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Simple ShooterEventsv1.0.4 — Pacing, economy & boss gauntlets
Game update

v1.0.4 — Pacing, economy & boss gauntlets

Simple Shooter · published 29 Jul 2026, 19:43 UTC

All eventsPlayers around this dateRead on Steam

Hello everyone — Egg Code here. This one is bigger than our last two patches. v1.0.2 and v1.0.3 were fixes; this is our first real balance pass, and it comes from watching deep runs and admitting that the late game had stopped asking anything of you.

The deep run is a real run now

Late-sector difficulty is unfrozen. Enemy scaling used to flatten out, so sector 12 played a lot like sector 8. Waves now keep escalating the deeper you go — and they escalate by sending more rather than by making everything tankier. Enemy health and damage are deliberately capped so the late game never becomes bullet sponges or one-shot deaths; the pressure comes from numbers, position, and pace.

Boss gauntlets. From sector 4 onward an encounter can field more than one boss, building to as many as five in the deepest sectors. They arrive staggered, not all at once — a gauntlet should be something you fight your way through, not a wall you walk into.

Boss fights keep the room. Enemies already on the field no longer vanish when a boss arrives. They stay in the fight with you — and clearing the boss clears them, so the room resolving is your reward rather than the price of admission.

A tighter economy. Scrap income is roughly halved, and pushing a single mod to high levels now costs steeply more than it used to. Builds should require choices again instead of buying everything by sector 6.

No more stalling. Waves now have a spawn deadline that tightens each sector, so a thinned-out wave keeps moving instead of leaving you sweeping an empty arena.

Fixed in v1.0.4

Splitter boss: fixed a Splitter fight that could end the sector early while the boss was still alive. This one was live in v1.0.3, so if you ever had a sector end while something large was clearly still on screen — that was this.

Boss rewards: boss scrap payouts were being cut short on nearly every boss in the game. They now pay what they should.

High scores: entries with identical scores now sort consistently instead of shuffling between loads.


This one changes how the game feels, so we especially want to hear from you on it — particularly on the deep sectors and whether scrap now lands where it should. Bug Reports & Tech Support and Suggestions & Feedback both go straight to the people who wrote the code. 💙

— Egg Code · Solid Fill Games

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