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BITCRUSH :CORE! PlaytestNewsAnswering Your Playtest Feedback! Healing, Tutorials & Fairer Fights
Game update

Answering Your Playtest Feedback! Healing, Tutorials & Fairer Fights

BITCRUSH :CORE! Playtest · published 13 Sep 2026, 01:16 UTC

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Thanks to everyone playing BITCRUSH :CORE! and sharing feedback. This update makes learning the game easier, improves readability, and gives you more breathing room during combat.

  • More emergency healing: Emergency healing events can now happen up to three times per run, instead of once. The existing low-health requirements and timing remain unchanged.
  • Repair Zones get stronger while you stay inside: Healing starts at 2 HP every second, then speeds up every two uninterrupted seconds: 0.8 → 0.6 → 0.4 seconds between heals. Leaving the zone resets the ramp.
  • Shorter Repair Zone text: The label now reads “REPAIR +2 HP” with “Stay longer. Heal faster.”
  • Lava Pit safe areas now wrap around corners: Safe tiles form connected areas along two adjoining walls, giving you clearer corner positions to move toward.
  • A steadier Pump Tower laser gap: The opening now keeps the same size and distance from the boss throughout rotation, making it easier to line up and stay inside.
  • Successful Void Pop throws restore a grab: Throwing a Void Pop directly into an enemy now restores one full grab charge, including hits against shielded enemies.
  • Protection after reward celebrations: You now receive two seconds of immunity after control returns, including between successful RGB Memory rounds.
  • Protection after your ultimate: You also receive two seconds of immunity when your ultimate ends. Your ship blinks while this protection is active.
  • Shielded enemies arrive later: In Chapter One, shielded enemies now begin appearing in Room 4, giving you the first three rooms to get comfortable.
  • A simpler Void Pop tutorial: Kept the introductory lesson and removed the extra drill with enemies approaching from both sides.
  • More time to practise breaking shields: During the shield tutorial, you can hold a Pinky for as long as you need while lining up your wall throw.
  • A new shield-versus-shield lesson: Practise throwing one shielded enemy into another to break their shields.
  • Workshop previews stay on your selection: Hovering over weapons or Core Towers no longer changes the preview. Click an item to inspect it.
  • Better readability on larger displays: Improved menu and HUD scaling, adjusted Workshop sizing, and kept Start Run shortcuts within their menu tile.
  • Clearer arena contrast: Darkened the blue arena floor to help combat stand out.

Keep the feedback coming! Tell us what feels better, what still feels confusing, and what catches you unfairly!

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