PATCH NOTES
The Change History
Generated straight from development — categorized, searchable, newest first.
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July 9, 2026
The Living World Update
GameplayVisualsTowersHeroesUXWebsiteDeveloper ToolsMega Bosses
- Gameplay: ★ New system: Public Intelligence Layer
- Gameplay: ★ New system: Marketing Website
- Gameplay: ★ New system: Account Platform
- Gameplay: ★ New system: Chronicle (patch-note pipeline)
- Visuals: Init cutscene overhaul — full procedural canvas cinematics
- Gameplay: Assimilation Index — the run's master presentation state
- Visuals: Living Battlefield — the arena assimilates as a run deepens (render-only, golden-safe)
- Visuals: Living Battlefield — drive terrain stage from the canonical Assimilation Index
- Towers: Mulligan presentation overhaul — the Lab joins the design language
- Visuals: Living Battlefield — full overhaul: cached terraform layer + richer, map-consuming visuals
- Towers: Unify upgrade currency into Gene Essence + graft visual pass
- Gameplay: Infestation Map — full overhaul: living canvas territory map + mechanics depth
- Gameplay: Assimilation Index overhaul: zero-alloc group-normalized fold + the Ascension Moment
- Visuals: Living Battlefield v3 — vein network, infection field, dual-layer heartbeat bake, watching terrain
- Gameplay: Assimilation Index future-proofing: every likely addition becomes a data row
- Gameplay: Liveops: full overhaul — schedule engine, richer calendar, LIVE OPERATIONS console
- Heroes: Expeditions: full overhaul — 7-mission board, affinity, risk tiers, rare finds, mastery
- UX: Opening cinematic + tutorial overhaul — a scored film that dives into the trial
- Website: Marketing page becomes the front door — game moves to /play
- Gameplay: Account platform: guest/email accounts, versioned cloud sync, cross-progression, offline-first
- Website: Website overhaul — the public face of ASSIMILATE (SEO, AdSense-ready, retention, marketing)
- Website: Site: regenerate with stamped contact + merged forwarding
- Website: Chronicle patch-note pipeline, unified with the generated site
- Developer Tools: Design Intelligence Layer — the project's living knowledge graph (src/dev/dil)
- UX: Multi-platform responsive overhaul: layout profiles, portrait tutorial unblocked, matrix-enforced zero-list
- Mega Bosses: Full overhaul — exclusivity, mega-boss gate, reforge wheel, collection split
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July 8, 2026
Shareable replays + 30 more
GameplayPerformanceUXAudioTowersBug FixesVisualsHeroesWebsite
- Gameplay: Shareable replays: gzip share codes + links + self-verifying Replay Theater
- Gameplay: Localization framework: typed t() core + EN/ES/PT beachhead
- Gameplay: Rewarded-ads activation: repo-side complete (status audit + env.production wiring)
- Gameplay: LiveOps calendar: deterministic UTC events + hub strip + reward folding
- Performance: Service worker: offline shell + versioned caches + update toast
- UX: Register InitCutscene in the system registry (fixes the red suite from the last push)
- UX: Initialization cutscene (first boot, replayable) + wave-launch breach transition
- Audio: Authored audio pass + Commander designation with auto cloud sync
- Towers: Tower AAA visual pass: full lighting model (gradients, bloom, rim, speculars)
- Gameplay: Leaderboard replay verification (R1) + mobile pass with permanent enforcement
- Towers: Tower overhaul: procedural turrets, firing animation, sounds, comet projectiles
- Bug Fixes: Release-candidate pass: 12-phase audit, two player-facing fixes, RC report
- Visuals: Cinema trailer v2, Hi-DPI battlefield + directed screenshots, one-command secrets
- UX: Assimilation death gore + unique per-archetype birth intros
- Audio: Enemy AV pass: lifecycle animation + per-archetype death sounds
- Visuals: Enemy visual overhaul: 12 procedural creature body-forms
- Performance: Campaign events: the authoring seam (elite-rush / gauntlet / cache / mutation)
- Heroes: Hero ability forks (★5/★8): A/B reworks of unlocked abilities
- Gameplay: Trailer, ad wiring, and one-command DB setup — operator work approaches zero
- Heroes: Give heroes real ability kits — star-gated auto-cast skills (fix the one-verb problem)
- Gameplay: Release simplification: everything automatable is done — operator work is minimal
- Heroes: Pool equipment set pieces team-wide so the 4-piece tier comes online
- Website: Public-release package: marketing site, PWA branding, Field Research lane, analytics
- Visuals: Add status VFX for the Mark & Resonance stacks
- Gameplay: chore: sync package-lock with the added @cloudflare/workers-types dep
- Gameplay: Complete the reaction matrix: wire Vital (Mark) + Resonant (Resonance)
- Gameplay: Production deployment: Cloudflare Pages Functions backend + Stripe Checkout store
- Heroes: fix(equipment): route global gear + SET bonuses to the board in multi-hero runs
- Heroes: Add 13 equipment sets (3 → 16) — one build-enabler per class/playstyle
- Heroes: fix(hero): Vitriol earns Hero Shards for Stars like the rest of the roster
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July 7, 2026
Batch-3 close-out + 22 more
BossesPerformanceTowersGameplayUIAudioHeroesBalance
- Bosses: Boss visual distinction overhaul — chassis body plans + authored palettes
- Performance: Expansion III gene pool: Spire/Polyp signature sets + six fresh-gated cards
- Towers: Batch-3 core content: 2 biomes, Act-3 boss line, 2 megas, Spire + Polyp towers
- Gameplay: Add 5 Deep-Fauna enemies (role fusions) — integrated across all modes + Bestiary
- UI: Add 10 content-tied achievements + sync docs/codex with recent content
- Audio: feat(cards): add 5 gated gene cards on fresh scored axes (Expansion II)
- Towers: Content expansion: Blight Sower tower, Ossira mega, 3 enemies, gated Genome tier
- Towers: Differentiate the two beam towers — Siphon becomes a harvester, not a Coil clone
- Heroes: Add Revenant — a Viral phase-assassin hero, uniquely gated on Infinite Depth
- Bosses: Add Mega Bosses — battlefield-scale raid organisms with modular weak points
- Towers: Add Marrow Siphon tower (beam mechanic) + Deep-Strain gene set behind a Stage-15 gate
- Heroes: fix(premium): capped equipment grants can no longer leak Exotic gear
- UI: feat(enemies): add Cyst Wraith (fly+regen) and Cinder Sapper (burrow+suicide)
- Gameplay: Add 5 behavioral progression-gated Gene Cards on the unlock framework
- Gameplay: Add 10 expansion gene cards (5 ungated + 5 uniquely gated) with upgrades
- Balance: Add 30 capped Genome-Core meta upgrades (balanced) + wire heroHealingMult
- Towers: Add Resonance Coil tower (beam melter) + 7 progression-gated gene cards
- Gameplay: feat(cards): add Carrion Bloom — a new Epic economy gene card, fully wired
- Heroes: feat(hero): Vitriol — Caustic siege hero (milestone-gated area-denial)
- Gameplay: feat(biomes): add Molten Verge + Tempest Reach — integrated across all four pillars
- Gameplay: feat(daily): Daily Run — one seed, one world, the fourth pillar (docs/DAILY-RUN.md)
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July 6, 2026
Gate 2nd campaign cache on a flawless (no-damage) first clear + 3 more
BalanceHeroes
- Balance: Gate 2nd campaign cache on a flawless (no-damage) first clear
- Heroes: Strain verb audit + hero visual evolution, exotic market card, quick-salvage
- Balance: Late-game Infinite rebalance: pace over sponge, durable deep bosses, reward taper
- Heroes: Sim/feel fixes: last-enemy targeting, mortar deadzone, hero auto-cast, shake cap, speed-safe prep
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July 5, 2026
Campaign-gate the secondary pillars + 15 more
BossesGameplayTowersHeroes
- Bosses: Campaign-gate the secondary pillars: Infinite at Stage 3, Boss Rush at Stage 10
- Bosses: Session handoff: Boss Rush saga status boards
- Bosses: Bio-Roulette: the Boss Rush-exclusive second reward ceremony
- Bosses: Boss Rush stamina + lifetime-record Ichor/container bands
- Bosses: Boss Rush mode: the third pillar — wave N = N bosses, paid per kill
- Bosses: Boss siege behaviors + four-phase mutation arcs (P1 of the boss saga)
- Gameplay: Overhaul the favicon: the infected-cell mark replaces the flat pink dot
- Gameplay: Splice Market + Ichor: refreshing store and the premium currency loop
- Gameplay: Evolution HQ overhaul + uncapped Runaway mutation per category
- Towers: Fix Live Army + organism organs showing dormant strains as owned
- Gameplay: Escalate the hatching: beat-synced egg, heavier rupture, rarity theater
- Gameplay: Redo Bio-Container opening as a four-act diegetic hatching
- Heroes: Fix: GEARING chip onto the type scale (uiStandards guard)
- Heroes: Armory: Current Loadouts cards for every fielded hero
- Gameplay: Conveyor anti-farm: free instant gift organism, growth only under fire
- Gameplay: Expansion trio locked for new profiles: shard synthesis into the conveyor
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July 4, 2026
Session handoff + 12 more
GameplayBug FixesTowers
- Gameplay: Session handoff: AI_HANDOFF filled, PROJECT_STATUS board updated
- Bug Fixes: Expansion validation: contracts, probes, and two framework fixes
- Towers: Expansion towers meta layer: cards, affixes, sounds, subjects, docs
- Towers: Three new towers: Carrion Maw, Amber Chrysalis, Wailing Effigy (core + progression)
- Towers: Strain integration long-tail: lifetime ledgers, achievements, tutorial nod
- Towers: Strain economy validated: gentler merge escalator + PROMPT-8 report
- Towers: Strain polish + integration: ceremony feel, Results trophy, help entries
- Towers: Biomorph Conveyor: favorite tower, living queue, merge + universal economy
- Towers: Strain ladders complete: 20 evolutions, 16 unique verbs across all towers
- Towers: Strain verbs: kill-chaining needles + concussive mortar stagger
- Towers: Strain framework: the in-run tower evolution layer (I-V)
- Gameplay: Hive Siege: enemies attack the Core instead of crossing a line
- Gameplay: Calibrate early-campaign difficulty to the power contract
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July 3, 2026
Fix zone flicker + 9 more
Bug FixesBossesVisualsUXGameplayBalance
- Bug Fixes: Fix zone flicker: banners overlay instead of resizing the bar; no danger zoom
- Bosses: Game-feel pass: wave/boss spectacle, crit pops, rooting placement, draft juice
- Visuals: Combat HUD premium redesign: phase-reactive skin, zones, focal Start Wave
- UX: Tutorial follow-through: anchor guard, mobile-shell layout, status board
- Gameplay: Session handoff record
- UX: Tutorial overhaul: gated lessons, anchored Field Orientation, milestone rewards
- Gameplay: Danger Camera: hysteresis state machine kills the zone-edge throbbing
- Balance: Regenerate BALANCE_REPORT with shipped-state diagnoses (26 → 9 signals)
- Bug Fixes: Amendment follow-through: shipped-state diagnoses, audit-noise fix, results
- Balance: Balance report amendments: consolation, readiness UI, deep ladder, detectors
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July 2, 2026
Wave Briefing console + 25 more
GameplayVisualsBossesBalanceFrameworkTowersUIHeroesBug FixesAudio
- Gameplay: Wave Briefing console: the prep popup becomes threat intel + session handoff
- Visuals: Deployment interstitial: a mode-aware breath between menu and battlefield
- Bosses: Enemy/boss battlefield revamp: role visuals everywhere + real artillery shells
- Balance: Permanent simulation framework: personas, dopamine ledger, BALANCE_REPORT
- Framework: Command Center: living bio-organic home with registry-driven widgets
- Towers: Tower Adaptation/Antigen: per-tower trees, capped economy, lab UI, FORM stages
- Gameplay: Player Profile: registry-driven account dashboard (save v22)
- Balance: Balance tuning pass: molt milestone gate + first-clear trim (simulated)
- Balance: Balance audit capstone: validation PASS + session handoff
- Balance: Progression simulator + adaptive economy framework + balance docs
- Gameplay: Progression loop engine: enforce + surface the Campaign-Infinite loop
- Gameplay: Universal Difficulty Director: one composition layer for all scaling
- UI: Rebuild the Bio-Container meter: truthful fill, reset, earn ceremony
- Heroes: Badge first-discovery equipment as NEW in container reveals
- UI: Staged Bio-Container openings: energy build-up, fast mode, legendary light
- Gameplay: Genetic Vault: premium vault objects, drop rates, multi-open, ledger
- Bug Fixes: Gameplay Speed: 1x/2x/5x fixed-step simulation control with auto-slow
- Gameplay: Doctrine protocols + the Infinite survival-experiment terminal
- Gameplay: Campaign roadmap: gate jumps, goal rail, premium mission card, clear records
- Audio: Run Build overhaul, console auto-pause, split audio toggles, premium pause menu
- Heroes: Hero Combat Console: the in-run hero menu becomes a command surface
- UI: Multi-platform responsive framework: one codebase, every screen adapts
- Gameplay: Live Mastery experience: watch the craft grow, celebrate every level
- Towers: Tower Lab redesign: specimen rail + mutation-chamber showcase
- Visuals: Visual identity audit + unification: one game, one studio, one voice
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July 1, 2026
docs + 69 more
UIGameplayAudioHeroesFrameworkUXVisualsBug FixesPerformanceBossesTowersBalance
- UI: Redesign the gameplay HUD: vital hierarchy, glass styling, responsive scale
- Gameplay: Command Center redesign: living background, vitals dashboard, premium feel
- Audio: Music engine: a real soundtrack (composition core + adaptive manager), six categories
- Audio: Power Score feel: gain toasts with sources, rolling badge, chime, previews everywhere
- Heroes: Power audit: fix Branch + Hero Slot bypass bugs, runtime validator, full report
- Heroes: Fix clipped Details button on equipment cards
- UI: Governance + UI design system: constitution, AI handoff framework, standards + enforcement
- Framework: Engineering audit refactors: one implementation per concept (zero behavior change)
- Gameplay: Gene Task 12: final audit + 100/250/500-card stress test + closing report
- UX: Gene Task 11: onboarding + docs — new players learn the Gene system naturally
- Gameplay: Gene Task 10: Ascension backend — complete architecture, zero gameplay
- Gameplay: Gene Task 9: Power integration audit — calibrate scale, prevent bypass, real-model previews
- Gameplay: Gene Archive: search, sort, favorites, pinning, keyboard nav (Task 8)
- Visuals: Starting Gene Loadouts — permanent run-start genes, 1–5 slots (Task 7)
- Gameplay: Campaign-gated gene levels: surface the next unlock everywhere (Task 6)
- UI: Gene Archive — the permanent collection screen + campaign gate spine (Task 5)
- Gameplay: Gene Cards: permanent upgrade levels for EVERY card (Task 4)
- Gameplay: Gene Essence container drops + economy audit (Task 3)
- Gameplay: Gene Essence currency + duplicate-shard conversion (Task 2)
- Gameplay: Gene Cards: permanent-progression architecture (Task 1, no upgrades yet)
- Audio: Show a live run Power Score in the HUD
- Heroes: Add Hero Evolution — an in-run Biomass sink for the hero roster
- Heroes: Extend the Hero Selection Panel to the full stat readout
- Bug Fixes: fix(loot): container reveal showed mirrored text + never revealed the reward
- Performance: Gate Stage Cache rewards by run outcome / Infinite depth
- Heroes: feat(hero): in-run hero selection — click a hero to inspect it (non-modal, future-proof)
- Bug Fixes: Fix Auto Wave to stay armed-but-inactive until first placement/wave
- Bug Fixes: fix(waves): enemy counts always display (and spawn) whole integers
- Heroes: feat(equipment): destruction safeguards + Undo Salvage
- Heroes: feat(equipment): simplify item cards + a dedicated Details screen
- Gameplay: feat(loot): crafting materials from Genetic Vaults — scaled + pity-protected
- UI: fix(ui): hide unbuilt "Soon" menu tiles behind a feature flag
- Bosses: feat(boss): Milestone-1 boss line + the module spine that teaches
- Gameplay: feat(progression): Mastery → Adaptation — turn the mastery hum into a decision
- UI: docs: COLLECTION.md — the Codex progression system
- UI: feat(collection): Codex progression UI — ranks, reward tracks, bonuses, celebration
- Gameplay: feat(collection): permanent progression model — completion, ranks, bonuses, Power
- Audio: refactor(power): purge legacy ×multiplier remnants; unify + guarantee Power Score
- Towers: Identity step 2: currency rename — Strain Samples / Apex Genome
- Gameplay: Identity pass step 1: LEXICON + ★→◈ Evolutions + assimilated rarity grades
- Gameplay: Anticipation engine: Next-Goal read-model + Home NEXT banner + Results cliffhanger
- Gameplay: feat(runs): Run Identity — every Campaign/Endless run develops a memorable identity
- Bosses: docs: ASSIMILATE identity + boss + progression + anticipation design pass
- Audio: Power Score coverage — engine-level enforcement (no strength content escapes Power)
- Heroes: Equipment Power comparison (▲/▼/=) across inventory, Compare, and the Vault
- Heroes: Hero Collection unlock + power-scaled equipment acquisition
- UX: Genetic Vault: fullscreen cinematic reveal + honest pull count
- UI: Help system: living wiki + first-launch HUD Tour + "What's New?" unlocks
- Gameplay: Progress Prediction: self-calibrating campaign/infinite estimates
- UX: Combat Tutorial: 10 authored lessons over a live game + idempotent rewards
- Visuals: Part E: redesign Evolution tab into a progression headquarters
- Visuals: Part F: expand permanent progression (16 genome + 6 ascendant upgrades)
- Visuals: Part C: animated loot-fill toast (queued, rarity-glow, non-interrupting)
- Heroes: Part B+D: campaign-gate hero slots + prestige, with unlock cinematic
- UX: Tutorial presentation systems + runner + wiring (Tutorial §M/§N)
- Heroes: Part A: per-hero equipment loadouts for multi-hero rosters
- UX: Tutorial framework: architecture doc + pure core + persistence (Tutorial §L)
- Balance: Economic rebalance via comprehensive difficulty presets + per-mode selection (§J)
- UI: chore(ui): drop obsolete debug section; mark locked affixes on item cards
- Heroes: Hero Slot progression: implement the 1 → 2 → 3 roster (audit found it missing)
- Heroes: feat(equipment): Reforge system — improve existing gear, no recipes (Part 2)
- Gameplay: Progression-aware loot: catch-up weighting + dupe protection (Loot §I)
- Audio: Power Score UI: animated badge + upgrade deltas (Power Score §H)
- Audio: Universal Power Score foundation + formula doc (Power Score §G)
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June 30, 2026
Hub Phase 2+3 + 15 more
GameplayHeroesVisualsUITowers
- Gameplay: Hub Phase 2+3: interaction polish + evolving Home Base
- Gameplay: Hub Phase 1: grouped nav sidebar (Play/Progression/Collection/Account)
- Heroes: feat(heroes): data-driven Hero identity framework + role-aware AI (Part 1)
- Gameplay: Reward Preview system — advertise likely earnings everywhere (Home redesign §F)
- Visuals: Living-laboratory atmosphere behind the headquarters (Home redesign §E)
- Gameplay: Make the Home dashboard dynamic + advertise the next reward (Home redesign §D)
- UI: Add Living Progress dashboard to the Home screen (Home redesign §C)
- Heroes: Redesign Home into Mission Control: Continue Campaign hero (Home redesign §B)
- Gameplay: feat(dev): Developer Reset utility — granular, typed-confirm save resets
- Towers: Branch Visual Evolution: every tier mutates all seven senses
- Towers: feat(towers): Evolution Codex (preview every stage) + Campaign Evolution-Tier unlocks
- Towers: feat: star-driven Tower Visual Evolution — towers visibly mutate as they evolve
- Towers: feat: Campaign Evolution Cap — gate Tower Star tiers by Campaign progress
- Towers: feat(towers): in-run Tower Sell + Relocate, and a faster Build-Phase flow
- Gameplay: Campaign world map: a living descent into the infected planet
- Gameplay: Redistribute rewards by mode: Campaign currency, Infinite loot/mastery
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June 29, 2026
feat(biomes) + 15 more
GameplayBalanceUITowersVisualsHeroes
- Gameplay: feat(biomes): make biomes mechanical across Campaign + Infinite mode
- Balance: Rebalance Infinite mode: cap enemy density, make HP the wall
- Gameplay: feat: depth-scaled Gene Card cadence for Infinite mode
- Gameplay: feat(campaign): procedural, deterministic Campaign framework
- Balance: Rebalance Tower-Shard star economy + audit Hero Shards + shard reward sounds
- UI: feat: Abandon Run from the pause menu — forfeit all rewards to the main menu
- Towers: fix(in-game): center the branch-commit popup + add an in-game pause (hotkey + button)
- Visuals: Add per-currency visual identity (icon, color, glow, motion, pickup)
- Heroes: feat: redesign Hero Equipment as a collectible Armory + hero power viz
- Heroes: feat: redesign Hero Lab as a Champion Select with a dedicated hero page
- Gameplay: Route merged RewardReveal achievement reward through Genome Cores
- Towers: feat(tower-lab): redesign as a collection of evolving organisms + star ceremony
- Gameplay: Rename account currency to Genome Cores + add currency framework
- Gameplay: polish: numbered notification badges, reduced-motion tooltip, vault low-loot note
- UI: Tone down per-hit screen shake to 1/5 (it was far too aggressive)
- UI: feat(results): redesign End-of-Run screen as a paced progression capsule
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June 28, 2026
feat(cards) + 35 more
HeroesBug FixesPerformanceGameplayUITowersVisualsBalance
- Heroes: feat(cards): Gene Card "what it affects" badge — tower / HERO / GLOBAL / ECONOMY / HIVE
- Bug Fixes: fix(loot): reward summary no longer auto-dismisses; explicit player controls
- Performance: fix: give Run Cache a distinct color/design from Legendary containers
- Gameplay: feat: full bio-container breakdown in the End-of-Run Genetic Vault summary
- Gameplay: Redesign the gameplay → End-of-Run Summary transition (emotional outro)
- Gameplay: Redesign End-of-Run Summary: inline achievements, no floating overlap
- UI: feat: global menu notification badge system
- UI: UI feel overhaul: a consistent menu/chrome motion language
- Towers: Make branch-tier purchases feel important — the mutation MOMENT
- Gameplay: polish: tighten gameplay interaction responsiveness + accidental-click guards
- Gameplay: Co-locate the Auto Gene toggle with Auto Wave for semi-idle play
- Gameplay: feat: Auto Gene Selection — countdown auto-draft of the PICK card
- Towers: Data-driven tower visual evolution — every tier visibly mutates
- Visuals: Settle the battlefield between Combat and Build phases
- Towers: fix(inspect): route occupied-slot clicks to tower inspection
- Towers: Align tower-placement hit lattice with the symmetric battlefield
- Towers: Redesign the Tower Inspect panel around the mutation upgrade tree
- Towers: docs: record the tower-branch sensory layer (TOWER-BRANCHES §9)
- Towers: Renderer smoke test: drive all 10 branches (tier 5) through drawGame
- Towers: Tower-branch sensory mutations: Neural Obelisk
- Towers: Tower-branch sensory mutations: Parasite Nest
- Towers: Tower-branch sensory mutations: Flesh Reactor
- Towers: Tower-branch sensory mutations: Bone Mortar
- Towers: Tower-branch sensory mutations: framework + Needle Spitter
- Towers: feat(slots): permanent + temporary tower-slot progression
- UI: ui: eliminate Build-Phase layout shift with top-center overlay
- Balance: balance(economy): calibrate the in-run Biomass curve (build → branch sink) + document it
- Towers: feat(towers): Tower Branching — per-instance Biomass upgrade paths (Bloons-style)
- Performance: Defer the run-end cache to the Vault too — all loot opens in one place
- Gameplay: Genetic Vault: manual click-to-crack containers (defer loot opening)
- Visuals: fix(enemy): artillery must commit downlane before bombarding (no spawn-edge sniping)
- Visuals: Redesign the inter-run hub into a headquarters menu system
- Gameplay: feat(loot): premium card-reveal opening ceremony (NBA-2K-style anticipation)
- Gameplay: Bank loot live into the meta queue during a run
- Gameplay: Richer minion feedback: spawn pop, draining HP bar, hit-flash, low-HP urgency
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June 27, 2026
Minions become body-blockers + 24 more
BalanceGameplayHeroesBug FixesVisualsBossesAudioTowersUI
- Balance: Minions become body-blockers: HP + enemy contact damage (the summon future hook)
- Gameplay: feat(cards): gene card framework (4 rarities, data-driven weights, categories) + 30 cards
- Heroes: Make the `summon` ability primitive live: friendly-unit system (Shepherd Bloom Wisps)
- Balance: Make the `buff` ability primitive live: timed run-wide buffs (Overseer Mass Override)
- Bug Fixes: fix(loot): live meter cycles through boxes instead of capping
- Heroes: feat(equipment): ~100 behavioral items + a 6-axis verb vocabulary
- Heroes: Surface the Shepherd Bloom shield in the HUD + pin it with tests
- Gameplay: feat(reactor): true support radius + "+support radius" mastery
- Heroes: feat(hero): Shepherd Bloom grants an absorb-shield (the grantShield primitive goes live)
- Visuals: feat(render): class-aware range visualization + identity-range upgrades
- Bosses: Wire the reserved boss modules: charger (dash) + suppressor
- Audio: feat(progression): Power Score + docs accuracy pass
- Towers: Auto-start: longer setup window on the first tower of the opening prep
- Gameplay: feat(prestige): Ascendant Tree — spendable cells (completes MOLT)
- Visuals: Implement the auto-wave-start system
- Gameplay: feat(prestige): Layer 1 — MOLT (the first ascension)
- Bosses: Collection: track framework bosses in the Bestiary (Every Boss)
- Heroes: fix(equipment): status-on-hit weapon grant works for pulse heroes too
- UI: Surface difficulty + doctrine pickers on the menu
- Heroes: feat(mastery): hero mastery-rank cosmetic halo (in-game)
- Gameplay: feat(ability): wire the reserved Pierce component to the projectile system
- Towers: feat(towers): range identity + Final Defense Zone emergency targeting
- Gameplay: Expand the enemy roster to ~30 archetypes across 12 roles
- Towers: feat(mastery): in-game cosmetic visual mutations (veteran tower halo)
- Towers: feat(progression): mastery milestone perks + reactor economy star path
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