v0.15.0
27 Oct 2026 04:06
- +CRASH REPORTS THAT SURVIVE THE CRASH: the game keeps a small session file on disk — current phase (menu, run, forge, extraction), time in the run, level, salvage, a stats snapshot and the last 60 log lines — refreshed every few seconds and deleted on a clean quit. If the game dies hard, the next launch sends that file automatically, exactly once. So if the Forge crashes for you, we finally get the stack instead of a shrug
- +Sharing is still yours: with SHARE RUN DATA off, a crash keeps its report on your machine and nothing leaves it
- +KILLER CREDIT: a run that ends in death now records which creature landed the fatal blow, so Run Intelligence can name the swarm's most lethal unit ("BRUTE: 10 Salvagers") instead of only counting deaths
- +FORGE SAFETY PASS: buying and upgrading with a broken or maxed bank was rehearsed branch by branch — zero balance refuses without throwing, the ceiling clamps, prices are never negative. The reported Forge crash could not be reproduced in the shop code, which makes the new crash capture the thing that will actually find it
v0.14.0
27 Oct 2026 03:44
- +YOUR SALVAGE CANNOT GO NEGATIVE ANY MORE: a long run banked more money than a 32-bit counter can hold, the number flipped to -2147483648 and the Forge stopped selling you anything. Banking now saturates at a sane ceiling instead of wrapping, and a balance that is already negative is repaired the next time you launch — if you were the one who hit this, your salvage comes back
- +THE FREEZE IS FOUND AND FIXED: every impact spawned a flash of light, and each flash quietly created a material that was never released. A long, high-fire-rate run leaked about 5 MB a second until the machine started swapping — which is why it froze after 50 minutes rather than immediately. Impacts now draw from a fixed pool, so memory stays flat however many creatures you kill
- +Damage and chaos maths can no longer flip negative when they overflow either — same class of bug, same fix
- +REPORTS NOW CARRY EVIDENCE: when you send a report, it attaches the last 60 log lines and a snapshot of what the game was doing — frame rate, enemies alive, bolts in flight, fire rate, bolt speed, damage, level, chaos, salvage carried. Home paths, email addresses and IPs are stripped before anything leaves your machine, so a freeze can be diagnosed instead of guessed at
- +AUTO-TRIAGE: a report that shows a crash, a freeze, corrupt money or broken save is approved for fixing immediately and you get told why — no waiting for a human to read it
- +FIELD NOTES on Run Intelligence: the social-post layer — machines destroyed by type, the creature with the most salvage-kills to its name, how much money has been banked, the longest survival, the biggest swarm ever on screen, where people deploy, and which augment is actually taken
- +A private triage dashboard: reports, bugs, feedback and ideas at a glance, what was auto-approved, what got fixed and how fast, crashes by build, and the last crash dumps
- +Your phone gets a nudge when a bug is reported, fixed, or a build is deployed
v0.13.1
27 Oct 2026 02:33
- +RUN INTELLIGENCE SHOWS THE SWARM AGAIN: the power panel carries the median live enemy count on its own right-hand axis, so build progress and swarm pressure can be read together in real units — creatures on screen, not an invented index. There is no crossing callout, because those two lines cross in the first minute of nearly every run
- +Fixed singular counts on a fresh window reading "1 RUNS" and "1 deaths"
v0.13.0
27 Oct 2026 02:30
- +RUN DATA: every run now records itself — how long you lasted, the layout, the build you were carrying, every augment you were offered and took, what killed you, the damage you dealt and took, and how big the swarm got. Nothing personal is captured: no name, no account, no address, just a random tester number. SHARE RUN DATA in the pause menu turns it off, and RESET IDENTITY gives you a fresh number
- +RUN INTELLIGENCE: a private dashboard built for tuning, not for show. It draws the power curve against the swarm's attrition, ranks every augment by what it is actually worth against runs where it was offered and skipped, splits by layout and build, and names the outlier runs that broke the game
- +Augment lift always shows its sample size, so an augment with four runs cannot pass for evidence — where the data is thin the line fades instead of pretending
- +The pause menu gains SHARE RUN DATA and RESET IDENTITY, and the feedback panel now says plainly what is shared
v0.12.0
27 Oct 2026 01:58
- +WALLS STOP SHOTS: player bolts, the drone's bolts and spitter fire all collide with arena geometry now. On SPINE you could kill creatures two rooms away through solid wall; cover finally works in both directions
- +Spitters only wind up when they can actually see you, so they stop firing into a wall you are hiding behind
- +Chain lightning no longer arcs through walls either: if you cannot shoot it, you cannot arc to it
- +THE CODEX HAS CREATURES IN IT: every entry is a photograph of the real model, rendered in-engine when the game starts, so the picture can never drift from the enemy it describes
- +QA: a new test flies a real bolt and a real enemy bolt at a real wall on every build, and fails the build if either crosses it
v0.11.0
27 Oct 2026 01:45
- +THE HANGAR IS A HUB: DEPLOY is the big obvious action, and three consoles — FORGE, LOADOUT and CODEX — open focused screens instead of putting twelve tiny cards in front of you at once
- +The Forge reads one branch at a time: three tabs, four large rows, and every row carries its own name, effect, price and state, so nothing you are deciding about is described somewhere else on the screen
- +LOADOUT is new: every tier you own, by branch, so you can see the build you are about to deploy with
- +CODEX is new: the six contacts, what each one does, and how to answer it
- +The game uses real typefaces now — Chakra Petch for headings, names and prices, Barlow for the copy you read — the same two the launcher uses, instead of Unity's built-in Arial. That is most of the reason the screens finally look like their mock-ups
- +Buying, the prices and the capstones are unchanged: same tree, shown one decision at a time
v0.10.2
27 Oct 2026 01:36
- +The Forge no longer opens with a tier already "selected": before you hover anything the strip explains the screen, shows your purse and offers DEPLOY — it used to show SECOND WIND, a locked capstone, which read as though buying anything else were impossible
- +A tier you cannot afford now says how much salvage you are short and its button stops pretending to work, instead of just playing a refusal sound
- +Locked tiers read LOCKED · TIER 2 FIRST, so the chain is explicit rather than implied
- +Insurance buys exactly as it always did — verified by buying BULWARK 1, then 2, then SALVAGE INSURANCE and checking the price comes off correctly (2,000 → 550)
v0.10.1
27 Oct 2026 01:30
- +Fixed text being cut off on the Forge: every label is now sized from the height it actually renders at, so names, effects and prices sit fully inside their node
- +Forge nodes are taller, which gives the effect line its own breathing room instead of crowding the price
- +Fixed the same clipping on the level-up cards and the SYSTEM UPGRADE banner
- +Small windows no longer squeeze text past the box it belongs in — if a node is ever too short to hold its effect line, the effect is dropped to the strip below rather than half drawn
v0.10.0
27 Oct 2026 00:51
- +The Forge is a tree now: three branches — BULWARK, ARMAMENT and DRIVE — four tiers each, and a tier only opens once the one above it is bought
- +Each branch ends in a capstone that changes a run instead of a number: SECOND WIND survives one lethal hit, VOLLEY turns every fifth shot into a piercing seeker, WAKE leaves a damaging trail when you dash
- +Prices are scaled to what a run actually banks — 150, 400, 900, 2,000 — so one branch is a few good runs rather than thirty
- +Every tier is bought once and kept, so the old five-rank percentage grind is gone
- +Salvage you spent on the old flat upgrades has been refunded in full, automatically, on first launch
- +The tree shows what you own, what you can afford and what is still locked, and explains the highlighted tier before you spend anything