Dev Update v0.1.0
Just keeping track of the tweaks made today. The main goal was to fix the endgame pacing, balance the economy, and stop the math from breaking the game.
Builds & Progression
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EXP Curve: Flattened out the curve heavily. It was scaling too fast previously; it is now mathematically viable to max out a loadout in a single run.
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Slot Limits: Enforced a strict cap of 6 active weapons and 6 passives per session.
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Limit Breaks: Changed these to flat stat bumps (e.g., +5 max HP, +1 Damage) instead of percentage multipliers to prevent late-game stat runaway.
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Auto-Pick: Added an “Auto-Pick Future” toggle for Limit Breaks once a build is 100% maxed to keep the late-game loop uninterrupted.
Enemies & The Collapse
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Omega Rework: Reduced total HP and halved gravity pull strength. The bullet patterns are now telegraphed and dodgeable.
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Simulation Collapse: Delayed until the 11-minute mark. This provides a 60-second window to finish Omega before unkillable, hyper-accelerating anomalies spawn to terminate the run.
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Very Easy Mode: Re-tuned to be a pure power trip. Mobs have minimal health and damage but spawn in massive swarms.
Economy & Polish
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Gold Balance: Lowered drop rates to 1.5% and reduced yield to 1-3 gold per pickup.
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Gold Magnet: Set drop chance to 0.000001% (Mythic tier).
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Price Scaling: Increased meta-upgrade and character unlock costs by 10x to establish a long-term progression grind.
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Weapon Tuning: Slightly reduced Flamethrower radius to improve early-game visual clarity.
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Engine Refactor: Modularized weapon logic and rendering to resolve syntax crashing issues and memory leaks.
