- Fixed the random crash or complete freeze that could happen on later waves, especially after wave 10.
- Fixed enemy targeting getting stuck when very large hordes moved between distant areas of the map.
- Fixed loading screens sometimes taking far too long by spreading heavy setup work across frames and avoiding duplicate loads.
- Fixed memory and text work continuing to build while the level-up screen was left open.
- Fixed several shutdown, restart, and settings-cancel problems that could hurt long-session stability.
- Improved Vulkan stability during high-wave fights without lowering graphics, effects, enemy counts, or audio quality.
- Made Disaster and Calamity's strongest attacks less spammy and made giant enemy lasers fairer to react to.
- Slightly improved lifesteal and health regeneration so recovery upgrades stay useful in later waves.
- Fixed achievement progress sometimes rolling back instead of saving.
- Verified all 64 achievements trigger correctly and map to their Steam achievement IDs.
- Added deeper high-wave, level-up, loading, achievement, and Steam reconnect testing to prevent these problems from returning.
Combat and wave flow
- Boss waves now contain only their authored boss encounter. Regular enemies and overflow debt are suppressed for the boss wave and resume normally afterward.
- Campaign waves keep the full logical enemy count while limiting the active on-screen enemy frontier to 1,000.
- Excess enemies now remain as lossless spawn debt and trickle into newly opened slots as enemies die, so a 10,000-enemy wave continues until all 10,000 are resolved.
## Oblivion Cube
- Fixed Cube landing reliability by carrying the selected live target through the landing window and retargeting packed-native targets when necessary.
- Cube damage now ticks every 0.075 seconds while the field expands.
- Cube AOE now follows the Cube's expanding edge; CPU enemies use the Cube-shaped footprint and packed enemies use its bounded circumscribed envelope.
- Preserved the Cube's burst, void pull, impact feedback, and pooled rendering paths.