THE OVERJUICED UPDATE

Hey everyone!
The Overjuiced Update is here, and it adds three major new gameplay systems to High Fructose:
- The Juice System
- Frog Challenges and Wagers
- Achievements
- Improved END-OF-RUN screen
- LOTS of UI Improvements
- And probably others I'm forgetting...haha
I have also rebuilt the shops, updated the HUD, improved the settings menu, added new progression screens, and packed in a lot of combat and UI polish.
Let’s get into it.
THE NEW JUICE SYSTEM

Juice is a brand-new combat resource that powers your auto-firing weapons. (orange bar in the center of the screen)
Automatic weapons consume Juice while they are shooting. When you run dry, they stop firing. To get them back online, you need to get into melee range and cut some fruit.
CUT FRUIT > BUILD JUICE > POWER YOUR WEAPONS > GET BACK IN THERE
I added Juice because I wanted automatic weapon builds to stay active.
As you collected more automatic weapons, there was less reason to use your sword. A strong build could eventually do too much of the fighting for you. That took away some of the movement, risk, and close-range chaos that High Fructose is built around.
Juice connects both sides of the combat.
Your sword generates the resource. Your weapons spend it. If you want to keep the firepower going, you need to keep moving and cutting.
- Auto-firing weapons consume Juice while shooting.
- Running out of Juice stops automatic weapon fire.
- Melee attacks refill the Juice meter.
- Your weapons return after you earn enough Juice.
- The HUD warns you when Juice is getting low.
- New effects connect sword hits, Juice gained, and weapon activity.
- Juice drain is time-based, keeping it fair across different characters and loadouts.
- The tutorial teaches the full Juice loop.
GET OVERJUICED
Aggressive melee play can push you beyond a full meter and activate Overjuice.
While Overjuiced, your automatic weapons fire faster and stop consuming Juice for a short time.
It is your chance to turn the arena into a complete mess.
- Faster automatic fire.
- No Juice drain while Overjuice is active.
- New HUD colors and effects.
- New weapon, audio, and controller feedback.
GET IN CLOSE. FILL THE METER. POWER EVERYTHING.
NEW FROG CHALLENGES

The Frog Challenge system is completely new.
Visit the Frog to pick up challenges, track your progress, and earn Seeds. You can then take those Seeds to the Fox and purchase permanent character upgrades.
COMPLETE CHALLENGES > EARN SEEDS > BUY FOX UPGRADES > GET STRONGER
Challenges give you more goals to chase during your runs and across your time with the game.
Some ask you to master a particular mechanic. Others reward specific weapons, characters, playstyles, or milestones.
The Frog board includes:
- A new challenge interface.
- Challenge descriptions and progress tracking.
- Seed rewards for completed challenges.
- Item and recipe unlock rewards.
- Reward claim animations and sounds.
- Controller and keyboard navigation.
- Clear completed, active, and unclaimed states.
NEW WAGERS

Challenges are not the only thing the Frog has to offer.
Wagers let you add restrictions to a run in exchange for a larger Seed payout.
You might agree to play without a dash, give up weapon swapping, enter with melee only, skip the shop, or accept another limitation.
The harder the wager, the better the potential reward.
- Choose restrictions before starting a run.
- Stack multiple restrictions for a larger payout.
- See your active wager conditions during the run.
- Earn bonus Seeds for taking on more difficult conditions.
- Optionally stake your own Seeds for a higher-risk reward.
Wagers are for players who want to move away from their usual builds and prove they can win under different conditions.
NEW ACHIEVEMENTS

Achievements are now part of High Fructose.
The new Achievement system tracks major milestones, difficult feats, character accomplishments, combat mastery, progression, and some stranger goals for players who enjoy experimenting.
- A new in-game Achievement system.
- Steam Achievement support.
- Progress tracking for eligible Achievements.
- Achievement unlock notifications.
- A dedicated place to browse locked and unlocked Achievements.
- Achievements tied to combat, characters, progression, challenges, and secrets.
- Saved progress between sessions.
Challenges and Achievements may sometimes ask you to do similar things, but they serve different purposes.
Frog Challenges are part of the game’s reward loop. They give you Seeds and unlocks that help your progression.
Achievements are permanent milestones. They record what you have accomplished and give completion-focused players a larger set of goals to chase.
THE SHOP

The in-run shop has received a major rebuild.
Shop cards are easier to read and provide more useful information. Rarity, item level, upgrade state, and important stats are now much easier to understand.
- New item card presentation.
- A full detail panel for the selected item.
- Clearer rarity and upgrade information.
- Improved purchasing, selling, rerolling, locking, and combining.
- Better keyboard and controller navigation.
- Clearer feedback when buying an item or when you cannot afford it.
- Better handling of coins, inventory changes, and item effects.
- Reduced-motion support.
- Improved layouts for ultrawide and smaller screens.
- Fixes for shop persistence and scene-transition issues.
THE FOX UPGRADE SHOP

The Fox’s permanent upgrade shop has been rebuilt around a new card layout.
Every upgrade now shows your current stat, what the next level will provide, how much it costs, and how close you are to reaching the maximum level.
No more buying an upgrade without knowing what actually changed.
- New permanent-upgrade card grid.
- Current and next stat values are clearly displayed.
- Level pips show your upgrade progress.
- Affordable, unaffordable, and maxed upgrades have distinct states.
- Hovering over a card previews the next level.
- New purchase sounds, flashes, particles, Seed animations, and controller feedback.
- Seed totals and cards update immediately after a purchase.
- Reset Stats is easier to find.
- Resetting stats now requires confirmation.
- Controller navigation keeps your place after purchasing an upgrade.
HUD AND COMBAT FEEDBACK

The HUD has received a large update to support the new systems and make combat easier to read.
- A new Juice display.
- Clear Ready, Low, Dry, and Overjuice states.
- New prompts explaining when your weapons need Juice.
- Improved objective introductions and tracking.
- Stronger visual feedback when taking heavy damage.
- A clearer Overdrive screen effect.
- Improved Dragon hit feedback.
- Better animation, color, sound, and controller feedback.
- Improved scaling across different resolutions and aspect ratios.
SETTINGS AND CONTROLS

I have cleaned up the settings menu and made it more consistent between the main menu and the in-game pause menu.
- Improved mouse sensitivity and field-of-view controls.
- Better support for inverted camera controls.
- Adjustable camera shake.
- Cleaner Master, Music, SFX, and UI volume controls.
- More consistent auto-aim and auto-firing settings.
- More reliable key rebinding.
- Better saving and loading of settings.
- New feedback for sliders, switches, and successful rebinding.
- Improved controller navigation.
- Old settings that no longer did anything have been removed or hidden.
LEVEL-UP AND END-OF-RUN SCREENS

The level-up and end-of-run screens have also received a major visual and usability pass.
- Level-up choices are easier to compare.
- Cards have clearer selection and upgrade feedback.
- The end-of-run screen has a new layout.
- Important run statistics are given more space.
- Stats reveal one at a time with new audio feedback.
- The enemy breakdown only shows enemies you defeated.
- Empty results now display proper messages.
- Scrolling and controller navigation have been improved.
- Labels and button styles are more consistent.
TUTORIAL AND OBJECTIVE IMPROVEMENTS
I have updated the opening section of the game to introduce its systems more clearly.
- The new Juice system is taught during the tutorial.
- Players are shown how melee attacks power automatic weapons.
- Objective introductions have been improved.
- Several tutorial transitions and cinematic triggers have been fixed.
- Added safeguards for tutorial steps that could become stuck.
- Improved the early recipe and Overdrive tutorials.
MORE FIXES AND POLISH
- Improved UI scaling and safe margins.
- More consistent buttons, cards, tabs, and back navigation.
- More sound and animation feedback across menus.
- Fixed hidden menus reacting in the background.
- Fixed several scene-transition and cleanup issues.
- Improved saving for shops, upgrades, challenges, Achievements, and settings.
- Added more automated tests for the game’s major systems.
- Continued removing older UI systems that were causing conflicts.
THE BIG PICTURE
The new Juice system keeps combat active.
Frog Challenges give you goals and progression rewards.
Wagers let you test yourself under different conditions.
Achievements record your biggest accomplishments.
The rebuilt shops and menus make it much clearer what you are earning, buying, and improving.
High Fructose is a solo-developed game, so every playtest, review, bug report, and message helps me figure out what needs attention next. I really appreciate everyone who has spent time playing and sharing feedback.
I have a lot more planned to make High Fructose an even stronger roguelite, so stay tuned!
CUT FRUIT. BUILD JUICE. TAKE THE CHALLENGE. GET OVERJUICED.
Thanks for playing High Fructose!
Let me know what you think of the new systems and what builds you come up with.