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

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