Major Update — 1.0.779 to 1.0.1136

major update

Zone Sweeper · build 25033554 · published

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

Three patches in one post. Zone Sweeper stopped being a menu of difficulty modes and became one endless world you walk.

One endless world

  • Standard / Hard / Expert / Hell are retired. One base mode, Normal, that never ends — difficulty climbs ×1.225 per map with no ceiling.

  • 96×40 maps rolled fresh every run, across ten biomes: Abyssal Moor, Obsidian Emberfield, Bone Ossuary, Sunken Depths, Crystal Vein, Fungal Bloom, Void Terrace, Iron Foundry, Frozen Abyss, Crimson Moor.

  • Zone tiles are gone. Monsters stand in the field — walk up to one and the fight resolves where you stand. No scene change, no loading.

  • Loot spills at the corpse and coins collect themselves as you walk over them.

Realms and Reaches

  • Every realm is cut into ten Reaches, each with its own theme, roster and layout — gatehouses, a spine, arenas and a landmark court.

  • A Warden waits at the end of every Reach. One kill per run, and it pays BP.

  • Levels come rung by rung instead of in bands, authored per realm so the climb steepens as you go deeper.

  • Monsters roam and hunt, and none of them outrun you. Elites and bosses stay dead for the whole run.

Finding your ground

  • Milestone Compass — a needle cycling Best Prey → Unbeaten → Off. It navigates: routes through the realm instead of pointing through a wall.

  • Monsters carry an outlook colour graded against your build, and the best exp-per-BP ground in the realm is crowned.

  • Field Chart — a fog map of everywhere you have walked, with a hero-centred minimap that zooms from 36 to 144 tiles.

  • Waypoints at the town plaza, mid-route and boss pads, plus a Town Portal you can cast anywhere.

Out in the field

  • Caches — crates, urns, veins, coffers and hoards hidden across every realm, once per run each.

  • Arrival banners with their own fanfare when you enter a theme, realm or Reach.

  • Footfalls that read the ground: earth, stone, water and wood each leave their own mark.

  • Walk-up Blacksmith, Artisan and Shelter Keeper at the Anchor, each on a 2-hour cooldown.

Progression rebuilt

  • Monster Ledger — progress is tracked by unique monsters met, not zones cleared. Milestones, quests and the boss ladder all sit on it.

  • Skill points come from your best level alone — one rung per power of ten from Lv 100, +3 to +20 as you go deeper, no ceiling, granted the moment you cross. Boss, Tower and Quest points are gone.

  • Best level ceiling raised to 1e100000.

  • Every monster has its own artwork, stat profile and signature drops. Gear, EXP, gold and Charm level all follow the monster's real level.

  • Field gold rolls one of nine payout bands. Bought BP now fills to 1000.

Combat rules

  • The underleveled damage absorb (5–95%) is gone. Your damage is your damage.

  • Defense caps at 50% — no build can shrink a swing below half.

  • Turn 40 surge — ATK is flat until turn 40, then ×10 per decade for both fighters, so stalled fights settle.

Also

  • Daily Check — a 31-day board that starts on your first check and waits instead of advancing when you skip.

  • Title screen rebuilt as a console bar with an animated scene behind each tab; the canvas fills the window and the field runs full-bleed under a floating HUD.

  • Sign in with Apple uses Apple's native button. The Steam demo and the itch.io build are retired.

  • Hundreds of fixes — purchase wedges, save-corrupting boot checks, camera clipping, reviving elites, duplicate banners and more.

If you were already playing

  • Skill builds are rebased once: your old build is cleared and the whole new ladder total comes back as unspent points.

  • Runs in progress are reset by the new realm layouts.

Major Update — 1.0.779 to 1.0.1136 · Zone Sweeper build 25033554 · SteamPeaks