Thanks to everyone playing BITCRUSH :CORE! and sharing feedback. This update makes learning the game easier, improves readability, and gives you more breathing room during combat.
- More emergency healing: Emergency healing events can now happen up to three times per run, instead of once. The existing low-health requirements and timing remain unchanged.
- Repair Zones get stronger while you stay inside: Healing starts at 2 HP every second, then speeds up every two uninterrupted seconds: 0.8 → 0.6 → 0.4 seconds between heals. Leaving the zone resets the ramp.
- Shorter Repair Zone text: The label now reads “REPAIR +2 HP” with “Stay longer. Heal faster.”
- Lava Pit safe areas now wrap around corners: Safe tiles form connected areas along two adjoining walls, giving you clearer corner positions to move toward.
- A steadier Pump Tower laser gap: The opening now keeps the same size and distance from the boss throughout rotation, making it easier to line up and stay inside.
- Successful Void Pop throws restore a grab: Throwing a Void Pop directly into an enemy now restores one full grab charge, including hits against shielded enemies.
- Protection after reward celebrations: You now receive two seconds of immunity after control returns, including between successful RGB Memory rounds.
- Protection after your ultimate: You also receive two seconds of immunity when your ultimate ends. Your ship blinks while this protection is active.
- Shielded enemies arrive later: In Chapter One, shielded enemies now begin appearing in Room 4, giving you the first three rooms to get comfortable.
- A simpler Void Pop tutorial: Kept the introductory lesson and removed the extra drill with enemies approaching from both sides.
- More time to practise breaking shields: During the shield tutorial, you can hold a Pinky for as long as you need while lining up your wall throw.
- A new shield-versus-shield lesson: Practise throwing one shielded enemy into another to break their shields.
- Workshop previews stay on your selection: Hovering over weapons or Core Towers no longer changes the preview. Click an item to inspect it.
- Better readability on larger displays: Improved menu and HUD scaling, adjusted Workshop sizing, and kept Start Run shortcuts within their menu tile.
- Clearer arena contrast: Darkened the blue arena floor to help combat stand out.
Keep the feedback coming! Tell us what feels better, what still feels confusing, and what catches you unfairly!