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)

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