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Scrap BattalionNewsEndless Mode! Survival Mode! Huge Content Update
Major update

Endless Mode! Survival Mode! Huge Content Update

Scrap Battalion · published 18 Aug 2026, 18:50 UTC · build 24803089

All newsPlayers around this dateRead on Steam

Update 1.3 is out! This update has a large amount of changes and features. The highlights are: endless mode is an option after round 18 on standard mode where you fight against ever increasing hordes of units. Survival mode lets you make formations out of units and command them around the map while surviving until the timer runs out. Huge lighting overhaul to help with unit identification.

Endless Mode

After beating round 18 you can start endless mode. The battles in endless are incredibly difficult and plainly unfair. The most broken builds will go far. Expect non standard enemies and some counter builds designed to put a stop to the most busted teams in the game.

Survival Mode

Take command yourself and pilot your team around the map. You will use WASD to move your formation of units around. Left click and right click will rotate the formation allowing you to adjust on the fly to the threats around you.

Create a formation for your units to hold for combat. Units not put in the formation will free roam the map hunting enemies. The auto deploy button will place units with the highest range toward the middle and melee units in the outside.

Survive 20 rounds against insane amount of enemies. Enemies spawn much closer and frequent than standard mode. Expect a more active experience in this mode.

This mode prioritizes movement and defense more than damage and range, the same builds as standard mode will struggle here.

Features

Added shop-tier increase banners to let you know which tier you have available

Ranged units now stop advancing when a valid enemy is already within effective range

Memento Mori and Consumed units now interact with death/revenge related class perks. Craven, chicken, legion and necromancer.

Try Again button has been added to the player level screen which will start the run again with the same settings

Full lighting overhaul to help better see units and colors. This should help identify various units and prevent them from blending in with the environment.

Balance

General

Character level scaling now supports levels up to 30. This lets endless mode make crazy units. Player is still capped at level six without using mechanics and techniques to skip past soft cap.

Added a universal 0.5-second weapon startup delay. This prevents enemy units from spawn in and instantly getting a shot off so super offense teams don’t get chipped down by newly spawned units. Also helps legion not clump up as much.

Unit speed floor raised to 43. Having a few very slow units causes weird timings to try to manage with unit positioning so that the slow units isn’t left out of half the battle. Survival mode also needs units to meet a certain speed threshold to even be viable.

All units have had their speed increased by 12 on average. This is to increase viability of lower speed units in survival mode and also helps standard mode play out faster.

Armor durability changed from 64 -> 48. Armor stacking has been over performing in long battles compared to health stacking. This change is to bring armor tanks closer to health tanks in terms of performance. This also applies to enemies as well so the need to invest in status damage or armor pen early is slightly reduced.

Character

Skeleton rework: skeleton now gains armor on slay instead of getting a flat percentage raise. Skeleton primary weapon attack speed increased by 3x. This helps rebalance the skeleton from just an armor tank to a real early game attacker with scaling potential.

Grunt ability rework. Grunt gains 10% health when any unit levels up. This allows for scaling potential as a health tank in certain builds.

Slime ability upgrade. Slime, in addition to it's previous effects, now also gains regen equal to the number of item perks it has. This allows the slime to play a regen tank role in builds which generate many items.

Rocket Buggy Direct damage increased from 25 -> 100. Reload increased from 6 -> 7. Rocket Buggy was often being blocked out by 50 base armor units due to its 25 direct, 25 penetration. Not being able to inflict meaningful damage to high armor targets, the rocket buggy was mostly a stat stick. Now the rocket buggy can be used against high armor large targets to inflict huge burst damage.

The Wall now launches bricks every 2 seconds regardless of revenge trigger. This lets the wall have some base damage.

Ballista Elephant damage increased from 70 -> 100. This unit was underperforming for being a high difficulty 5 unit fusion.

Minor tweaks to enemy weapons: Reduced range from bot walkers by 5. Stalkers poison increased from 3 -> 6. Spirit wolf can explode a second time if panic button/ghost in jar is applied.

Bug Fixes

Fixed Arena shop seeding, tier progression, duplicate starting spawns, and empty shops

Fixed units staring at targets without firing

Added protection against zero-muzzle divide-by-zero error for mimic

Fixed delayed mines throwing errors after their owner died

Fixed units spawning with incorrect allegiance in Arena and launch-screen battles

Fixed combat ending while enemies were still alive

Fixed pooled characters disappearing immediately or failing to return in later rounds

Fixed some missing textures

Performance

Improved cleanup when leaving combat or returning to the main menu

Improved pooled-character initialization, reinitialization, allegiance assignment, registration, and cleanup

Reduced unnecessary allocations in damage and run-history tracking

Added caching for wave and shop eligibility calculations

Reduced repeated target scans

Improved projectile, weapon, character, warning, and effect pooling

Added spatial targeting support for high unit counts

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