Databank
The battlefield fills the screen
The battlefield goes edge to edge, Play is one tap from anywhere, and later waves get tougher rather than more crowded.
Enemies
- Enemies arrive sooner. Each enemy type debuts 3 to 6 waves earlier than before: Gnats at wave 8, Tumblers at 12, Javelins at 16.
- Shields and splitting. These traits debut on the wave 15 elite, pulled in from wave 20, and join the regular mix from wave 18.
Bosses
- The Revolver's drum. It now carries four rockets and two lances, in place of the old mix of rails, flak, a rocket and a lance.
Waves
- Tougher, not more. Later waves grow enemy health faster and headcount slower, so difficulty climbs at the same rate while the sky stays readable. Wave 30 fields about a third as many enemies as before.
- Swarm and bruiser blocks. From wave 11, each ten-wave block alternates between swarm waves (more, weaker enemies) and bruiser waves (fewer, tougher ones).
Interface
- Edge to edge. The run and deploy screens fill the whole viewport, edge to edge on phones. The battlefield is wider to match, with denser vapor clouds.
- Play everywhere. Play is the landing page's main button, sits in the header bar, and is the deploy screen's title and commit button.
All patch notes