Posted November 03, 2025 by GemOfLife
We turned the single-map prototype into a mini roguelite. Every run now stitches together several procedurally generated acts, each with branching routes of battles, events, and shops. Bosses no longer end a session; beating one rolls into the next act with your stats and upgrades intact. Battles can finish through score races or survival challenges, and the HUD keeps those goals visible so you always know how close you are. Shops and events gained new upgrades, including length bonuses and relics that tweak survival requirements, and you can now stock Shockwave charges. Press Q during a duel to blast away nearby enemy segments—the HUD tracks charges, the game feeds back successes, and replays capture the action. We also switched to fullscreen by default, lifted the overworld title above the route, brightened available nodes, and tuned AI behaviour so it feels smart without being unbeatable.