Mega Roids Demo · published · build 25195816

Aliens now use an all-new imported UFO model with a pulsing bottom vent glow that speeds up as they get more aggressive — no more procedural placeholder ships.
Fixed a spin/wobble bug that made saucers tumble oddly, and smoothed out jittery pitch/yaw so aliens fly with steady, believable motion.
Aliens no longer funnel into a "get in front of the player" position or passively retreat — they'll engage and dodge from whatever angle they're actually approaching, keeping the pressure on.
Reworked orbital swarm behavior into three distinct "electron-shell" orbits with their own speeds and planes, so alien formations feel less like a single spinning ring.
Aliens going after treasure now put on a greedy final speed burst as they close in, and will break off from treasure runs entirely once they're aggressive enough to focus on you instead.
Difficulty scaling has been deepened across the board: juke speed, turn rates, aim accuracy, treasure greed, and aggression growth now all keep climbing on later levels instead of plateauing.
Getting hit by aliens and grabbing treasure/cores near the portal now feed into aggression more meaningfully, especially as the portal quota gets close.
Non-fatal alien missile hits now flash blue like a shield impact, making damage feedback clearer.
Planet surfaces have been completely rewritten with proper 3D sphere-mapped noise, replacing the old flat/blocky terrain with natural, swirling continents and coastlines.
Added fine surface detail (craters, dunes, ripples), per-biome polar ice/dust caps, and a soft atmospheric limb glow so planets read as real lit worlds instead of painted discs.
Roid Run canyon colors and the rear-view mirror terrain now match the actual planet you're flying toward, instead of a fixed rust-brown look every time.
Roid Run turret missiles got a visual pass: rounder projectiles, a new smoke trail and muzzle puff, and a more neutral grey smoke color.
Defeating the final head now shatters its entire mesh into flying, tumbling fragments instead of leaving the intact model sitting behind the explosions.
The head-defeat explosion is much bigger — a three-shell burst of 36 fiery pieces plus an oversized central flash, with extra time to let it all land before the fade to black.
Added dynamic detection/support for 16:9 and 16:10 aspect ratios.
The demo build no longer links or loads the Steam API at all, removing an unnecessary dependency.
Configuration file paths are now relative for better portability.