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Endless TacticsNewsThe Calibration (Pre-Release) Update - 1.0.0.242
In-game event

The Calibration (Pre-Release) Update - 1.0.0.242

Endless Tactics · published 24 May 2026, 07:16 UTC · build 23383516

All newsPlayers around this dateRead on Steam

20 days only now, that's what I call progress! Only missed the deadline for a whole week ;)
... Anyway, definitely not as exciting of a changelog this time, but as always, much important nonetheless (especially so if you're somewhere around the late game progression-wise).

It's basically the "love to old stuff that I didn't touch for a while" Update (not as catchy as "Calibration" sadly) - Artifact Cards (yes, it's nowhere near Balatro-level polish still, but hey, this is not a card game; tons of visual-feedback improvements nonetheless, which should make your input far more tactile when it comes to building your little collection of them); the old beloved Heat Beam animation (which even tho I didn't sink that much time into it previously, people seem to like it a lot... so there you go); old code most of all (LOTS of perf gains, and mental sanity gains on my end); tons of fixes, etc....


CHANGES

  • Artifact Cards Visual Reworks Improved shader visuals, hovering/selection feedback, reworked Artifact Reroll animation, plus major improvements to Custom Artifact Mode as well.

  • New SPECIAL Corrupted Anomaly - RPG Mode... Introducing 3 new mechanics all at once:

    1. Critical Hits (20% chance to deal 3x Damage, pre-Armor & Resistance calculations).

    2. Misses (all non-Critical Hits have a 15% chance to Miss).

    3. Backstabs (all Hits directly from behind are guaranteed Critical Hits)!

      ... Beat Apex Enemies (Bosses) to win! ... Went a bit extra with this one, as I've spent almost 3 days solely working on it, plus the 2 brand new exclusive-mechanic Artifacts that came with it. Now you can finally play Endless Tactics like some old-school Strategy RPG (cuz why not?)

  • Visual Improvements to Operations' Intro Animation

  • Another New Corrupted Anomaly: Outbreak - Nests & Special Nests can ONLY Spawn Corruptors! Higher Corruption Spread, bigger AoE, Cleanse Corrupted Tiles to win!

  • Added Dynamic In-Game "View Patchnotes" Button
    Automatically shows on boot-up whenever the game detects a new update - it automatically grabs text from the latest "Community Tab" (Steam) Update, then filters it through to display just its changelog.

  • HUGE Code Cleanup & Performance Optimizations
    Roughly a 50% gain in average FPS overall, especially during late-game high RISK scenarios, alongside massive micro-stutter reduction.

  • Major Improvements to Confirmation Prompt Logic & Visuals

  • SFX & Music Volume Normalization Improvements
    General SFX fixes, alongside improved "underwater" SFX behavior as well.

  • General UI Fixes, Improvements & QOL

  • General VFX Improvements

  • Major Improvements & Fixes to "Quit" Functionality
    The game now always saves properly on quit, alongside a fix to the "feedback-prompt" request regression.

  • Major Fixes to Scroll-Bar Hotkey Logic

  • Major Fixes to Unit Selection & Hovering

  • Balance Rework to "Minesweeper" Corrupted Anomaly

  • More polishing to the recently reworked Main Menu

  • Major Rework, Fixes & Improvements to the Tooltips System

  • Major QOL Improvements to Input-Switching
    (Mouse vs. Keyboard vs. Mouse & Keyboard vs. Controller)

  • Visual Improvements to Airstrike Event

  • Several Rare Crash Fixes

  • And lastly, I've removed the Pre-Release Build Disclaimer, as we're now essentially just missing Localization and the upcoming (visual) Upgrades Menu makeover before launch.


Since you know, obsessively polished (kinda the reason I usually take so damn long) patch-notes and dev-insight have always been kind of a thing for Endless Tactics, I decided it'd be a total waste to let it go unseen for like 90% of players; so a "View Patch-notes" button for the main menu, while it may not sound like the most exciting, groundbreaking feature ever, is one addition that I'm very proud of (especially with how it directly pulls info from here; which is def not as simple as it sounds)... Now you can all glaze at my long winded explanations and commentary (and likely skip straight away to the actual changelog)!

By the way, we got a nice, juicy Upgrades Menu makeover coming soon! ... Which was the ugliest (and quite old) part of the game still remaining - done by no other man than Merly23 (the Main Menu's Cargo Ship art guy himself). Expect some MUCH more detailed better icon-art, at the very least.


HIGHLIGHTS

Yes, we finally, finally have an actual trailer! Made and edited by yours truly, because in actual indie we do have to wear many hats.


As always, most of the feedback gathered and addressed from our Reddit.

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- the_procrastinator

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