- Wonder encounter HP is lower again, especially on early milestones, so the first fights stay tense without becoming walls.
- Hostile celestial events are less spiky: their enemy health, speed, damage, and count boosts are all softened.
- Projectile Count upgrades appear more often in level-up choices, making volley builds easier to find.
- Meteor Shower now rewards +50% XP for the full event.
- XP stars fall from the sky more often during Meteor Shower.
- Meteor enemies are still dangerous, but their health, speed, damage, and count boosts are now much fairer.
- Early Wonder fights have less health, so they are challenging without becoming long early-run walls.
- Armored Giants and Crystal Seekers have fairer health while keeping their signature attacks.
- Meteor event cards are smaller and keep every reward and enemy modifier readable.
- Meteor and weather HUD panels now keep their regular compact size at every resolution.
- Enemy health, speed, and contact pressure now continue rising after their early caps instead of flattening in midgame.
- Wave 64+ uses a smoother danger ramp so each Eternity wave adds pressure without relying on a single Wave 100 spike.
- Post-64 health and speed now ramp a little harder wave by wave, keeping wave 100+ dangerous without changing the opening.
- Eternity now reaches the former Wave 250 horde pressure by Wave 100, then keeps climbing every wave; count and XP pacing stay unchanged.
- Titan attacks now use tighter damage caps, and Disaster lands one clear Thunderfall hit instead of repeated storm ticks.
- The post-Wave-64 transition now leaves a short breathing window before the treacherous late-game climb takes over.
- Waves 1–6 now give a little more room to build, while adaptive enemy pressure starts later and stays capped.
- Pyrotechnics now keeps its signature shell flight and firework burst when projectile count upgrades use the high-count attack lane.
- Enemy movement now uses fresh campaign targets and display-rate interpolation, removing the visible dense-horde stepping at 30 Hz.
Recent polish
- Armored Giants and Crystal Seekers enter from farther out, giving players more time to react.
- Titan fights are less punishing, and tower zones reach farther when a Titan appears.
- Every Eternity wave gets tougher: enemy health and speed rise after Wave 64, so Wave 100+ demands stronger builds.
- Eternity pressure now climbs meaningfully wave by wave toward the Wave 150 danger wall instead of waiting for a late spike.
- Arsenal Archivist now asks for 10 different attacks, making the goal clear and reachable.
- Laser Giants fire less often, leaving clearer windows to answer their beam-and-dive pressure.
- Boon notifications stay on screen long enough to read.
- Achievement unlocks no longer replay their in-game toast after the same reward has already been earned.
- Projectile count has a clearer home in the combat HUD.
- Fixed a rare Laser Giant visual bug that could make its head grow far too large.
Menu & archive polish
- Settings now includes Give Up: end the current run through the normal results screen while keeping its score.
- Celestial Dossier headings and full record names stay readable instead of being cut off.
- Achievement Gallery now sizes its backdrop from the full display, including ultrawide layouts.
- Menus and combat panels now keep their spacing across short, 4:3, widescreen, ultrawide, and 4K displays.
- Major warning cards and achievement toasts stay centered, readable, and clear of active UI.