itch.io is community of indie game creators and players

Devlogs

6.7.99

UberLoop
A browser Loop made in HTML5

Characters now unlock through achievements

The roster isn’t all available from day one anymore. Recruit is still your starting character; the rest stay locked until you hit specific milestones.

Locked characters show a lock overlay on the character select screen. You can still select them to see what you need — you just can’t start a run until the requirement is met.

Current unlock requirements:

CharacterHow to unlock
Recruit Available from the start
Skeleton 1,000 Skeleton kills (account-wide)
Witch Doctor Complete 10 runs as Recruit
Golem Deploy Skeleton for the first time
Glorb 100 Goblin kills (account-wide)

These are tied to the same achievement progress you already see on character select and during runs — no separate unlock track to manage.

New global achievements

Two new account-wide achievement tracks:

  • Health recovered — healing from pickups, regen, lifesteal, and similar sources adds up over your career. Tiers from 1,000 HP up to 10 million.
  • Evades — every successful dodge (when you see “EVADE” pop up) counts. Tiers from 25 up to 10,000.

Both show on character select and track live during runs, like kills and damage milestones.

Poison got stronger

Burn is unchanged, but poison should feel more worthwhile:

  • Slightly better chance to apply on hit
  • More damage per stack
  • One extra stack at full buildup
  • Faster damage ticks so stacks feel responsive, not sluggish

Poison builds best when you focus a target and keep procs rolling — burn still wins on big, tanky enemies.

Horde balance: more variety in the mid/late game

Grasslands spawn weights were retuned so mid-tier threats show up more often once you’re deep into a run:

  • Kame Goblin (explosive kamikaze) appears much more often from level 10 onward — was nearly invisible before
  • Imp and Troll are balanced against each other instead of Imp dominating the pool
  • Timed swarm events give Imp and Battle Bee equal weight during rush waves

Expect more pressure and variety in the back half of a run.

Kame Goblin fixes

The barrel-carrying kamikaze goblin got two fixes:

  • The explosive barrel on its back now disappears when it detonates, instead of floating in the world after death
  • Kamikaze self-destruct is more reliable — the goblin should always go out with a bang, including when killed from range

Movement: no more slow creep on hills

If you stopped moving on a steep slope, you used to slowly slide downhill anyway. That’s fixed — when you’re standing still (not sliding, not being knocked back), you stay put on inclines.

Quality of life (ongoing)

  • Enemy shrines use the same weighted enemy pool as the main horde, so shrine rushes match what you’d normally see at your level
  • Achievement progress continues to show during runs so you can watch milestones tick up in real time
  • Various enemy attack and spawn placement fixes behind the scenes
Leave a comment