Posted September 26, 2025 by ZiexDev
#shaperush #rouge like #rouge-like #arcade #score #high score
Alright, confession time.
Paths are dead.
I know, I know. I hyped them up in that devlog, and you never even got the chance to touch them. But hear me out: they weren't good.
On paper, Paths sounded cool, "commit to a build, specialize in one playstyle, etc." In reality? They just locked you out of a bunch of Geomtrie (Abilities) and made the game feel less free. Swiftblade path = only speed/dash stuff. Warden path = only minion/blast stuff. Basically, you were stuck in a tiny sandbox when the whole game is supposed to be a giant playground.
So yeah, I scrapped 'em.
Now? Everything's available. Your pool of Geomtrie is wide open. The only limit is Unlocks (meta progression).
But wait… doesn't that mean you can just mash a dash build and a ranged build and call it a day?
Not so fast, gamer.
Enter: Wilds.
Wilds used to be their own type, but now they're more of a feature. Think of them as:
"Here's a sick ability for your build… but it comes with a catch."
Example: Hyperfire: on speed boost, burst 4 bullets in a circle. Amazing if you're running speed Geomtrie. Kinda useless if you aren’t.
Or a minion-focused Geomtrie (old Warden vibes) that nerfs Blast Damage by 40%. It doesn’t stop you from blasting, but it makes you think — do you double down on minions, or try to offset that nerf somehow?
Basically:
Paths = "you can't do that."
Wilds = "you can, but it’s probably a bad idea."
And honestly? That's way more fun. It keeps the freedom but forces actual decision-making. Strategy without shackles.
So yeah, RIP Paths. You won't be missed.
Long live Wilds.
More updates coming soon™.
Also, I remade the upgrading UI... again.