- Balance & Loot Update - 2 August 2026
Balance & Loot Update Your upgrades hit harder Every upgrade and ability now deals 1.5x damage — base shots are untouched. To balance it out you'll find slightly fewer upgrades per run, so each pick matters more. Choose wisely. Marked targets Some enemies now spawn carrying serious loot, and you'll spot them instantly by their glow: Gold aura — a hoard of coins that erupts on kill Blue aura — they're carrying an upgrade Hunt them down. Minor fixes Damage-over-time effects now tick consistently Elemental damage numbers now show their element's color
- Gadgets Update - 29 July 2026
Gadgets Update - Portals Grew Into a Whole Toolbelt The big one: gadgets! Portals used to just... happen when you blinked. Now you've got a proper toolbelt of gadgets you place and trigger yourself with L2 (left Alt on keyboard): Portals - place them where YOU want. Shoot through one, your shots come out the other. Portal Buddies still got your back. Mines - proximity mines in Fire, Frost, Poison and Gravity flavors. The gravity one pulls enemies in before it blows. Rude? Yes. Effective? Also yes. Aura Orbs - drop an elemental orb that zaps everything around it. Fire, Frost or Poison. Laser Link - place two nodes, get a death beam between them. Herd enemies through it. Cackle. The Impaler (NEW) - a spike trap that spears nearby enemies from below. Step lightly. Or better, don't step at all. Quick or fancy - your choice Tap L2 to unleash everything that's off cooldown at once. Hold L2 fo…
- Combo changes and new gamemode! - 23 June 2026
Combo Overhaul Update Combo Rework Big combo overhaul. You now lose your combo when you take damage, and all bonuses reset. Combo bonuses have been nerfed. You can no longer rely on building a combo alone. You also need to pick upgrades to pump up your base stats. Combo HUD Overhaul Sparks, booms, punches! Way more satisfying feedback. Health Bar Rework Reworked health bar with effects and particles built right in. New Game Mode: Horde Break This is now the default mode. Keep the horde numbers down or get overrun! Give it a try. Polish SFX and VFX updates.
- New effects, real voices - 18 June 2026
New effects, real voicesQuick update on what's new in the demo. New visual effects are live: projectile trails, on-hit effects, and lingering area effects to make the chaos read better on screen. Myles and Myles' dad now have real narrators. They're voiced by playtesters who've been helping me with the game. Thanks for stepping up.
- Deflect meta progression nerfs and Myles is back on the minimap! - 14 June 2026
\Loot reward UI\ Hold to leave with controller is now the exit condition for the loot reward UI. No more accidental "no thanks!"\Myles is back\ Myles is now visible again on all maps. He went off the grid when he also became a quest, that's fixed now. He's both a quest AND a vendor like he should be!\Tutorial fix\ The tutorial end screen now shows the ending text correctly instead of a black screen of death.\Meta upgrade balancing\ Capped deflect meta upgrades to max 200 per run and nerfed attack damage, move speed, regen and range. Those escalated quickly and removed the purpose of picking in-run upgrades. Also updated descriptions to make more sense for players.
- New loot reward visual and New Myles UI and he now does deals! - 14 June 2026
New loot reward! It works just like before, but it's way juicier and hits those dopamine receptors real good! New shop! Fresh look, and Myles now often has limited-time deals! What deals can you find out in the world? Myles is now way more interesting to seek out and talk to — better deals for everyone!
- Faster loadtimes, buildings is now quests and more hookshoting - 11 June 2026
Faster loads and new quests Faster loads with semi-procedural generation. Loads were taking too long. The thing eating all that time was the scene generating procedural terrain and then baking the mesh. Now the terrain always looks the same, buildings in the same place. The rest is still procedural. Much faster load times, at the cost of some things no longer being procedural. This opens up a world of possibilities. Check the next point to see what kind. Tell me what you think! Added building quests. There are more quests in the game now, and each building has a purpose. Try them out. Disclaimer: the quest voices are AI for the time being. I'm looking for some of the people who helped me along the way to narrate and be part of the game. If they want to, I'll replace the dreadful AI with real voices, even if I have to hire someone. Are you interested? Post in the community section! Rocks…
- Burst and buckshot fixes, 2 new minibosses - 10 June 2026
Burstshot fixed. It now shoots in bursts again. This behaviour was lost when transitioning to projectile pooling, now it's back as it should be. Buckshot nerfed. Buckshot was way too overpowered and needed a nerf. We've increased its spread, so you're rewarded for getting up close. Up close it obliterates. From far away your shots spread out and most of them miss. 2 new minibosses added: an evil wizard with a spokewheel attack, and a Naga with a fanshot attack.
- Smoother pacing, better performance (enemy pooling) and a minor bugfix - 9 June 2026
Performance update: I've increased performance by pooling enemies instead of destroying and creating new ones all the time. This boosts performance especially in the lategame, and makes the game harder to push to its limit for those of you with high-end hardware. For those of you with lower-end hardware, you'll now be able to push a hardware break even further. How far can you get on a Steam Deck? What's your record combo? Enemy spawners now have a smoother escalation. Before, the base spawn on difficulty was one spawn every 14s. That's now set to every 10s. To compensate for not just making the game harder and to avoid going from 0 action to 100%, the base spawn reduction is changed from -5% every 30s to -3.8% every 30s. Enemy pooling. To increase performance, instead of destroying enemies we now just reset them and put them back into action when a new one is spawned. We're nice that w…
- Small fixes with huge impact. Droprate of upgradees and chests - 8 June 2026
Fixed a bug where reels bypassed item drop weighting. All reels in the loot reward now respect item drop rates. Fixed elite enemy drop rate that was set to 10x what was intended.
- Projectile patterns droprate decrease and pause saftey - 8 June 2026
Reduced drop rate for all projectile patterns (Buckshot, Burstshot, Pingpong, Corkscrew, Flakshot, etc.) and for pattern related upgrades (e.g. Flanking Crits). All of these are now set to 1/5 of their previous drop rate. Fixed a pause bug on loading screens. After loading finished, while waiting for player input, you could still pause and unpause the game. That's now fixed, no more pausing during load screens. Fixed a bug where the game could sometimes be unpaused if a hitstop happened on the same frame as looting.
- Combo bonuses boost and nerf (w00t?), performance fixes - 7 June 2026
Combo Rework + Performance Update Combo has been reworked. The reason: combo bonuses were taking over every build by the end of a run. They were too strong when fully upgraded and too weak without. Combos now have a higher base bonus, and the shop upgrades add +20% per upgrade, for a max of +100% on top of the base. Combo bonuses for all stats are now unlocked from the start, so you no longer need to buy an upgrade to get bonuses for things like move speed or elemental damage. It's all there from the start. This update is an attempt to push you toward making good choices when picking upgrades, instead of just maxing the combo tier and not caring what you pick. Combo bonuses should be a spice that adds some damage to your build, not something that replaces every build like it has until now. I also hope this gives players without upgrades a fair shot at pushing the game to its limits, if…
- Namnlös - 7 June 2026
Fixed run statistics that reset too early and were not shown at the end when you cleared the demo or died. They now display correctly on both the win and death screens. Fixed vendor/Myles upgrades (discounts and upgraded rarity) so they now reset correctly between runs. Enemy spawner rework: enemy cap lowered from 250 to 175. When an enemy can't spawn because of the cap, its HP gets added to a punishment pool. Once enough enemies have been skipped, a miniboss with matching HP spawns instead of a regular enemy. This means better performance, and it punishes you if you can't clear the horde. It should also make the game more fun, both for the variety and because seeing minibosses start to appear is clear feedback that you're falling behind the horde. Fixed a camera bug where the camera could start lagging behind if you countered while opening loot. Pausing during loot pickup locked the ca…
- New deflect aura for incoming projectiles, rarity for reel, stronger luck - 5 June 2026
New patch is up, here's what changed: New deflect aura replaces the old incoming-projectile warning. It makes it much clearer exactly when you can deflect. Cactus enemy is no longer counterable, its projectiles can only be deflected. Luck upgrade now also gives a chance for double loot crate spawns + meta coins. Item rarity colors: Magic is now green, Rare is now blue, the rest stay the same. Drop rates are now weighted by rarity instead of a flat 0.70%. Common +72%, Magic +55%, Rare +21%, Epic -13%, Legendary -49%. Added megaelite gameplay tracking. No purple coins during the tutorial. New narrator lines: aura deflect, casino reward, leaves. Fixed a bug where stats (kills, counters, etc.) would not reset. Bossrune spawner safety fix.
- Projectile performance, wider map reveal and countdown when picking upgrades - 3 June 2026
Wider map reveal. You now uncover more of the world as you explore. Both the minimap and the full-screen map reveal a larger area around you. Settings Your "Gentleman's Game Break" choice in the main menu now sticks between sessions. Performance Reworked how projectiles and their elemental auras are handled so the game stays smoother when the screen fills up with shots and effects.When picking up a upgrade (or 3 if 3 of a kind) you will now get a countdown of 1 second before the action hits again!Thanks all for the feedback! The game becomes better every day because of you.
- Counter Mastery & Counter Window Polis - 2 June 2026
CountersNew Legendary Item: Counter Mastery. A single skill-based pickup that levels up every counter in your arsenal at once: Stun: explosion radius grows by 50%, catching more enemies in the AoE pushback.Laser: fires two beams instead of one, hitting the attacker plus the closest threat.Dragonsbreath: fans the barrage onto up to three enemies, each strike effect aimed at its target on the horizontal plane.Slam: whips the captured enemy back and forth three full times. Every impact still rocks the surrounding crowd with AoE splash, but the captured enemy itself only takes the killing blow on the final slam, so the choreography reads like a proper finisher.Pull: the airborne detonation now seeds an on-hit element (Fire, Freeze, Poison, etc.) across every enemy caught in the blast. Pick the element on the component.Hook: grabs two ranged enemies in parallel instead of one, with both pull…
- Let me do my tutorial in peace update - 31 May 2026
Tutorial mode (heat 0 = Subject of Chaos). Half-power enemies, achievements disabled, ridiculously low Gentleman's break thresholds, enemy abilities (ShadowStep, Ranged etc) never trigger, extra waves clamped to one enemy per spawner. Run length tuned to about 5 to 7 minutes so first-timers actually see all the lessons before the gamebreak.Heat slider with named tiers. "Difficulty: Subject of Chaos (Recommended for Tutorial)" through "Master of Chaos" with per-tier descriptions including Gentleman's break time estimate and purple coin multiplier.Bloom intensity slider. Player-tunable 50 to 150 percent of authored bloom. Available in both main menu and pause Graphics. Updates live from pause.UI sounds finally respect the UI volume. SFXHelper.PlayUI was routing through the SFX mixer despite its name. Now actually uses the UI mixer. Casino reel ticks, craft confirms, menu clicks, and navig…
- Stop pounding me! update - 30 May 2026
Camera SettingsYou can now change the camera distance and Field of View. This is especially handy when you dont want to get pounded by bee projectiles in your back! In doubt? Zoom out!Main menuFixed Ultimate loadout from horrible selected visualisation wherew the button was darker when selected. Now we tag the selected button with cools symbols (which probably also will look horrible in a few weeks looking at them for too many times).Added section to adjust Field of View and Camera distance under Options > Game SettingsMoved UI scaling settings to Options -> UIPause sectionAdded section to adjust Field of View and Camera distance Options > Game Settings (With a preview of the cam settings in game!)Moved UI scaling settings to Options -> UIGameplay Whenever you pick up a relic, get a questreward or buy something from myles (from a quest or lootcrate), you are invincible for one second. R…
- No more camera in the face! - 30 May 2026
Camera FixThe camera no longer assaults you when you get close to obstructing layers. Instead of hitting you in the back or face, it sets the obstructing layer to transparent.Balance — GameBreak ThresholdsAlso bumped the gamebreak thresholds since they did not give the right feel. It was too far from chaos with the previous setting, so I increased kills, spawns, and combos by 50% for all difficulties... GOOD LUCK!Video: