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ClawstralEventsv 0.1.9: BOSS UPDATE
In-game event

v 0.1.9: BOSS UPDATE

Clawstral · published 11 Sep 2026, 13:52 UTC

All eventsPlayers around this dateRead on Steam

Dear Clawlers,

Version 0.1.9 is finally here (also for Demo!) and brings, among other things, the INFINITE and BOSS updates, two checkpoints achieved in our roadmap. Endless mode will be playable in the full version.

Consequently the roadmap has been updated:

From now, multiple rounds of 4 now end with a boss fight. Beat it and mine a mineral that stays with you for the rest of the run. And when a round runs out of grabs, the run no longer has to end right there: the Last Chance Wheel gets one spin.

Boss rounds

  • Rounds 4 and 8 are boss rounds, and so is every fourth round in Endless Mode.

  • 35 planet bosses, from the Sun to Enceladus. Each seed draws its own, and each one with his own malus: the Comet breaks 8 balls in the pit on every grab, the Satellite moves the pockets one seat to the right after every ball, Enceladus heals 5% of its HP on every missed grab.

  • A boss's HP is the round's target, and its malus effect stays on the screen for the whole fight.

  • No boss is meant to be tougher than the others: every malus is tuned accordingly, and every boss pays minerals.

Minerals

  • A beaten boss offers three minerals to choose from. Don't like them? Reroll the offer for Tickets.

  • 16 minerals, from Coal to Vibranium. A mineral lasts the whole run and takes no slot on the shelf. Pick the same one again and it stacks (percentage bonuses have a cap).

  • Your minerals are listed in the shop and in the pause menu with their ×N, and on the end-of-run screen under your prizes.

Last chance

  • Once per run: when a round runs out of grabs, a special Last Chance Wheel will be spun, instead of ending the run.

  • 12 wedges: +3 or +5 grabs, grabs plus extra balls out of the hatch, a stack on a mineral you already own, or the round won outright.

Music

  • Two new tracks: one for the round, one for the shop.

  • Moving between game phases have now a smooth crossfade.

Loading and flow

  • Loading screens have been added in various situations to allow the arcade cabinet to load safely.

Balance

  • From round 6 on, the pit holds fewer Common balls, fewer still each round up to round 8, so the late piles are worth more. No Common colour ever disappears, so the prizes that works with them keep working.

  • Malus pockets have now less probability to spawn during rounds.

  • Change Purse Prize effect has been reworked.

Fixes and improvements

  • The maximum number of Prizes on the shelf is now 11. The RENT signs have been removed.

  • Sticker: the pockets it patches now actually show it.

  • Sticker and Calculator: a press now waits for your next descent instead of expiring after 45 seconds, so missed grabs no longer waste it.

  • Anchor and Starting Block show their current value on the card (+0 when they are not in their slot).

  • The last three slots of the shelf are no longer in the shadow of the cabinet.

  • A prize dragged along the shelf can no longer be carried out of the cabinet.

  • The pause menu now opens the Collection, and its two exit buttons share a row.

  • Smoother performance in the shop and on the shelf.

What's next

Next on: Early Access (TBA) and PEG update, planned for November 2026. As always, every week: bug fixes, balance and improvements.

Thanks for reading,
DadeLight