run did last patch.
The wave-20 finale comes in three flavours. The plain Bulwark is the fight everyone knows; the Tribunal seals itself behind nodes you have to suppress; the Aegis raises armour that cuts your damage while it is up. They are meant to be different fights of roughly the same difficulty, and one of them was not.
The Aegis was the hardest variant on every single map, at both difficulties, without exception. Against the plain Bulwark it cost about 27 points of clear rate, which is not a variant, it is a verdict: on the three maps that field one, the boss was deciding the run before you drafted a card.
The reason it needed a bigger number than the Tribunal, despite sealing less harshly, is that its answer is narrower. Suppressing Tribunal nodes is something almost any board does by accident. The Aegis answers to slow specifically, and over 862 finale runs, the boards that never landed a single slow on it cleared 19%, while the boards that did cleared 80%. That is not a fight that is slightly too hard, it is a fight with a pass and a fail written at draft time, and the multiplier only applies while the armour is up, so raising it targets exactly the boards that had no answer.
If slow is the answer to the Aegis, then Warden and Astra, the two operators whose actives slow, should have been answers. Neither was, and the reason was arithmetic rather than anything broken.
Warden's Lockdown slows for 5 seconds. The Colossus walk is about 64 seconds. So one perfectly timed cast covered roughly 8% of the duel and the armour was back up before you noticed it had dropped.
A slow from an operator active now holds the armour down for 6 seconds after the slow itself ends, instead of the fraction of a second the armour used its anti-flicker grace for. One cast now buys about 11 seconds of the fight rather than 5.6, which makes saving your surge for the boss a real decision instead of a rounding error. It covers Warden's Lockdown and Astra's Singularity.
This is keyed on control, not on having cast something. A Detonator burst still cannot drop the armour, because the point of the variant is that it asks for slow. Drafted slow, from Chill Shot copies or an Undertow or Accordion tower, remains the full answer; the operator is a partial one on purpose.
Campaign stages play the real maps, so two changes aimed at skirmish landed on the campaign without anyone pointing them at it: the per-map Hard retune, and the Aegis assignment, which put that 27-point boss on three campaign maps at once. The campaign had been signed off before either, and it drifted well under its own targets afterwards.
Six stages are retuned back into band. The changes are to enemy health, enemy speed and starting lives, which act across the whole run rather than only at the boss.
Eleven of the thirteen stages now sit inside their intended difficulty band. Hourglass and Trident stay outside it deliberately: they are the two stages meant to be a wall, and that was decided on purpose rather than missed.
Your campaign progress is untouched. Stages you have already cleared stay cleared.
Three corners of the game had nothing to earn in them. They do now, and all seven are additive: none of them replaces or blocks an achievement you already have.
If you have already done any of these, they unlock on your next run end rather than retroactively, since the game only checks at the end of a run.
1.5.1 shipped pad support with prompt copy that still assumed a mouse, or assumed an Xbox pad. A DualSense player was told to press A, which is not a button their controller has, and anyone on a pad was told to "click" things.
Three separate blockers, each of which stopped a controller player cold.
Tell us. The Steam discussions and Discord both reach us, and Discord is usually faster. Controller support is still young, so pad reports remain the most useful thing you can send: your controller model, the screen you were on, and what you were trying to do. Crash reports upload on their own, so if the game hard-crashed we probably already have the stack.