Posted March 17, 2026 by meapps
#2D #Exploration #Idle #Incremental #madewithraylib #Minimalist #prestige #resource-management #Singleplayer #upgrades
Five event types can now appear on specific waves, each with its own themed notification panel, effect summary, and timing support where applicable.
This release also includes the previously introduced balance tuning that reshapes the run from the opening waves through the late game.
Spawn timing for waves 1 through 5 has been slowed from 1.8 seconds to 2.5 seconds to create more breathing room. The overall spawn rate curve has also been adjusted for a more gradual difficulty ramp, with waves 1 through 3 now targeting a clear time of roughly 20 to 35 seconds for first time players.
Severer now appears at wave 4 instead of wave 3. Blinker becomes the first evasion check at wave 3, while Severer at wave 4 now acts as the first real skill gate.
Pulse costs 8 bits instead of 9 Drain costs 7 bits instead of 8 Spike costs 10 bits instead of 11 Shell costs 12 bits instead of 13 Relay costs 15 bits instead of 17
These changes make more openings viable and allow amp stacking to come online earlier.
Mutation rarity weighting has been adjusted from 60 / 28 / 12 to 45 / 40 / 15 for Common, Rare, and Epic. This raises the first collapse pick to a 55 percent chance of Rare or Epic, up from 40 percent, making it feel more meaningful.
Upgrade costs now scale by 15 percent per wave after wave 5, capped at 75 percent from wave 10 onward. For example, an 18 bit upgrade now costs 32 bits by wave 10. This puts more pressure on upgrade timing and late game resource decisions.