Alpha 1.2.6 – Huge general overhaul!

major update

Zero Hero · published · build 26275432

1. The biggest new features

Two new weapons

- Boomerang (225 Waboshi): throws a disc that crosses the path, can slice through several enemies and comes back to you. The special “Cutting Orbit” sets 3 discs spinning around the character for 4 seconds.

- Storm Scepter (250 Waboshi): fires a fast, piercing lightning bolt that also jumps to 2 more nearby enemies. The special “Storm Fury” releases a ring of lightning and lightning strikes around the player.

- The boomerang shows small disc-count indicators above the character, and the special is now bigger, with its own aura and trail.

New power: Bomb Boy

- Bought in the shop, activated with SPACE or Y/triangle.

- Plants a bomb at your feet with a 3-second fuse, a 3–2–1 countdown and an area explosion.

- Can be bought up to level 5: the cooldown drops from 10s to 6s, the damage goes up and the radius grows with each level and each bomb planted.

- Careful: the explosion also hurts you for half the damage. Get off it before it blows.

- The HUD shows the icon, the cooldown and the remaining seconds.

Trap rooms became a challenge

- They are now a 12-second survival with the doors locked.

- Three variations: bombs, arrows, or both mixed.

- In the last 6 seconds the pressure rises: more arrows, shorter warnings, faster bombs and crossfire volleys.

- The HUD shows “SURVIVE! Ns” and the timer pulses red at the end.

- When it ends, the traps vanish and the doors open.

Reworked enemies and bosses

- Warrior skeleton: now has idle, chase, attack and recovery states. Damage comes from the sword, not from simply touching it.

- Charger skeleton: warns the charge with a red line on the ground, runs and hits once. If it hits the wall, it gets stunned and becomes an easy target.

- Archer skeleton: new attack with a draw-and-release arrow animation; the teleport warning is much more visible.

- Red, blue and purple bats: new art, idle/attack animations and their own behaviors. They keep their distance, orbit, back off when you get close and use several shot patterns.

- Golem: double health and a new moveset with a stomp, double stomp and charge. At 50% health it enrages, gets faster, increases the radius of its blows and uses the combo more often.

- Snake boss: new art and animations for idle, walk, warning, attack and damage. The gaze direction has been fixed.

- Wizard boss: can now drop 1 or 2 heals. Every ~13 seconds — or ~8 seconds at low health — it enrages: roars, casts 60% faster for 5 seconds and then teleports.

Tutorial

- On the first run a 4-page tutorial appears: movement and aiming, shooting and auto-shoot, powers and builds.

- It can be skipped and rewatched later in Settings > General > Rewatch tutorial.

Demo for itch.io

- Separate build, cut at wave 20 in Endless and at floor 1 in Expanded.

- Starts with 150 Waboshi; only the Mac10, Shotgun and Rocket Launcher can be bought. AK, Bow and Spear appear as “Full game”.

- Its own saves, no leaderboards, achievements, rank or DevTools.

- End screen with Wishlist, Discord, Restart and Quit.

- Demo progress is not transferred to the full game.

2. Combat and balancing

Bosses

- Expanded: bosses are 20% weaker in health and speed, but still get stronger with each floor.

- Endless: bosses are 15% stronger in health, speed and attack rate.

- The boss HUD is now transparent and about 19% smaller, so it doesn't hide the fight.

- The snake stays aggressive at low health and the wizard gained the rage mode described above.

Weapons and powers

- Explosive Ammo: the roll now happens on firing. Some bullets come out as homing rockets that chase the nearest enemy and explode in an area for half the shot's damage. It works on pistol, MAC-10, shotgun and AK; each projectile rolls separately, so the shotgun and “Qtty Bullet” fire more rockets.

- Special charge in Expanded: it now fills based on damage dealt, not only on kills. Damage from the special itself does not give charge back, and kills give no extra charge in this mode. In Endless it stays as before: charge per kill.

- Shotgun: smaller and closer to the body, with the support hand on the pump and the shot coming out of the barrel's mouth.

- Pistol, AK, MAC-10, bow, rocket launcher and spear: new art, adjusted grip and support hand, muzzle flash, smoke, ejected casing and reworked shadow.

- There are no more weapons lying on the ground: you start with the chosen weapon and buy the others in the shop.

Economy and progression

- Waboshi items went up to 5 / 15 / 30 and the 100-value Legendary Waboshi was added.

- Waboshi Blessing: now gives +5 per level, up to +15 (3 purchases), and applies to every Waboshi collected, including boss drops.

- Bosses drop 1 or 2 heals.

- The rest room only hands out the health item in the first rest room of the floor.

- The crystal gate is locked during combat and shows “CLEAR THE ROOM FIRST”.

- XP in Expanded: 50% higher gain, keeping the pace at about 2–3 levels per floor.

- The Waboshi shop gained a permanent upgrades tab: Vitality (+0.5 health per level), Damage (+0.15 per level) and Speed (+0.06 per level), up to 5 levels each.

3. Shop, menus and settings

Waboshi Shop

- Redesigned into two columns: scrollable list on the left and details panel on the right.

- Shows weapon type, damage, projectiles, fire rate, range, spread, DPS compared with the equipped weapon, special and description.

- The purchase is now a big button in the footer, preventing accidental spending.

- The “How to earn Waboshi” section is collapsed and opens with H or X.

- Clicking a row only selects it; to buy, you must confirm.

- Weapon and upgrade icons are bigger and have a golden highlight.

Wave shop

- Cards play a flip animation before revealing their content, including on reroll.

- When the next wave is a boss wave, the alert “The next wave is a BOSS!” appears.

- Cards with complex effects show a details panel above the selected card.

- Several powers got new icons.

Settings

- Redesigned panel, bigger, with tabs, a description of the selected option, current value and contextual footer.

- New Controller tab, separating aiming, auto-shoot, dead zone, assistance and vibration.

- New options:

- Background art: Plan A or Plan B.

- Values on the HUD: hidden, hold Tab/LB, or always visible.

- Damage effects: toggle flash, ring, vignette and health bar flash.

- Low health alert: toggle the pulsing red vignette below 30% health.

- Reduce flashes: lowers the intensity of the effects.

- Visual quality: High/Medium/Low/Custom presets.

- Old settings remain valid and shop progress is migrated.

Main menu

- The new Plan B background is now the default: city, ruins and observatory with continuous parallax.

- You can switch back to Plan A in Settings > General > Background art.

- The logo and texts stay fixed while the scenery moves.

- The selected option got a sliding pill and the logo has a gentle breathing effect.

- With a checkpoint, “Continue: Wave N / Floor N” appears below Start.

- Custom golden arrow cursor, with the Waboshi hat floating below it.

- 8 different crosshairs, with a preview in the settings. The C key only changes the crosshair during a run.

- The weapon carousel accepts scroll and mouse click.

Transitions

- Fade between language, intro, menu, death and leaving the run.

- Entering a run with a pixel dissolve.

- Floor change with a “FLOOR N / ROOMS N” card before rebuilding the floor.

- Menus, shop, help, settings and history open and close with a fade, with no hard cuts.

4. HUD and feedback

- New XP bar: shows the level, current XP and required XP, with a blue→gold gradient, a warning when you're close and sparks when you level up.

- Health, stamina and special now follow the value smoothly; health has a damage trail.

- The health bar of common enemies only appears after they take damage and fades in about 2 seconds. Elites remain always visible.

- Low health alert: below 30% health, the screen edges pulse red, becoming more intense as health drops.

- Damage taken feedback: red ring, streaks in the direction of the blow, red damage number, health bar flash and vignette.

- Temporary invincibility: cyan outline, halo, dashed ring and double beat; in the last moments the pulse speeds up to warn that the protection is about to end.

- Damage numbers: entrance animation with “overshoot”, dark outline and their own effects for normal damage, critical, poison, frozen, mark and BOOM.

- Hunter's Mark appears on the HUD with the active bonus, value and remaining time.

- Lightning power icons orbit the character, one for each upgrade, and light up when the lightning fires.

- Spawn markers are bigger and gained a pulsing red ring to indicate danger.

- Minimap: completed rooms get a check; new icons for room types.

- Room veil: the rest of the floor darkens while the current room is active and brightens when it is cleared.

5. Visuals, art and audio

- Player: new art with two legs in profile, a 6-frame walk, fixed back idle, elliptical shadow, dust at the feet and a cyan trail on sprint with a starting ring.

- Weapons: redrawn hands, correct grip, visual recoil, 3-frame flash, smoke, casings and a two-part shadow.

- Scenery: spikes, crystal, portal, bombs, gate, arrow warning, torches, braziers, crates, barrels, pillars, reliquaries and debris got new art. Torches and braziers now actually light the scene.

- Bosses and enemies: new attack, damage, rage and death animations; the golem has a ground impact warning, dust, shards and screen shake.

- Dialogue: the start of the run has 6 lines, the rest room has 3 and each boss has 4 intros and 4 replies. The camera centers on the character before the line.

- Poison slime: more visible, pulses when touched and shows a green silhouette, ring, sparks and smoke on the enemy.

- Sounds: projectile sounds no longer play several times per burst; now they play once per attack. The golem got deep impact sounds and the wizard has a rage roar.

6. Important fixes

- Quitting on the death screen no longer breaks navigation.

- The menu background no longer “runs away” off-screen after a few minutes.

- Leftovers from the previous floor — heals, items, shots and effects — no longer reappear on the next floor.

- Enemies crossing the map edge now face the wall instead of backwards.

- The snake boss looks in the right direction.

- Piercing/ricochet projectiles now expire along their real path, without hitting beyond their range.

- Freeze no longer renews forever and has immunity after it ends.

- Enemy damage flash now pulses instead of turning solid white.

- The archer's teleport warning is no longer destroyed by your shots.

- Arrows no longer get stuck in walls.

- The crystal gate can no longer be used to escape mid-combat.

- Purchases in the Waboshi shop no longer happen by accident.

- Weapons no longer get “lost” on the ground or in the carousel; you always enter armed.

Alpha 1.2.6 – Huge general overhaul! · Zero Hero patch notes · SteamPeaks