OVERHEAT PROTOCOL — PLAYTEST UPDATE v0.3.4
BREACH WARDEN
OVERHEAT PROTOCOL Playtest v0.3.4 introduces the Breach Warden, a new two-phase final encounter waiting at the end of the fifth wave.
NEW FINAL ENCOUNTER
- Face the Breach Warden in a dedicated solo boss fight.
- The Warden drops into the arena from above with a large landing impact.
- Regular enemy reinforcements are disabled during the encounter.
- A dedicated localized boss health display tracks both combat phases.
- The encounter must be completed before the run can reach Victory.
TWO-PHASE BOSS CORE
- Depleting the first health bar tears the Warden’s backpack from its body.
- The detached backpack becomes physics-driven debris and visibly falls into the arena.
- The Warden enters a distinct core-reboot sequence instead of immediately dying.
- Its health visibly refills before the more dangerous second phase begins.
- The final blow triggers a separate Beacon-powered execution sequence.
- The Beacon visibly charges before releasing targeted Lightning strikes into the Warden.
- Each Lightning contact produces dedicated impact feedback before the final destruction effect.
SEVEN ATTACK PATTERNS
- Cannon Fan — A wide projectile spread with a clear pre-fire energy arc.
- Orbital Bombardment — Predicted ground strikes with persistent floor warnings and descending energy columns.
- Cannon Beam Sweep — A charged beam that sweeps across the arena.
- Hunter Burst — A sequence of targeted shots with individual lock indicators.
- Cone Blast — A close-range sector attack with a grounded danger wedge.
- Crossfire Grid — Two intersecting energy lanes that preserve diagonal escape routes.
- Ground Pulse — An expanding floor shockwave that can be avoided with a correctly timed jump.
BOSS PRESENTATION
- Added dedicated falling smoke, landing dust, debris and impact effects.
- Added armor-hit sparks, emissive hit flashes and physical hit reactions.
- Added a layered destruction sequence with core overload, armor rupture, hot debris, smoke and a secondary energy burst.
- Added dedicated spatial audio for the Warden’s arrival, attacks, warnings, impacts, phase break, core reboot, Beacon execution and destruction.
- Improved projectiles, muzzle flashes, attack telegraphs and floor alignment.
- Increased the Warden’s health, movement pressure and attack density while keeping every major attack readable and avoidable.
FIXES AND POLISH
- Fixed interrupted beam effects occasionally remaining suspended in the arena.
- Fixed the Beacon replaying an unnecessary second Lightning attack after the Warden’s death.
- Fixed Cone Blast and orbital warnings becoming hidden inside the arena floor.
- Fixed invisible or unreadable incoming boss attacks dealing damage before their presentation appeared.
- Fixed Warden projectiles spawning away from the animated cannon muzzle.
- Fixed the Warden name and health display overlapping the run timer.
- Improved boss impact placement when projectiles reported an invalid contact position.
BUILD SIZE OPTIMIZATION
- Reduced the clean Windows Playtest package from approximately 290 MB to 176 MB.
- Switched release builds to high-compression packaging.
- Removed development-only output from the distributable package.
Thank you to everyone participating in the Playtest. Your feedback continues to directly shape OVERHEAT PROTOCOL as we move toward the public demo.