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Devlog
Deep runs no longer drag
July 22, 2026
by
Vatroslav
Late-game fights were turning into damage sponges. Not anymore. Enemy health now grows more gently past level 30 — a level 45 fight that used to take over half a minute now wraps up in about ten sec...
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Three-lane fights play fair now
July 22, 2026
by
Vatroslav
A fix for the late-game moments where a hit felt unavoidable. Once fights open up to three lanes, the enemy sometimes fires a wall — a volley covering every lane but one. Playtesters reported stretc...
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Deeper runs now open up a third lane
July 17, 2026
by
Vatroslav
If your runs reach level 21, the track gets wider — and less forgiving. A third lane opens up at level 21. Gates, enemies and projectiles all use the full width from there on. Walls with a gap. Some...
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Readability & pacing polish
July 13, 2026
by
Vatroslav
A few small quality-of-life fixes so you can actually see what's happening. The enemy preview screen is now cleaner — just the sprite and its stats, no health bar. On defeat, the Restart button now...
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Four new cards & smarter offers
July 13, 2026
by
Vatroslav
Four fresh power-ups join the pool, and the card offers got smarter. Slow down! — makes the enemy fire less often, giving you room to breathe in the tougher fights Be Positive! — clears out all ne...
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More forgiving dodges
July 10, 2026
by
Vatroslav
Dodging just got a little more forgiving. Enemy projectiles now only connect on their lower half — slipping to the safe side a hair late no longer clips you once the shot has almost passed. Think...
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Late-game attack cards & sharper choices
July 09, 2026
by
Vatroslav
Two new attack cards for the late game, and card picks that always give you a real choice. New attack cards — Warblade (+25%) and Executioner (+50%) — show up deeper into a run. They scale off you...
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Forge — a new upgrade card, plus smarter maxed stats
July 09, 2026
by
Vatroslav
A new card to shape your gates, and stats that stop wasting your picks. New card — Forge: permanently makes Attack gates show up more often. Take it again to level it up (Forge Lv 2, Lv 3…), stack...
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Health rules update
July 08, 2026
by
Vatroslav
Two small changes to how health works. Max HP pickups (gates and cards) now raise only your maximum health — they no longer refill your current HP. Healing comes from heal gates and cards. If a nega...
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New card: Feather Fall
July 08, 2026
by
Vatroslav
A new card to tame the fast late-game gates. Feather Fall — a new card that slows the falling gates, giving you more time to read them and pick the stat you want. It shows up in the late game, once...
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Balance pass: enemies with teeth
July 07, 2026
by
Vatroslav
This update is all about difficulty. The game leaned too easy - once your build got rolling, nothing could really threaten you and fights were over before they started. This pass puts the pressure bac...
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Crit rebalance, tougher enemies, a fairer curve
July 05, 2026
by
Vatroslav
A big batch of changes has landed since the last public build - most of it aimed at making fights feel fair and readable the deeper you push. Combat & difficulty Reworked enemy scaling. Enemy stats no...
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Power-ups arrive on the cards
July 04, 2026
by
Vatroslav
Last update added a choice of 3 cards after each win, but back then they only nudged your stats. Now, the cards hold real power-ups that change how you fight: Lifesteal — heal for a share of the dam...
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Added cards after winning a battle
July 03, 2026
by
Vatroslav
Previously, the game only featured falling gates for stats. Now there's another way to manipulate stats: choice between 3 cards after winning a battle. In the future, those choices will hold power-ups...
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