Version 1.0, build 8: You carry one ability now, and it picks your upgrades.
Heads up. Everything in the store costs a lot more than it did. RIPSAW was 670 and is now 5,000. What changed underneath is that runs pay properly now: a good run banks around 12,000 BALLSOULS, double that if you watch the bonus ad, where the entire old store cost 4,710 in total. The old prices meant one decent run bought everything and the currency was dead from then on.
Augments
- You now choose an ability before the run, and you carry exactly one. It is the only button you press. Your weapon still fires itself.
- There are six. PULSE and SURGE are free forever. SINGULARITY, ANCHOR, CASCADE and SPLIT are bought with BALLSOULS.
- PULSE used to be two things bolted together: a shockwave and a speed burst. They are separate abilities now, so picking one is a real choice instead of getting both by default.
- Your augment decides your upgrades. Take CASCADE and the level-up cards start offering you ways to build around CASCADE, and none of the other five turn up at all.
- Every augment has its own screen with a live preview, running against a real crowd, so you can watch what it does before you spend anything on it.
- SINGULARITY pulls a crowd into a pile and detonates it. ANCHOR drops a field that snares. CASCADE charges up everything you have damaged and blows all of it at once. SPLIT gives you a clone that copies your movement and fires your weapon.
Level up
- Four cards on the draft instead of three.
- You get a free reroll every level. Watch an ad and you bank five more, spread across the whole run rather than one level-up.
- Rerolling does not skip the pick. You still owe the game a card.
- Every upgrade card has its own art now. All 76 of them, animated, instead of the emoji they used to carry.
- Cards say what they actually do. Ten of them were describing something the game was not doing, and one was a straight downgrade you could pick by accident.
- Barrier and Second Wind draw a bubble you can see, so you know whether the free hit is still there. Second Wind comes back after 60 seconds instead of being gone for the rest of the run.
- Vitality heals you to full instead of the fraction it used to.
Lifesteal
Shield
Power
XP AK77
- A fifth weapon. A rifle, with a magazine under the ball and a reload you can hear.
- It has an ammo bar, and the bar now shows the whole magazine instead of the middle three quarters of it.
- The ball wears a gas mask, and it moves out of the way of your health number rather than sitting under it.
Enemies
- CHARGERs are much easier to kill and SPITTERs are much harder. A charger is the softest thing on the field now, so dodging the dash and turning around actually finishes it. A spitter is the toughest of the four, which is the price of the walk over to it.
- Big enemies stop hiding. Chargers, elites and bosses used to drift to the back of a crowd and sit there screened by grunts, because being jostled took no account of size. They push through to the front now.
- Enemies can no longer become unkillable. Their health used to climb forever regardless of what you could actually deal, and past a point trash stopped dying, which stopped XP, which stopped everything. It is capped at what you are demonstrably chewing through.
- DRIFTERs and SPITTERs pay double what they used to, and souls now follow XP exactly, so the enemies worth a detour are worth it in both currencies.
The look
- New background. The old one was an orange smudge over a dot grid that sat still while the world moved underneath it. It is a place now, with depth to it.
- You can find yourself. The floor lights up in a disc under your ball, and that disc is exactly your pickup range, so it tells you two things at once. With SHREDDER, where the ball is hidden entirely, it is the only thing marking you.
- Everything on the field has an order of brightness now. Shots are the loudest thing on screen, then you, then whatever is trying to kill you, then gems, then the furniture. Before this it was all equally bright, and green meant four different things at once.
- Gems trail a proper comet behind them and fly point-first.
- The pause screen is the run readout: what you are carrying, what your augment is doing, and the numbers behind it.
- The game rotates both ways in landscape, so it no longer matters which way round you pick the phone up.
Sound
- 43 rebuilt sound effects. The old set was thin, and off-key against the music.
- The music follows the run instead of playing flat for thirty minutes. It thins out when the field is quiet and stacks up when it is not.
- Things that were silent now make a noise: four of the six augments, a boss arriving, a boss dying.
- The low-health heartbeat loop is gone. It was making the thing it warned about harder to hear.
- Level-up has a chime, and gems hang for a moment before they lunge at you.
Screens
- The weapon picker, the augment picker and the store are one screen now, and each of them shows the thing you are looking at live, in a real arena, rather than as a still picture.
- The store has WEAPONS and AUGMENTS tabs, and REMOVE ADS sits in the header.
- The run timeline moved to the RUN OVER screen, where you have time to read it.
- Every score on the leaderboard says which augment ran it.
- The main menu title is a keyboard. Touch the letters.
Fixes
- A kill did not always drop a gem. Now it always does, and you can see it land.
- RIPSAW's saws wandered off across the arena. They stay on a leash now, and one that crosses it dies there.
- The HUD was blurry. It is drawn at the screen's real size again.
- Waggling the stick made the whole swarm waggle back at you.
- Moving at speed could carry you clean through an enemy without touching it.
- The reroll button was sitting inside the row of cards.
- The store preview was rendering the crowd in black with the menu through the middle of it.
- ANCHOR's card claimed damage the ability does not deal.
- Save files could be left half-written if the game died at the wrong moment.
- The leaderboard's rank column did not line up, and the list ran into the footer.