Simple Shooter · published
Hello everyone — Egg Code here. This one is mostly about honesty: a run of fixes where the game was drawing a warning that didn't match the thing it was warning you about.
Boss fights: boss health is now a single aggregate bar, with a row of pips below it showing which bosses have arrived and which are already down. A defeated boss darkens rather than disappearing, so the row reads as three states instead of two.
Combo panel: moved to the top left, under your hull and energy, and lost its timer bar. The countdown now lives in the combo number itself — it dims and warms as the chain runs out. It is less than half the width it was. (You may notice the left column reads as one group now; that's intentional.)
Accessibility: the combo urgency warning was a hard colour flash at 6 Hz that no setting could turn down. It is now a smooth 2.5 Hz pulse, deliberately below the 3 Hz photosensitivity threshold, and it respects Reduced Motion — which switches the motion off entirely while keeping the colour and brightness cues.
Under the hood: your frame rate no longer has any influence on the game itself. A cosmetic effect on the combo panel was quietly drawing from the same random number source the simulation uses, once per rendered frame — so a faster or slower machine could produce a different run from identical starting conditions. Nothing you could see, and nothing that made the game harder or easier, but "the same run" wasn't quite the same thing on two different PCs. It is now. The game also refuses to merge or overwrite a Steam Cloud save written by a newer version than the one you're running, and keeps a copy aside instead — your existing saves are unaffected, and the save format hasn't changed.
Enemy telegraphs: four attack warnings were drawing the wrong shape. The Mortar was the worst — its targeting ring was less than half the size of the blast, so a clean dodge to the edge of the ring still hit you. The Prism's tether and the Pylon's fence both drew thinner than the line that actually cuts, and the Siege Engine's mark didn't cover the full spread of the volley it announces. All four now draw the real thing. (What damages you did not change — no weapon, enemy or hazard value was touched. The pictures were wrong, not the hazards.)
Asteroids: a drifting rock could collide with the first sector's boss and take her down on its own — and the game credited you with the kill. Asteroids no longer damage bosses at all.
Checkpoints: there was a window just after a boss died where the HUD and the death screen disagreed about whether you had a checkpoint to come back to. Both now ask the same question and get the same answer.
Boss HUD: the boss name no longer clips into the top of its own health bar, and the combo counter no longer draws on top of your weapon name.
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— Egg Code · Solid Fill Games