Every weapon now belongs to one of five archetypes, each with its own synergy that kicks in once you commit to it:
Chain Reaction (Combo Meter) — landing hits with 2+ Chain Reaction weapons builds a stacking damage bonus (up to +20%) that decays if you stop connecting.
Set It Off (Headliner) — with 2+ Set It Off weapons equipped, your crits get a chance to trigger a bonus recast hit.
Posse Up (Backup Singers) — your summons and companions back each other up, biting harder when they're working the same target.
Boom Bap (On Beat) — Spray Can and Paint Roller share a beat counter; every 4th hit triggers a "drop" — a satisfying freeze-frame and a damage bonus on your next swing.
Block Party (Cypher Circle) — overlap two or more Block Party weapons' zones on the same target and watch the damage bonus build the longer you keep the circle going.
The level-up cards you're offered now lean into whichever archetype your build is committing to, and a new SETLIST HUD chip tracks your progress toward it mid-run.
The All-Time board is finally live — it tracks your single best run across every Daily Bonk you've ever played, so early climbers have a real ranking to chase.
Weapon unlocks: Ten weapons — Pager, Lit Soda, Paint Roller, Bucket Drum, Spray Can, BoomBlaster, Turntables, Gold Chain, Boom Box, and Nuthin' But a G Thang — are now unlocked by completing specific Rep Quests instead of being available from the jump. Check your Rap Sheet to see what unlocks what.
Change
Before
After
Bucket Drum
Single blast on cooldown
4-beat cycle with a dedicated bass-drop VFX and SFX
Turntables damage
15
18
Setlist Focus (meta upgrade)
Flat damage buff
Reserves stat-biased level-up card slots toward your build
Elite/burst spawn cadence
Fixed 55s / 45s timers
Scales with Heat tier — runs keep tightening instead of going flat
Captured tower income
One-time cash burst
Ongoing dollar trickle — roughly doubles total run income
Turnpike Tony phase-2 transition
Instant chain-fan snap at 50% HP
Graduated 2-second ramp
Tony warning/spawn stings
—
Volume reduced
New SETLIST build-coaching chip shows your archetype progress and next suggested move, in-run and on the hold-TAB stats screen.
Enemies scale HP (not damage) past level 12, keeping late runs tense without feeling unfair.
Shield Cop squads now telegraph their approach with an advance warning and an aim-line ring instead of an unreadable instant shot.
Daily Block's main-menu panel now shows your current rank and who's next to catch.
Eternal Cypher's bonus payout is now previewed live during the run and celebrated on the results screen.
New shared pixel-font HUD theme — cleaner outlined damage numbers and a rebuilt HP bar.
A full pass of combat/HUD/screen-transition polish: boss-kill camera shake, dash input buffering, an off-screen boss indicator, minimap pulses for bosses and hordes, an urgent countdown banner, smoother pause and level-up menus, floating pickup feedback, a count-up results screen, and load-hitch masking.
Landing a hit finally has its own impact sound, plus new rim lighting and weapon-hit sparks.
Street district atmosphere pass: ambient particles, moving props, lamp decals, and hit-flash effects.
Save data is now crash-safe — atomic writes, automatic backups, and an in-app restore option protect your progression.
Reduced-motion and text-size settings now apply consistently everywhere, including the dash trail.
Fixed enemies killed by Bucket Drum's cluster-stun sometimes vanishing with no XP and a floating HP bar left behind.
Fixed a stray black HP bar occasionally lingering after an enemy died.
Fixed a rare error that could occur on a recycled enemy's next death.
Fixed the Scooter/Skateboard fuel meter showing available when it wasn't.
Fixed expired login sessions only being caught after a failed leaderboard submission mid-run.
Reduced unnecessary per-frame overhead in a few hot paths (enemy audio, settings saves) for smoother frame pacing.
None major at this time — keep the reports coming.