KindaMADballs: Ball Survivors · Android

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

Latest 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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