Quantum Covenant Playtest · published
Squads now run over Steam lobbies, so a squad survives the coordinator going down. The coordinator is still the fallback.
A public squad browser reads Steam's lobby list.
Every squad refusal says why, and a failed Steam join reports it instead of timing out.
When the host quits a level on purpose, guests see HOST ENDED THE MATCH instead of a lost connection.
BEAM POWER merges into DAMAGE and CYCLE merges into FIRE RATE. Both are offered for every weapon.
New protocol: FOCUS FIRE. Each direct hit on the same enemy adds +10% damage, up to +50%, resetting after 1s without a hit or on a target switch. It stays across weapon swaps. The RIPPER's spin-up ramp moved here.
ADRENAL SURGE now counts shield hits.
GRENADE fires 20% faster (cooldown 1.2s to 1.0s).
The scoreboard shows each ally's hull and shield on one bar under their row.
The Warden's eye pool is doubled (600 to 1200), and its health bar stays hidden until its shell first opens.
HOW TO PLAY becomes the GUIDE: a topic rail beside the selected topic's pages, with ENEMY INTEL as a topic.
A PROLOGUE subtitle sits under the main-menu wordmark.
The run-end screen shows one full-width XP bar with banked skill points.
The first weapon offer explains how to switch weapons.