A proper balance pass on the fourth night, fire gnomes that actually think a bit, and a sweep of fixes straight off your playtest reports. Cheers for the feedback, keep it coming.
Balance
- Night 4 boss reworked - Foreman Pudding goes down at a fairer pace, and his escort no longer piles on quite so hard.
- Final-night difficulty - the last few waves now sit exactly where they're meant to, instead of quietly running hotter than intended.
- Your maze earns its keep - a longer, twistier maze now counts towards how much pressure the night brings. Build clever, take more on.
Enemies
- Fire gnomes play smarter - they hold their fire bombs until they're well into your maze now, going after the towers inside rather than chucking them at the first wall they meet.
Towers
- Extinguisher slow reworked - the CO2 slow is now tied to the spray cadence, which sorts the old lingering-slow oddity.
- Empty extinguishers stop swivelling about once they're out of foam.
Fixes & Polish
- Dismantling no longer flickers, and clearing structures from the HQ zone tidies the tiles properly.
- The truce phase no longer trips up if you pause mid-night.
- Softened the laser and extinguisher firing sounds.
- A handful of smaller demo fixes from your reports.
Spotted something off? The in-game Report button sends it straight to me.