New modes & levels
- NEW campaign: Marathon. 20 waves across four fronts that open one after another — and the twist: surviving isn't the point. Hitting the milestone waves is. A real endurance run.
- Level 1 reborn. A bigger, busier first map (more buildings, more spawners, proper blob waves, capped by a 20-strong jumper rush on Wave 4) — and it now opens with a proper scene: the General lost his army, the hippie got drafted, and someone has to explain tower defense with factory pipes.
- "Over the Wall" grew up. A fifth wave, a hidden bonus-tower puzzle by the resource field, and a direct PLAY button straight into Marathon when you unlock it.
Now in 5 languages
- Full localization for Português (Brasil), Русский and 简体中文 alongside English and German — every menu, tutorial, character line and card, switchable on the title screen. Obrigado, спасибо, 谢谢!
Plays better
- The grabber arm finally moves like an arm — smooth, target-guided reaching and a lazy idle sweep, no more snapping or whipping back.
- Honest throughput readout. The context menu shows real, live throughput and reacts to how far input and output sit apart.
- Barbed wire actually bites — its slow and damage are both doubled.
- Know what's coming. Select a spawner to see its next wave — type, count and HP — right in the context panel, and big packs now arrive as clusters.
- Group Size slider in the wave editor: run a wave as one charging blob instead of single file.
- Quality-of-life: harvesters gain +2 storage per rarity tier, tower range rings read clearer, the upgrade button reacts on its whole surface, the tutorial checklist lingers and returns, a feedback box lives in the pause menu, and the fullscreen button now always sits next to MENU.
Fresh look
- A 70s-print color grade — film grain, paper texture, halftone shadows, warm god rays over the planet and drifting dust.
- One-click Alt-Look toggle to swap the visual grade on the fly.
- The three characters got a soft premium glow-up — warm grade, gentle rim light and a soft glow.
Fixed
- Beating wave 1 could leave you stuck. Waves now advance cleanly through build → combat → clear → next.
Worth chasing
- First-level trophies: Extended Range (clear Level 1 without taking damage) and Fast Bullets (finish Level 2 under the clock).
Under the hood: sharper anonymous analytics + pipeline intake tidied up, so we polish what actually needs it.
Keep the reports coming via the in-game feedback box — General's orders, hippie-approved. ✌️