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.
