v0.22.1

v0.22.1: The sky stays full

The second cut of the pace pass. Half again as many enemies at every wave, a swarm that falls lazy instead of fast, and no break in the action between waves.

v0.22.0 turned the speed up. Playing it back to back with what came before made the real lesson obvious: the games that feel alive in this genre run on a ton of slow targets, not a few fast ones. So this patch re-aims the same pass. The swarm slows back down, and the crowd gets much bigger.

Changed

  • Half again as many enemies, at every wave. Wave 1 opens with about fourteen drones instead of ten, and the raise carries through the whole run. Difficulty escalation is otherwise untouched; the sky is just fuller the entire time.
  • The swarm falls lazy again. Drones give back most of the speed they gained in v0.22.0 and take their time reaching full pace. The pressure now comes from how many there are. Gnats and javelins stay quick, so speed still reads as a threat when it appears.
  • No break in the action. Waves used to wait for a nearly clear sky before sending the next batch, which put a visible seam between every fight. Now the next wave arrives while stragglers are still falling, and whenever a wave runs out of its own spawns early, reinforcements keep streaming in at reduced rewards until it does. The spawn clock never goes quiet.
  • Your first card comes sooner. With a bigger opening wave, the first level-up lands in the middle of wave 1 instead of at its end.

Recorded runs made before this version are marked as approximate: the waves themselves changed again.

All patch notes

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