- Planning Phase freezes time and allows secretly queuing up to 3 actions (Movement, Active, or Super skills).
- Execution Phase unfreezes time and resolves all actions at the same time.
- Time required to cast a skill shrinks dynamically based on the unit Speed multiplier.
- High-speed units execute commands and move across the timeline blocks significantly faster.
- Abilities lock onto exact environmental coordinates instead of moving entities.
- Projectiles will strike empty space if the target moves out of the grid spot.
- Allied units can hit one another, making crossfire geometry highly lethal.
- Allied units can hit one another making crossfire geometry and team positioning highly lethal.
- Added 1 immutable Innate Passive ability for each player-controlled Compulsor.
- Added 3 Helix slots for permanent passive mutations.
- Slot 1 is strictly reserved for Movement abilities.
- Slots 2 and 3 can equip either Movement or Normal abilities.
- Slot 4 can equip Movement, Normal, or Super abilities.
- Super abilities are engineered to be screen-clearing tactical pivots.
- The Overworld is a procedurally generated flow chart simulating a physical descent into artificial matter.
- The Seed Parameter hardcodes the initial difficulty layer, starting squad IDs, and exact pathing nodes.
- Runs span 3 distinct Zones (Gaseous, Liquid, and Solid State) divided across 10 vertical rows each.
- Picking a path forward triggers a dynamic pruning algorithm.
- Moving to a chosen node immediately sets all unselected nodes in that row to Locked.
- The system recursively branches downward, hiding future paths rendered mathematically inaccessible.