Ball Survivors: KindaMADballs · Android

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Everything a build changed that you can actually see. Newest first.

Latest Build 8 · 21 August 2026

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.
The Lifesteal upgrade icon: a green wireframe still, one vessel pouring into another. Lifesteal
The Shield upgrade icon: a gold wireframe panel of honeycomb cells inside a bolted frame. Shield
The Power upgrade icon: a magenta wireframe circuit board seen at an angle. Power
The XP upgrade icon: a gold wireframe cut gem drawn as a faceted diamond. 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.
Earlier Build 5 · 9 August 2026

Version 1.0, build 5: There is a second stick. You aim now.

Heads up. While your thumb is on the right stick, your weapons go where you point instead of at the nearest enemy. Point at empty space and you will shoot empty space. Let go and the old auto-aim takes over again.

Aiming

  • There is a second stick on the right half of the screen. Everything you are carrying shoots where you point it.
  • Before this, your ball shot whatever happened to be closest and you had no say in it. That was worst against SPITTERs, which hang back out of the way while something nearer soaks all your damage.
  • Let go of the stick and it goes back to picking targets for you, so you only have to aim when it matters.
  • The aim stick has a red crosshair on it. Two identical sticks under two thumbs was a guess.

PULSE

  • PULSE still fires the shockwave, and now it launches you as well. You accelerate to over twice your speed, hold it, then ease back down, and you can steer the whole way.
  • The launch leaves a curtain of light behind you with a rainbow running through it.
  • The shockwave itself was rebuilt to match: softer body, sharp front edge, sparks, and it actually dissolves instead of blinking out.
  • The speed boost has technically been in the game for a while. The physics was quietly capping it at almost nothing, so nobody ever felt it.

Bosses

  • Bosses have a health bar. One row at the top for the one you are fighting, and a small bar over any other boss on screen.
  • Bosses no longer stop at fifteen minutes. One arrives every five minutes for as long as you last.
  • Killing one gets a BOSS DOWN callout and a shake.

Spitters

  • SPITTERs lead their shots now. They fire at where you are going, not at where you are, so holding one direction gets punished.
  • The shot is nearly twice as fast and crosses the gap in well under a second. It used to drift over slowly enough to walk away from.
  • Every SPITTER aims slightly differently, so a group of them scatters shots around you instead of stacking every one on the same point.
  • There is a cap on how many shots can be in the air at once. Ten SPITTERs means more angles, not more incoming.
  • Watch the eye. It tracks the spot it is about to shoot at, so the lead is readable.

Controls

  • Both sticks and the PULSE button are smaller. They were eating a lot of screen.
  • PULSE moved into the arc your thumb actually reaches.
  • The glowing bits orbiting the floating wrecks were the brightest thing on screen. Dimmed and slowed down.

Fixes

  • SWARM ignored your aim completely whenever there was any enemy alive to snap to.
  • Aimed BOOMERANG throws only went a third as far as the ones the game aimed for you.
  • Moving fast enough could carry you clean through an enemy without touching it.
  • Changing your name left the old one sitting on every leaderboard you had already scored on.
  • An ad could appear on top of an ad you had just closed.
  • Letting go of the stick mid launch could spin you a full one eighty back into the swarm.
Earlier Build 4 · 7 August 2026

Version 1.0, build 4: The arena is three times bigger and running in circles no longer works.

Heads up. Revive and the 2X bonus now actually play an ad before granting. In the last build they granted instantly, for free, because the ad system was never switched on. If revive feels like it stopped working, this is why.

Arena

  • The arena is three times bigger. The whole thing used to fit on one screen, which meant circling the wall was the mathematically best thing you could do. Retreating is a real option now.
  • Two thirds of the old arena was walled off by an invisible boundary that did not match the ring you could see. Gone.
  • Cover drifts. The obstacles orbit the centre, so the safe spot moves while you fight.
  • Obstacles are rebuilt as floating wrecks: a crystal core, loose shell plates, a containment field. They light up where a shot hits them and run hot when the swarm piles on.
  • What blocks you is now exactly what is drawn. You used to walk into empty space and stop.

Enemies

  • Four kinds of enemy instead of one. GRUNTs are the mass and are slow enough to fall behind if you keep moving. DRIFTERs ignore you completely and cut across the arena. CHARGERs stalk you, wind up, then dash. SPITTERs hang back and shoot, and they are the only ones you have to go to.
  • They have their own shapes now, not just their own colours, and they point where they are going.
  • GRUNTs roll one of four bodies when they spawn, so a crowd reads as a crowd instead of a tiled pattern.
  • CHARGER dashes reach three times as far, and the dash line is drawn before it fires. The marks fill in as the wind-up runs, so the line tells you where it goes and how long you have left.
  • A pack of CHARGERs no longer arrives as one synced wall. Every one of them rolls its own timings.
  • Elite enemies get more common as a run goes on. Bosses at 5, 10 and 15 minutes.
  • Enemies now spawn just off the edge of the screen no matter what shape your phone is. On tall phones they used to appear inside the frame from the sides.

Feel

  • Enemies stretch when they move fast and squash when they stop hard, so a dash reads as a dash instead of a teleport.
  • DRIFTERs shed a spark spray behind them. Kill one mid-flight and the sparks hang there.
  • SPITTERs kick backward and flash when they fire.
  • Enemy shots are spinning red sparks. They used to be green balls, which everyone read as XP.
  • XP gems trail a comet tail while the magnet pulls them in. The old range ring looked like a debug leftover and is gone.

Quality of life

  • The weapon picker has a BACK button. It used to be a one way door into the run.
  • Tapping a locked weapon opens the store. Buy it there and it comes straight back owned and ready to start.
  • The name prompt no longer asks twice if you already set a name from the leaderboard.
  • The app has a real launcher icon. The last build shipped with Unity's default.

Fixes

  • Enemy hitboxes were about sixty times too big. Everything looked right, which is why it hid for so long, but anything that checked what was nearby was really checking the whole screen.
  • CHARGERs dealt their big hit on the wrong frame, so the recovery window punished you instead of the dash.
  • SPITTERs crept forward a body width every time they fired.
  • Obstacles stayed lit for minutes after the crowd that lit them was dead.
  • Every enemy shot rendered white regardless of what colour it was meant to be.
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