Game update
Jun 8, 2026, 11:08 PM
Changes No public changelog.
Game update
Jun 8, 2026, 10:14 PM
Changes No public changelog.
Game update
Jun 8, 2026, 9:31 PM
Changes No public changelog.
Game update
Jun 8, 2026, 9:30 PM
Changes No public changelog.
Game update
Jun 8, 2026, 9:03 PM
Changes No public changelog.
Game update
Jun 8, 2026, 8:17 PM
Changes No public changelog.
Game update
Jun 8, 2026, 7:36 PM
Changes No public changelog.
Game update
Jun 8, 2026, 4:05 PM
Changes No public changelog.
Game update
Jun 8, 2026, 4:02 PM
Changes 5/31 - The Richard Update
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Added
More colors — the palette now grows from 3 up to 6 as your score climbs, so the matching gets richer (and tougher) the longer you survive. Map themes — the world shifts through six background environments as you go, instead of one static sky. Two new ways to play, rolled in at random when you start a run
Improved
The loaded mode is now clearly shown on screen (COLOR / FORM / BOTH / DAILY MODE) so you always know what you're playing. Rebuilt the speed curve to ramp smoothly and evenly — a real middle gear instead of a flat start followed by a sudden wall.
Fixed
The SAVES counter no longer overlaps the mode text (moved clear to the top-left).
Known issues
Daily currently appears at random rather than as a single fixed daily challenge, and new shapes are still on the way.
Game update
Jun 8, 2026, 2:54 PM
Changes No public changelog.
Game update
Jun 8, 2026, 1:11 PM
Changes No public changelog.
Game update
Jun 8, 2026, 12:28 PM
Changes Cosmetic Update
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Added
Trail Cosmetics Splat Cosmetics Bone Break Cosmetics Models for the helicopter and jetpack Hoops and a new challenge Text chat
Improved
Balancing of the game Voice chat radius
Fixed
Fixed some errors (but not all)
Known issues
A clothing container error that I have been trying to fix for a week now.
1.2.3
Game update
Jun 8, 2026, 10:09 AM
Changes Avatars & Chat
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1.1
Game update
Jun 8, 2026, 4:42 AM
Changes NES SUPPORT!!
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Added
.NES support individual controls for nes and gameboy
Improved
screen tear issues bad framing of game frames
Known issues
no multiplayer yet. (I'm working on it!) sound is a bit choppy (also on my to-do list)
Game update
Jun 8, 2026, 3:28 AM
Changes MASSIVE UPDATE
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Added
Fresh custom scene preview thumbnails for active menu protocols. An upscaled system database wipe disclaimer notice block above global leaderboard tables. Aligned status headers and custom layout dividers (//) for pending deployments.
Improved
Camera drift stabilization to smooth out drone tracking trajectories and remove perspective warping. Sun lighting direction adjusted to an even top-down angle for natural lane visibility. Main menu row flex structures to center titles perfectly on the visual baseline. Exhaust particle swarm parameters re-mapped to cleanly follow dynamic vehicle velocity.
Fixed
A layout tracking bug causing civilian figures to clump and overlap on the sidewalks. A severe texturing conflict causing asphalt materials to violently reflect light as blinding white blocks. A runtime UI crash (CS0103 context mapping break) caused by unescaped CSS layout rules inside Razor style sheets. A control flow compiler block (CS1525 expression exceptions) within nested UI loops. Missing dark segmented joint line divisions along active concrete walking paths.
Removed
Redundant global sun light initialization from the core manager that was doubling brightness. Unused local variable allocations to permanently clear CS0219 dead-code console warnings.
Known issues
Minor rendering artifacts with the sidewalks in SimpleTest.
2.0.0
Game update
Jun 8, 2026, 1:20 AM
Changes Polish#1
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Added
- Added Rat king interaction with pardon - Added Main menu & change-log (which you are reading now) - Added decoration - Added low light zone to the slums at the Litch's dungeon - Added various sound effects, and background music - Implemented the map skill - Added illusory walls -Added moving enemies
Improved
- Changed how battles are done, to make them more dynamic
Known issues
-When changing resolution the lighting is broken.
0.1
Game update
Jun 7, 2026, 11:38 PM
Changes Update #2 - New Enemy Types & QOL
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Added
2 New Enemy Types: - Orc Crossbowmen - Fires bolts at the player from a medium distance - Goblin Channelers - Hangs back and buff their allies New Behaviour for Ogres: - Ogres will now pick up and throw their goblin allies at the player for a large amount of damage
Improved
- Player HUD has been overhauled - Main Menu has received some camera panning + layout upgrades - Late game performance should be somewhat better now. Less ragdolls will be created when things start getting crazy. - Balance: I've made a lot of balance changes, I'm not going to list them all. I've made several more buffs to get the Greatsword more consistently strong as the Fire Staff, so they should be more balanced. Enemies spawn faster now too, so it might feel a bit more difficult for new players.
Fixed
- Attack range + damage buffs are now correctly reflected during spintime (bladestorm runtime) without having to restart. - Enemies no longer spawn in the middle of the room before moving to their randomised spawn location (I think, please let me know if this still happens). - UI bugs created by latest S&box update
0.02
Game update
Jun 7, 2026, 5:23 PM
Changes No public changelog.
Game update
Jun 7, 2026, 5:05 PM
Changes No public changelog.
Game update
Jun 7, 2026, 4:57 PM
Changes Patch v0.3.1
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Fixed
-Base Economy Numbers that were still set to test numbers -Orbitals are no longer always visible and are now hidden behind the FoW
Known issues
-Late Game with lots of ships, sometimes some of the ships lose pathing and stop moving
v0.3.1
Game update
Jun 6, 2026, 5:35 PM
Changes Now with AI & Drawing objects in lobby
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Added
- From now on users can draw things in the lobby which floats across the screen for all players - In case users do not want to wait, Pencilbot can now play with you :)
Game update
Jun 6, 2026, 9:23 AM
Changes UI/Ux Update
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Added
Effect under the tree Shop : Auto clicker New music
Improved
Auto random music Effect on menu New interface
Fixed
Dice too-high level cause error
0.1.2
Game update
Jun 6, 2026, 7:44 AM
Changes No public changelog.
Game update
Jun 6, 2026, 7:23 AM
Changes Quality of Life Update
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Added
- Floating power bar above the ball (only visible while charging) with glow effect at max power - Visual arrow gizmo on StartZones in the editor showing camera spawn direction (level designer aid) - Camera now auto-aligns with the StartZone's facing direction at every spawn/respawn (initial spawn, OOB reset, R reset, hole transitions, course restart)
Improved
- End-of-hole "HOLE COMPLETE" leaderboard now scrolls past 15 entries instead of stretching the popup off-screen - Power bar follows the camera's right vector (always stays on screen-right regardless of camera rotation, never crosses in front of the ball) - Tutorial popup save state is now read after persistence loads (no more re-prompting on relaunch after Skip) - Tutorial flag is cleared on every MainMenu return (defense-in-depth covering force-quit, mid-tutorial back-to-menu, etc.)
Fixed
- Tutorial state no longer bleeds into regular maps if the player exits the tutorial mid-run (game-breaking bug — tutorial would activate on Solo Level X) - Charge state no longer leaks across resets — pressing R, going OOB, sinking a hole, or advancing to the next hole while holding the shot button no longer fires a phantom shot at respawn - Per-hole leaderboard no longer overwrites a WR with a worse subsequent run (added local-PB guard before cloud submit) - "TOP 10!" / "WR!" popup no longer fires spuriously on regression runs when the cloud cache hasn't refreshed (gated on actual PB improvement) - Tutorial popup at first launch now correctly hides after pressing Skip across game restarts
Removed
- Nothing removed this build
Known issues
- Local PB tracking compares only by raw time while cloud ranks by weighted score (time + 3s × strokes) — rare edge cases where local says "new PB" but cloud disagrees. Will be addressed in a follow-up if it surfaces in player reports.
0.4.543