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GRIDNOVANewsGRIDNOVA 1.5.2 — Leaderboard
Game update

GRIDNOVA 1.5.2 — Leaderboard

GRIDNOVA · published 7 Sep 2026, 17:11 UTC

All newsPlayers around this dateRead on Steam

An online leaderboard, a hint for beginners on the upgrade screen, a denser start and protected saves.

Leaderboard


- The main menu now has a Leaderboard: four tables — by score, by time, by kills and by level, each with a weekly and an all-time view
- Ten places per table. Your row is highlighted, and if you are outside the ten your place is shown on a separate line below
- Solo runs on Steam only. Every result is verified by the server: the Steam ticket, the run's progression and its duration; tampered results never reach the table
- Time, kills and level are your own bests for the week, not the figures from your highest-scoring run
- A run saved with Save & Quit and continued later counts as well

The Recommended badge


- During your first three runs, one card on the upgrade screen may carry a Recommended badge, and the selection starts on it
- The order: a synergy, an evolution, a second weapon in the first four minutes, a level for the weapon you have built most, a survival pick if you have taken none at all, a new weapon over a plain passive
- Damage, crit and cooldown are never highlighted; that choice is yours. When there is no obvious move, there is no badge
- After your third run the hint disappears on its own

Balance


- The first minutes are denser: the second enemy per wave arrives from 0:45 instead of 2:00, and early waves come more often. By the eighth minute the curve matches the old one — mid and late game are unchanged

Weapon levelling


- The level-up card now says what the level actually gives: damage, projectile count, pierce, radius, jumps, beam length. The same line appears in the help under each weapon

Saves


- The save file is signed. Editing it by hand resets shards, upgrades and the unfinished run. Honest play is unaffected: older saves are accepted as they are

By player request


- The Damage line in the pause menu and on the end screen lists every source you picked up, even at zero: weapons, synergies, retaliate, detonate
- Next to it, a Synergies line: which ones you assembled this run
- The help, mechanics tab, has a card explaining how the score is counted, with the full formula

Sound


- A new level now has its own rising signal. It used to be the same short beep as the menus, and it was lost in combat

Fixes


- A victory counts as soon as the credits start: closing the window on the credits no longer loses the run
- The rusher's dash warning line pointed the wrong way: it was rotated twice and drifted away from its nose
- The weekly challenge named outdated targets: it asked for 250 enemies while counting to 1000. All five challenge texts now match their real targets: 1000 enemies, 12 minutes, 3 bosses, level 25, a 50 kill streak

More from GRIDNOVA

Other announcements

All news
Game update13 Sep 2026GRIDNOVA 1.5.3 — Endless modeAfter a victory the run no longer hits a wall of unkillable enemies. And the leaderboard no longer loses runs and shows when the new week starts. Endless mode - Enemy health grew geometrically past minute 20 and outran any build: by minute 35 a basic enemy survived two seconds under your full damage, by minute 40 almost six. The growth is linear now: half a second at minute 35, under a second a…Game update5 Sep 2026GRIDNOVA 1.5.1 — StatisticsA small update driven by your feedback: a statistics screen, damage by weapon right in the pause menu, and a fix for frame drops with strong drone builds. Statistics - A new Stats screen on the main menu: runs, total kills, longest run, victories and which characters won them, evolutions found, best this week, all-time best, achievements - The pause menu now shows a Damage line: each weapon's s…Game update28 Aug 2026GRIDNOVA 1.5.0 — The DeepReaching 20:00 is no longer the end. After the credits you can stay in the grid: the overload grows without limit, and the only question is how deep you go. The Deep - A choice after the credits: finish the run or go back into the grid. The victory is credited at 20:00 either way, and dying in the deep does not undo it - Enemy health and numbers grow without limit; contact damage is capped. Ord…