GRIDNOVA · published
The stats showed 0.64% of runs ended in victory. The cause was in the numbers: everything a player can stack is capped, enemy growth is not, and by the endgame it outran the player no matter how well they played. 1.4.0 recalculates the late game; the early game is unchanged.
- Enemy health grows more slowly after minute four. The ramp is still there — twice as steep as the opening minutes — but it no longer outruns the upgrade cap
- The XP curve softens past level 25: level 40 used to cost 6,963 XP, now 1,986. You reach level 64 by minute twenty instead of 48 — the endgame has choices again
- Below level 25 and in the first four minutes nothing changed; the level 10 and 25 achievements are as hard as they were
- Three HUD modes in the settings: full, clean, hidden. Clean keeps health, XP, the boss bar and the countdowns
- Discord account linking in the settings. Official integration: the game uses only your profile name and activity status, and you can unlink in the same place
- The interceptor's wind-up is documented: before charging it slows and a ring is drawn around it — that ring is your window to step off the line
- Bosses now say it plainly: you cannot outrun one, and while one is alive the next will not appear
- Three upgrade descriptions understated their numbers: armor gives 3, regen 1.2 per second, emergency repair 32. The balance is unchanged — the texts were corrected
- Watching the victory stats after the rework. Next up: synergies — their damage data is already being collected. Thanks to everyone writing in