Version 1.4.0

major update

Slot Theory · build 24218228 · published

On SteamNotes only · this build shipped before we watched the app

New: Daily Rift

  • One shared seeded challenge every day. Everyone gets the identical run each day - same map, same seed, same draft offers for the same picks, same events - and competes on a leaderboard that resets daily.

  • One attempt: win, loss, or resign, it's final for the day. An interrupted run can be resumed to finish, but there's no reroll and no restart.

  • Most days add a twist: a three-tower embargo, sealed slots, an assigned operator, or a faster/tougher enemy tempo.

  • Some days the map itself is altered - a backward teleporter loop, drifting fog banks, or overcharge pads - and most days one or two tower slots glow with a resonance buff (bonus range, damage, or fire rate). The card and leaderboard header spell out exactly what today holds.

  • The full tower and modifier catalog is unlocked for the daily regardless of your progression, so everyone faces the same challenge.

  • The Leaderboards screen gains a Daily view with a 14-day day picker and each day's configuration shown in the header.

New: Wave-20 Boss Finale - the Breach Colossus

  • Runs now end with a duel instead of just a bigger wave. Once wave 20 is fully spawned, the Breach Colossus emerges through the gate as the final enemy. Kill it to win - the celebration fires the instant it dies.

  • If it reaches the core, the sector falls: an immediate loss regardless of how many lives you have left.

  • Bulwark phases: at 75%, 50%, and 25% health it anchors behind a shell and releases escorts. Break the shell to resume its march. A boss health bar tracks its hull and shell.

  • Counterplay matters: passive tower control (slows, pulls, pins) is resisted, but your operator's active ability lands at full effect - Astra's Singularity drags it, damage actives hit normally. It is too massive to hide in fog, so blackout and heavy-fog maps stay fair.

  • Active in Skirmish, Custom, and Endless runs (endless continues past the kill). Campaign and Tutorial are unchanged.

  • New achievement: Colossus Down for your first kill.

New: Map Editor effects

  • Build your own RIFT maps: place teleporters and fog zones, and mark slots as overcharge pads or locked - freely combined on a single map.

  • Two new editor tools (Teleporters, Fog Zones) plus a Slot Effects panel to toggle pads and locks on the selected slot.

  • Effects save inside the map file, so Import/Export and Steam Workshop carry them automatically.

Operator art

  • The Detonator operator has a new portrait: a rugged, bearded look in an open duster, keeping his signature fiery-orange identity.

Menus & UI

  • The mode-select screen is now a clean three-column layout so every mode fits on one screen, with a distinct accent for the Daily Rift card.

  • Menu screens now fit the safe area so nothing clips in windowed mode.

  • The end screen pairs Open Leaderboards and Main Menu on one row, leaving more room for the run-stats scroll.

Fixes

  • The final kill's death effect no longer freezes on screen through the draft after a wave clears.

  • A charged global surge now fires correctly after you resume a run where it was ready.

  • Resuming mid-wave during a breach no longer miscounts the wave's spawns.

  • The Crossroads campaign stage label now correctly states four towers, matching its allowlist.