Reaching 20:00 is no longer the end. After the credits you can stay in the grid: the overload grows without limit, and the only question is how deep you go.
- A choice after the credits: finish the run or go back into the grid. The victory is credited at 20:00 either way, and dying in the deep does not undo it
- Enemy health and numbers grow without limit; contact damage is capped. Ordinary dives end around 23:00-25:00, good ones around 27:00
- The clock and the score keep running: the weekly record now measures depth
- The death screen in the deep is a victory screen, with your dive time and what killed you
- Your Discord status shows how deep you are
- Achievements: Overtime (25:00) and Rock Bottom (30:00)
- The 1.4.0 XP curve was softened too far: the whole defensive stack could be taken with nothing sacrificed. The softening now starts at level 30 instead of 25 and is gentler — you reach level 54 by minute twenty instead of 64
- Enemy scaling is untouched
- Loot crates counted as enemies and blocked the end of a run: an unopened crate at 20:00 meant a full minute of waiting. They are now collected automatically
- Stragglers off the edge of the screen get arrows
- Fixed the main cause of late-game frame drops: redundant on-screen tests in projectile homing, up to half a million calls per second by minute eighteen
- Continuing a run remembers your character; it used to mix two characters' weapons
- The help screen promised six weapons when the cap is four
- With every upgrade taken, a level-up offers three cards instead of one
- Discord account linking in the settings: the game uses only your profile name and activity status
- Leaving to the menu saves the battlefield whole; coming back starts with a three-second countdown
- The first three runs show the controls: movement, and the fact that attacking is automatic
- The next big goal is playing together with a friend. Thanks to everyone writing in