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Evolve LabNewsPatch 1.0.13
In-game event

Patch 1.0.13

Evolve Lab · published 1 Jul 2026, 19:50 UTC · build 24008013

All newsPlayers around this dateRead on Steam

Patch 1.0.13 is now live!

I am pretty excited about this patch since it is a bigger one and includes many new features that I have been working on.

New Features:

Post Combat Stats:

After each combat you now get the chance to inspect the enemy creature again and see which action dealt how much damage and what effects it applied. I also plan to expand this later on with more information such as damage prevented and other special interactions.

Alternate Combat Soundtrack:

My amazing composer has prepared an additional combat soundtrack with 5 different intensities. At the start of each run, one track is chosen at random which will be used for the rest of the run.

Depth Overview Improvements:

the depth overview now remembers which depth you last looked at, and you can immediately start a rematch after each fight. 🦑


Other UI Improvements:

  • Added a header that is displayed throughout the whole run that shows the current depth and how many lives you have left.

  • Added transitions between scenes.

  • Added many small UI improvements

Please do note that the run overview scene is still a work in progress and will be polished in an upcoming patch.


New Cores:

  • Bouncy Castle: Your actions gain +1 bounce stack.

  • Hardened Scales: Damage can only remove up to 5 scale stacks at a time and any additional damage is ignored if you still have scale stacks left. All of your Scale Armor actions have +4 health. Adds a Scale Armor action to your inventory.

New Modules:

  • Battery: Every 5 seconds, the creature gains +1 Energy.

  • Purge: On hit, removes 1 stack of each positive effect from the enemy.\\n\\nThis happens before damage is dealt.


Balance Changes:

  • Pollution Core: Changed to: At the start of your first state, both creatures gain poison stacks equal to 50% of their health. Health decreased to 2 (down from 5).

  • Patient Core: You can no longer get negative effects while you are not on the battlefield

  • Time Bomb Core: No longer blocks the movement of creatures and summons. 🦑

  • Damage Reduction Order Changes: I wanted to streamline the order in which damage reductions from actions and cores are applied. The new order is now the following: Absolute changes -> Multiplicative changes -> Subtractions. In each of these cores now take precedence over actions. This is an indirect buff for some defensive actions. For example, the Adaptable Armor Core reduces the damage to 0 (Abolute change) before shields or scales get removed. Before this change you would first lose scales and the shield stack and then Adaptable Armor would trigger.


Bug Fixes:

  • Fixed language settings sometimes resetting when exiting the menu. 🦑

  • Fixed a bug where stat modifiers and modules which only applied to sub actions (Plant projectile, Tadpole) would sometimes not correctly be previewed in the state machine.


Next I am working on a new run finished screen and I have also started work on hats and skins. I also plan to add a new action / module / core with each monthly reset, if possible to steadily make progress towards finishing everything for Planet 5.

And as always have fun playing and if you enjoy the game I would really appreciate a review ❤️


Hotfix 5.July 2026:

  • Fixed enemy whales flipping upside down when they grow from a wonder pill 🦑

  • Fixed retries against the same deepest enemy not letting you select a creature if you have 2 creatures left

🦑: Features or bug fixes that resulted from community suggestions

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