v0.9.0
v0.9.0: Replays and the chemical warfare pass
Deterministic simulation with exact replays, caustic clouds, nanites that eat hulls, and see-through vapor.
The simulation becomes deterministic, which makes recorded runs replay exactly. Meanwhile the field fills with chemistry: caustic clouds, hungry nanites, and vapor you can finally see through.
Added
- Deterministic simulation: the game now runs on a fixed timestep with split RNG streams, so recorded runs replay exactly
- Replay your recorded runs, complete with DPS tracking. Replays store only your decisions, keeping them tiny.
- Flak batteries leave a damaging caustic cloud where their shells burst
- Nanite swarms now eat the hull as damage over time
- HUD synergy readout during runs
- Gallery stats are level-aware, with level sliders on demos
- Supply crates are marked with their payload
- Run telemetry collection
Balance
- Cloud synergies no longer consume the vapor bank when they trigger
- Balloon mine blast radius reduced from 95 to 70 px
- Nanite vulnerability and spread now scale
- Seekers turn tighter
- Gravity wells are smaller
Visual
- Vapor clouds flattened to a uniform transparency and made far more see-through. Boss guns no longer punch through them visually either.
- Flak clouds read as smoke puffs instead of a symmetric disc
- Mine arming is now readable at a glance
- Every gallery demo sits on a hot-pink backdrop so effects read clearly
Fixes
- Replays of records made before the determinism overhaul froze the game. They now degrade to stand-ins and wear a badge marking them as legacy.
- Gravity Fuze arms only after the shell clears the muzzle
- The Revolver boss dies when its bar actually fills, and regrown guns properly add HP
- Gravity wells no longer drag the guns off bosses
- Fixed an admin page crash, added an Admin nav dropdown
- Fixed audio asset paths and a crash when refreshing the game page
- Dropped filler descriptions from the options rows
All patch notes