Devlogs
Patch Notes
Posted July 21, 2026 by Siegray
#Updates #Patch Notes
Update — 2026-07-19 18:48
- Amplifier base cost increased to 220g; upgrade costs cascade accordingly (T1: 220g, T2: 440g, T3: 1100g)
- Ascension cost increased to 1250g
- Added visual effects settings: Screen Shake (Off/Reduced/Full), Muzzle Flashes, Hit Flash, Death Bursts, Explosion Rings, Particles
- Removed gold and damage popups during combat
- Guide removed from the start screen (Tutorial serves this purpose)
Update - 2026-07-19 20:22
- Tower void accessories (shard panel tints, seam lines, vertex sparks, center eye) now use each tower's upgrade-path color instead of a generic tier color — fire towers glow orange, sniper towers glow purple, electric towers glow cyan, etc.; the dark void body stays consistent across all tiers so the path identity is always readable
- Amplifier base cost increased to 220g; upgrades cascade (T1: 220g, T2: 440g, T3: 1,100g)
- Ascension cost increased to 1,250g per ascension
- Added six visual effect settings: Screen Shake (Off/Reduced/Full), Muzzle Flashes, Hit Flash, Death Bursts, Explosion Rings, and Particles — all toggleable from the Settings menu
- Removed gold earn and damage popups during combat for a cleaner play experience
- Guide removed from the start screen — the Tutorial covers this fully
- Expanded Tutorial to 35 pages covering all towers with upgrade previews, all damage types, enemies, systems, Endless mode, difficulties, and level HP scaling
Update - 2026-07-19 20:30
- Tower void accessories (shard panel tints, seam lines, vertex sparks, center eye) now use each tower's upgrade-path color instead of a generic tier color — fire towers glow orange, sniper towers glow purple, electric towers glow cyan, etc.
Update - 2026-07-19 21:54
- Added full mobile/Android input layer: tap fires as a click, long-press (0.45 s) fires as a right-click (cancel placement / context action), and single-finger drag pans the board camera
- Added pinch-to-zoom on the map board (0.5x - 3x zoom range), centered on the pinch midpoint
- Camera pan and zoom only affect the game board — the HUD strip, side panel, and all overlay menus always render at screen scale
- On mobile the camera starts at 1.5x zoom centered on the board so cells are touch-friendly; on PC zoom stays at 1x with no camera offset
- Added Android export preset to export_presets.cfg (requires Android SDK path to be set in Godot editor settings and a signing keystore)
- Updated export_game.bat to accept a target argument: export_game.bat windows (default), export_game.bat android, or export_game.bat all
Update - 2026-07-20 18:02
- Fixed wave duration in post-game report showing incorrect (shorter) times when playing at 2x or 3x game speed — duration now tracks game-time instead of wall-clock time
- Fixed endless mode showing no per-second chart data in the post-game report (trend charts were blank)
- Raised per-second chart data cap from 3 minutes to 30 minutes, so long endless runs render a full trend chart instead of cutting off
- Added macOS build (universal binary — Apple Silicon + Intel, unsigned)
- Added Linux build (x86_64)
Update - 2026-07-20 20:46
- Fixed training mode: selecting and placing towers is now possible while the training panel is open — a compact bar at the top of the build panel provides "Place Enemies / Clear Enemies / Exit" actions, and the full training config panel only appears when actively placing enemies or editing a selected dummy
- Fixed training mode: clicking the board to place a tower now works correctly even when "Place Enemy Mode" is active
- Amplifier complete redesign: all 12 upgrades and 9 ascensions rebuilt from the ground up
- Path A: 10%/20% physical AND elemental armor bypass (both equal); T3A Iron Paradox gives +(armor+eArmor)÷5% bonus damage on hit; T3B Flux Charge executes enemies below 5% HP (stacks +5% on top of Executioner perk)
- Path B: +5% damage / +10% fire rate / T3A +20% range / T3B Overdrive +15% dmg +5% rate +10% bounce chance
- Path C: damage-based entropy (1% HP dealt = 1 stack; burst at 10 stacks = 25% slow 2s + reset); T2 Chain Protocol adds 5% max HP explosion in 120px on burst; T3A Void Resonance +1% permanent dmg taken per burst; T3B Cascade Engine 2× entropy per hit
- Asc A1 Corroded Core: -10 armor/eArmor per 10% HP lost (can go negative); Asc A2 Corrosion Pulse: pulse every 5s strips 10% armor from all enemies in aura; Asc A3 Fracture Point: +10% damage taken per 25% HP lost (up to +30%)
- Asc B1 Amplified Presence: +2% damage per buffed tower in aura; Asc B2 Frenzy Protocol: every 5 kills triggers +50% dmg+rate for 2s; Asc B3 Ricochet Web: all towers in range gain guaranteed projectile bounce
- Asc C1 Entropy Sunder: each burst -10 armor/eArmor permanently; Asc C2 Entropy Drag: each burst +5% permanent slow; Asc C3 Entropy Mark: each burst +2.5% permanent damage taken
Update - 2026-07-20 21:05
- Fixed HUD right panel not extending to the bottom of the screen (20px gap is now filled)
- Fixed tutorial body text clipping instead of wrapping — long lines now wrap correctly within the text area
- Fixed ascension upgrade descriptions being cut off after 2 lines — now shows up to 3 lines with tighter line spacing to fit the button
- Fixed ascension button showing wrong cost (was showing 1000g, now shows correct 1250g)
Update - 2026-07-21 19:02
- Added full achievements system: 49 achievements across 6 categories (Act I, Act II, Act III, General, Endless, Mastery); accessible via "★ Achievements" button in the main menu sidebar
- Each achievement category shows a progress bar and unlocked/total count; clicking opens a scrollable grid of individual achievement cards (greyed when locked, gold when unlocked)
- Toast notification slides up from the bottom-left corner and fades when an achievement is unlocked, during a run or after
- Penultimate achievement requires 3-starring all 18 levels on Normal, Hard, and Extreme; Ultimate requires all other 48 achievements
- Fixed training mode DPS display — DPS now shows immediately instead of being delayed 0.5 seconds
- Added "◀ BACK TO TOWERS" button in the spawn enemies panel so it is clear how to return to tower placement
- Fixed training mode Menu→Yes no longer overwrites an existing real resume save
- Fixed a bug where entering training mode could corrupt subsequent normal gameplay sessions, causing infinite gold, infinite lives, and towers appearing on wrong levels
- Added enemy count remaining pill to the HUD during waves 1–12 (shows enemies still in queue plus enemies alive on the map)
- Added wave timer pill to the HUD during waves 1–12 showing real-time elapsed seconds for the current wave