BALLRENA Playtest PT6: Status HUD & Combat Fixes (2026-08-31)

BALLRENA Playtest · published · build 25030759

Hello, testers!

PT6 is now live. This update focuses on making combat effects that were already active—but difficult to see—clear and readable. It also continues our work on the Standard Core, early-game pacing, enemy feedback, and build inspection. Thank you for the detailed reproduction steps and playtest feedback.

Highlights

  • Status HUD overhaul: all 33 status slots have been reviewed, five dedicated status icons were added, and 15 previously hard-to-see triggered effects now appear on the HUD.
  • Standard Core improvements: base stats, visuals, Wall Shockwave behavior, and inspection portraits have all been updated.
  • Two major feedback fixes: incorrect HP shown at battle entry and core identity changing after Continue have been resolved.
  • Enemy and early-game polish: the first five stages are smoother, with updates to hit checks, healing behavior, distance rules, and hit feedback across several enemies.

■ Status HUD & Combat Readability

  • Dedicated icons were added for enemy pin, unified slow, armed Buffer Foam, Cover Retreat charges, and the Rearguard window. Colors across the status family were separated further to reduce misreads.
  • Fifteen previously hard-to-notice triggered effects now appear on the HUD, including device damage-reduction and damage-boost windows, Post-Op Guard, Nano Repair, Rebound Edge, Chain Protocol, Chain Harvest, and Core Command.
  • Related effects are merged into shared slots, with combined values shown on hover, preventing duplicate icons from crowding the HUD.
  • Pinned and slowed enemies are now clearly marked, including the number of affected enemies.
  • Buffer Foam, Cover Retreat, and Rearguard now show their armed, charged, or active states directly.
  • Damage dealt to an enemy core's shield now produces blue damage numbers, removing the “I hit it, but nothing happened” feeling during the first half of shielded fights.
  • Primer overload progress now appears on the enemy status bar.

■ Standard Core & Build Readability

  • Standard Core base stats are now 55 Max HP / 4 ATK.
  • The Standard Core now uses a consistent white shell, matching its item-track icon. Its main-menu description has been updated accordingly.
  • Wall Shockwave has been reworked: every enemy unit and the enemy core inside the radius can be hit, once per target for each wave.
  • Missing portraits in shop inspection, the ESC equipment page, and core-related views have been fixed.
  • The Kinetic Governor's first cooldown after entering battle is halved (T1: 12s → 6s). Its repeating cooldown is unchanged.
  • A sixth Damage Reduction row has been added to the shop and ESC stat panels. During battle, ESC shows your current total damage reduction.
  • HP / ATK and other stat labels are now localized. Tooltips for Cluster Charge, Gun Drone, and several other items now display tier-scaled values.

■ Early Pacing & Enemy Updates

  • The first five stages now use a smoother enemy damage ramp, reducing sudden early-run deaths.
  • Fury scaling by act is now 5 / 10 / 15 / 15 stacks.
  • Piston hit detection and knockback timing have been adjusted to reduce early-stage chain pressure.
  • Shackle, Razor, and Virus hit rules have been standardized, and Lightning spawn distance has been rechecked.
  • Healer enemies now have a healing budget, preventing fights from becoming indefinite stalemates.
  • Echo landing-distance logic has been corrected. Super-armor enemies now flash and compress when hit for clearer impact feedback.
  • Opposite Poles now reduces damage dealt by magnetized enemies—including damage over time—by 50%.
  • Wall Guard now grants 50% damage reduction for one second after triggering and is shown on the status HUD.
  • Primer has been reworked: dead targets no longer receive damage or play leftover effects, and retained stacks now resolve on the new damage curve.

■ Playtest Feedback Fixes

  • Fixed the battle HUD briefly showing placeholder HP before jumping to the real value. Both sides now show correct HP from the moment the battle loads.
  • Fixed a saved run's core name, skill, or shell changing after visiting the Core Select screen. With an active save, Core Select is now browse-only; a new choice applies only when starting a new run, while Continue always preserves that run's original core.
  • Portal landings no longer place units inside restricted areas.
  • The opening idle travel time in Blockade arenas has been greatly reduced.
  • Chamfer arena icons now match the actual chamfered-rectangle layout.
  • Chain-reaction and core-explosion effects now use clearer acid-green collapse rings and a three-stage core blast sequence.

■ Tester Tools

  • In Steam, right-click BALLRENA → Properties → Launch Options, then enter
    -console
    .
  • Press
    ~
    in game to open or close the console. Opening it automatically pauses the game.
  • Read-only commands work immediately. Commands that change game state require
    command on
    , which must be enabled again after each launch.
  • Use
    help
    for the full command list, or
    help <command>
    for parameters and usage.
  • When reporting a randomization or build issue, record the output of
    seed
    , then run
    command on
    followed by
    dumpbuild
    . This creates a replayable
    dev_build_dump.cfg
    ; use
    exec dev_build_dump.cfg
    to reconstruct the build.

Please keep sharing balance feedback and bugs in the discussion board. Every report helps shape the next tuning and repair pass.

Have fun!

— vampireblackcat