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OVERHEAT PROTOCOL PlaytestNewsPlaytest Update v0.3.1 — Card Draft & Wave Flow
In-game event

Playtest Update v0.3.1 — Card Draft & Wave Flow

OVERHEAT PROTOCOL Playtest · published 25 Jul 2026, 12:28 UTC · build 24388929

All newsPlayers around this dateRead on Steam

PLAYTEST UPDATE v0.3.1

Thank you to everyone participating in the OVERHEAT PROTOCOL Playtest.

This update focuses on the foundations of each run: card variety, wave pacing, movement, combat feedback, and overall readability.

ADDED

  • Sprint and Stamina — Sprint using the keyboard, manage stamina, and feel the transition through a subtle field-of-view effect.
  • Rare Anomaly Cards — Four powerful build-defining choices can now appear during later levels: Titan Protocol, Bullet Storm, Glass Protocol, and Singularity Core.
  • Improved Run Data — Local run reports now provide better balancing information. These files remain on your PC and are not uploaded automatically.

CARD DRAFT IMPROVEMENTS

  • Standard stat cards now use authored weights, level requirements, build affinity, repeat rules, and stack limits.
  • Recently offered cards are tracked separately from selected cards, reducing immediate repetition.
  • Repeatable cards now show their resulting stack and maximum stack information.
  • Anomaly cards are isolated from the standard card pool and limited to one selected Anomaly per Standard run.
  • Card categories remain visible without requiring pointer hover.
  • Card titles, descriptions, categories, and effect values now use clearer spacing across supported languages.

WAVE FLOW

  • A wave will no longer finish while tracked enemies are still alive.
  • Wave breaks now provide a clearer recovery window.
  • Nearby XP orbs receive temporary collection assistance after a wave is cleared.
  • Wave Incoming and Wave Clear announcements now use cleaner fade transitions.
  • Beacon Shockwave now reacts to actual combat pressure instead of triggering on a randomly selected wave.

COMBAT AND VISUAL FEEDBACK

  • Explosion displacement now pushes enemies more reliably while respecting arena navigation boundaries.
  • Shatter effects use a clearer amber-orange identity with shorter marks and improved particle presentation.
  • Chain Lightning arcs remain visible long enough to read individual jumps during crowded fights.
  • Lightning and Shatter damage numbers have improved timing, motion, and contrast.
  • Pause Menu transitions now use short, responsive fades.

FIXES

  • Fixed the survival timer characters overlapping after five minutes.
  • Fixed travelling Shatter fragments retaining defeated or recycled targets.
  • Fixed waves progressing while enemies from the previous wave remained alive.
  • Fixed XP orbs expiring during the wave-clear collection window.
  • Fixed several Shatter particles appearing as untextured squares.
  • Fixed tightly packed localized card text becoming difficult to read.

Please continue sharing your feedback through the in-game feedback button. Your reports directly help us decide what to improve next.

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