Vibin' & Survivin' Playtest · build 24891386 · published
New "Run Benchmark" in Settings, under Display. Runs a fixed, repeatable 30-second stress test — enemies, three bosses and your own weapons all ramp up together — and reports average FPS, 1% lows, average frame time, and a graph of FPS across the whole run, so you can actually tell whether a setting change helped instead of eyeballing it.
A live FPS overlay you can leave on during any normal run, toggled from the same Settings page.
Results now include your platform, CPU, screen resolution, render resolution and more, so a run is easy to compare against another machine, or against a different Resolution Scale setting on your own.
The stress test now ramps in three bosses and climbing round difficulty as it goes, so enemies survive long enough to be real load instead of dying in one hit once your strongest weapons come online.
Fixed the benchmark occasionally dropping into one of the game's special "chaos" arena rounds partway through, and fixed the results window not fitting — or scrolling — on smaller screens.
Double XP and Vibe Nuke can now drop from Glitch Hoppers, alongside the existing Magnet, Shield and Overclock. Double XP doubles your XP gain for 10 seconds; Vibe Nuke instantly clears every normal enemy on screen (bosses are immune).
Corrupted Glitch Hoppers now glitch and flicker as they try — and fail — to escape before detonating, instead of just vanishing the instant they're killed.
Chilled and slowed enemies now show a frosty glow with orbiting ice crystals, so status effects are easier to read at a glance.
Homescreen music now loops gaplessly without a pause or micro-delay. Fixed the trailing dead air on exported sequencer tracks and upgraded the menu audio player to a dual-buffer seamless looper.
External PlayStation, Xbox and Switch controllers were unresponsive on Steam Deck when connected alongside the built-in controls. Both input paths now scan every connected controller and follow whichever one you're actually using.
Stormcaller Gauntlets were firing their Chain Reaction bolt on every Electro-Bolt kill, not just ones that were actually Shocked. Fixed.
Assorted performance improvements: the game no longer wastes GPU/CPU time redrawing an unchanging frame while paused, and gamepad polling does less redundant work per frame — most noticeable on Steam Deck.