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veryne

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A member registered 34 days ago · View creator page →

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Thank you for taking the time to make a video, this is one of the most useful pieces of feedback the game has received. Every issue you pointed at turned out to be real, and two of them were bigger than they looked. None of what follows is live yet. It is all fixed in the development build and lands in the next update, so everything will behave as you know it until then.

The Reduced Effects button: confirmed, and your description was so precise it basically located the bug for us. The click actually works and saves, the button just lost its repaint in the last update, which is also why Enemy Animations was repainting both. So the setting may currently be in a state you did not intend, worth checking once the update is out.

Barrier Reform and Range caps: you were right on both. The effect caps already exist under the hood, the shop rows just never stopped selling. In the next update all capped stats get the same MAX treatment Critical Chance has, and their cost curves are being reworked to fit the capped ranges properly.

The research boost and gem rush prices: good catch, and after review we decided the current interaction is not something we want to keep. From the next update, rush prices read the unboosted research time. Fair warning so it does not feel like a stealth change, rushing while boosted will cost its normal price. The boost stays exactly as strong at what it is for, finishing research faster.

The 15 gem reward: you nailed it, including the fix. It ticks on the game clock instead of real time, so high speed compresses it exactly as you showed. The next update moves it to real play time, the way it was always meant to work. Until then it stays farmable, enjoy it while it lasts.

The capacitors: agreed, and this was already on the board before your video. The plan is to start capacitor rewards when Overdrives unlock rather than at wave 750, with a proper trickle after that, so the numbers you saw should improve substantially.

The stuck enemies in the corner: found it, and this one was nastier than it looked. Enemies spawned by other enemies dying, like splitter offspring, were invisible to every cleanup pass, which is why they survived resets and Voltage changes. Worse, each one permanently used up a slot in the spawn limit, quietly reducing how many enemies could spawn for the rest of time. The fix in the next update also heals saves that already have stuck enemies, including yours, so no reset needed on your end.

High speed making you weaker: you were completely right, and this was the most important find in the video. The tower's attack timer could only fire once per rendered frame, so at high speed the tower's real attack rate hit a ceiling while enemies kept scaling perfectly. Past that ceiling, attack speed upgrades did nothing and raising the speed genuinely lowered your damage. The next update makes the simulation behave identically at every speed, which kills the pay to lose problem at the root.

The death hitch: your instinct about where to look was good, but the numbers turned out to be innocent. The big number math is cheap. The real costs were a graphics buffer being rebuilt on every single kill for no reason, plus some debug logging that still did work in the release build. Both are fixed for the next update. Your overkill shortcut idea was clever but would have changed some reward mechanics, like critical kills paying out a chip bonus, so we went after the true costs instead.

The encyclopedia: genuinely like this idea, especially showing off the enemy animations. It is on the list for after the current fix wave.

And thanks for saying the performance improved, that work landed recently and it is good to hear it shows. The fact that you maxed every Blueprint and did the wave 750 grind means your feedback comes from deeper in the game than almost anyone has gone. If you spot anything after the next update, please keep it coming.

Thanks for the detailed report, this was super helpful. The kits dropping from the green carrier enemies is intentional, but everything else you saw was a bug. They were supposed to clear at the end of every wave like before, and a last minute change broke that cleanup without me noticing. That's why they piled up, lagged the game and even survived a Voltage reset. The fix is live now in v1.3.1, so if you refresh you should see kits clearing every wave again, which at high speed is even tighter than the 7 seconds you suggested. Good catch on the animation toggle not covering the kits' sparkle too, that fix is coming in a future build.

Thanks for the detailed report, this is really useful.

The good news is those upgrades are not actually broken. Your Coilworks Scrap/Wave has been paying out every wave the whole time. The problem was the Scrap/Wave row in the battle screen showing the wrong number. It was only counting the small per-run part of the upgrade, which resets to 0 at the start of every run, and ignoring your permanent Coilworks investment. So it read 0 even while you were earning the scrap. That is fixed now, and the row will show the real total you earn each wave.

As for the others: Charge/Wave was working too, it just did not have its own row in the battle screen, so nothing on screen told you it was active. I am adding a row for it so it shows up the same way Scrap/Wave does. Charge Bonus and Scrap per Kill work a little differently. They are passive boosts that multiply your charge and your kill scrap automatically in the background, so they do not get their own row, but they are definitely on once you buy them.

Short version: you did not lose anything, you were getting all the bonuses, the screen just was not showing them. Thanks again for taking the time to write it up, it helped me pin down exactly what to fix.

Thank you, this is one of the most useful reports I have had. You basically diagnosed the game’s biggest weakness for me, so let me go through your points.

Performance. You are right that this is the real ceiling, and you are right that it gets worse with Attack Speed. Your screenshot actually proves it: your Attack Speed is up around 90 shots a second, and every single shot kicks off a little burst of visual effects, so at that rate they pile up fast. On top of that, every enemy does a bit of animation work each frame. Both are fixable without changing how the game plays, and they are my top priority for the coming updates. Your idea to add an option to disable enemy animations is a great call, and I am adding exactly that.

Enemy stacking. I love this idea and looked hard at it. It is a bigger change than it sounds because of how kills, rewards, and special enemies work under the hood, so I want to get the simpler wins in first and come back to it. It is on the list.

Menus feeling slow. Noted, and I have a lead on why. Looking into it.

Range. Great catch, and you are right. There is supposed to be a cap, but I found it is only half-enforced: it stops one source of range but not the others, so with enough investment your range keeps growing until it covers the whole map, which was never the intent. The number on the panel is off too. I am fixing it so range actually caps where it should. Thanks for pushing on this one.

A couple of things that are intentional (so you know they are not bugs): at high Voltages enemies are meant to overwhelm you with numbers rather than damage, which is why they stop hurting the tower and why your tower overkills them but still cannot clear the swarm. The difficulty is the crowd, not the hit. That said, your feedback is making me rethink whether that stays fun at the very top end.

Overdrive, Blueprints, Chips, deep milestones. All fair. Capacitors come in later than they should, Blueprints are grindier than Overclock (which I agree feels great), and the deep Wave 2500+ milestones are hard to reach today, partly because of the performance wall. I am treating these as things to rebalance rather than quick fixes, so they will take a bit longer, but they are all written down.

Seriously, thank you. This kind of detail is gold. Keep it coming.

Thanks for the report, you found a real one and it's now fixed for the next update. Good news first: it isn't the save system, and the save fix from the last update is working, so nothing you buy is being lost.

What actually happens is that a Max purchase buys levels one at a time, and the game was redrawing the entire upgrade list after every single level. The last update also made milestone Scrap scale up at higher Voltages, so a Max purchase can now be thousands of levels in one tap. Thousands of levels times a full redraw each is what locks up the tab.

The fix makes the screen redraw once per purchase instead of once per level, which brings Max back to well under a second. Until the update lands, the x50 multiplier works without the freeze.

Thanks for sticking with it! The loadout bug is fixed. Loading a preset actually works now (your loadouts were never lost, the screen just wasn't refreshing). And the speed card now does something when you level it: it boosts both the speed and how many waves it covers, exactly like you suggested. On making ~x3 the default speed... noted, I'm holding off on the baseline until I hear from a few more players as it touches a lot of my balancing, but it's on the list. Appreciate it!

Thanks for the super detailed feedback! A ton of it is in the new build! The green-aura enemy now visibly shields an escort pack so you can tell what it does. Chips show your copies + a level-up marker, and pulls now reveal exactly what you got. "Buy 5" shows the real price for what you'll actually buy. Wave rewards land at the end of the wave. Milestone Scrap scales with Voltage now (no more pocket change). And Range caps once it covers the screen. New enemy types are the next big thing on my list and I am open to any suggestions. Thanks again!

Huge thanks for your feedback, it is a lot to read but a lot of value to me. I've just released a new build that targets some of your feedback. Please have a look and provide feedback if you can :) Changes can be found here

Thanks for the feedback. I've just pushed a new build targetting your feedback. Changes can be found here

Thank you for the feedback, it is very valuable to me. I've uploaded a new build with changes targetting your feedback. Changes can be found here

Thank you for the feedback, I've just pushed a new build that targets your feedback. Changes can be found here

Thank you very much, i've just released an update that targets your feedback. Changes can be found here

Thank you very much for the feedback. I've released new changes with the feedback that was provided in the last 24 hours. Changes can be found here

Just launched Voltspire, playable in browser and mobile.

Would appreciate feedback on:

First impressions, does the loop click right away

Balance, too slow, too easy, too grindy

Bugs, especially browser/mobile

What you’d want more of

Thanks for taking a look.