Nova Swarm · published · build 23909622
Patch note timestamp: 2026-06-25 12:00 CEST.
This hotfix is focused on the feedback that came in after the last big combat-readability update: hangar progress should stay trustworthy, reinforcement waves should actually show up before the run is almost over, and the new late-game Ascendant ships should feel powerful without flattening the rest of the roster.
Some players had valid progress history, but the profile repair path was being too aggressive and could hide ships that had already been earned. That path now preserves proven legacy progress instead of over-clamping it.
The hangar should now better reflect the real state of your career:
Mayhem reinforcement waves are still meant to be rare. They are not supposed to turn every run into a permanent dogpile.
The problem was that the first-reinforcement safety net could expire too early. If luck was bad, a player could reach much deeper levels before seeing the feature at all. That has been tightened:
The intent is that reinforcements remain surprising, but not invisible.
The Ascendant ships are supposed to be late-game prizes, not a delete button.
The first balance pass reduced the visible stat table, but the real firing behavior still had too much extra output through rapid crits, wing shots, bonus shots, and trait cadence. This hotfix retunes the actual runtime damage package.
Current sustained output validation:
Standard ships were not globally boosted. The normal 25-ship roster keeps its existing sustained damage output.
The Game Over / score flow had some technical wording that looked like an error instead of a status message.
Cleaned up:
Those cases now read more clearly as Steam leaderboard unavailable / local score saved states.
Thanks for the blunt reports on this one. The hangar should be less weird, the reinforcements should be less mythical, and Ascendant ships should still feel like an endgame monster without making the rest of the game irrelevant.
Tiny Foundry