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Mash and Slash

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A frantic potato-arena survivor: auto-fire through veggie waves, MASH weapons into upgrades, and outlast the Garlic Titan.

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Mash & Slash

One potato. Endless horde. No way out but through.


You're a single spud against an arena full of furious vegetables, and they just keep coming. Mash & Slash is a fast, chaotic Brotato-style survivor where every wave is bigger than the last — and every level-up is your chance to turn one humble potato into a walking arsenal.


Blast, slice, and burn through chasers, bombers, chargers, lava-hurling imps, and gun-toting fruit. Cash in your coins between rounds to stack weapons, chain game-changing upgrades, recruit auto-firing allies, and hunt the rare uniques that completely rewrite your run — then dash, dodge, and pray when the elites and bosses crash the party.


Drop an elite and it leaves a reward crate: grab a fresh weapon or a build-defining upgrade, or cash it in for coins. No two runs are the same. Push your build as far as it'll go, outlast the swarm, and climb for the crown.

Features

  • Frantic wave-based arena survival — pure action, no breathing room
  • 17 weapons, from pistols and shotguns to lasers, miniguns, and shurikens
  • Dozens of stacking upgrades plus rare uniques that reshape your whole run
  • Recruit allies — a loyal Tater Tot and rare, stackable auto-firing turrets to fight at your side
  • Elite mini-bosses with telegraphed shockwaves — dash through their attacks, then crack open the crate they leave behind
  • Nasty veggie enemies, summoning totems, and screen-filling bosses
  • A between-wave shop, weapon combining, and an upgrade-ban system to sculpt your build
  • Dash to dodge danger — and to shatter the totems before they bury you in imps
  • Climb the leaderboard and earn your crown
How long can one potato last?

If you want to keep track of development and have a real impact on the game visit my discord down below and put in a suggestion!

Historique des joueurs de Mash and Slash

Plage de 24 h · moyennes horaires

Mises à jour

29 mises à jour
Version 0.98 The Teamwork Update A new notice board on the title screen: the full release is nearly here! Tell me what you would love to see added by leaving a review 20 modifications

Added

  • A new notice board on the title screen: the full release is nearly here! Tell me what you would love to see added by leaving a review
  • Downed players can now pick up coins while they drift around waiting to be revived (the coins still go to the whole team)

Improved

  • The wave counter, wave timer and boss health bar now sit above the arena instead of inside it, so they never cover the fight
  • The One-Armed Bandit's reel readout moves with the wave counter, so it stays clear of the fight too
  • In the tutorial, the lesson panel now sits next to the wave counter while you play instead of on top of it
  • Your teammates' names and health bars now sit in the margin to the left of the arena instead of over the fight
  • The YOU'RE DOWN banner is now a small ribbon along the top of the arena instead of a big banner across the middle of the screen
  • Co-op with 3 players is easier: 2.6x enemies (was 2.8x), +25% enemy HP (was +30%), +8% damage taken (was +10%), bosses 2.7x HP (was 3x), revives at 32% HP (was 30%)
  • Co-op with 4 players is easier: 3.2x enemies (was 3.7x), +35% enemy HP (was +45%), +10% damage taken (was +15%), bosses 3.4x HP (was 4x), +2 elites per batch (was +3), revives at 30% HP (was 25%)
  • 2 player co-op is unchanged, and every player still earns the same coins and XP as a solo run

Fixed

  • The co-op end of run stats no longer squash into messy wrapped text: each player now gets their own card with their name in their colour, their kills and their damage

Known issues

  • Co-op: everyone needs V0.98 to play together (older versions can't see V0.98 lobbies)
  • On narrower screens (like 16:10) the co-op teammate list can overlap the left edge of the arena
  • The One-Armed Bandit and the four new weapons are still brand new, so their balance may change
  • Co-op hasn't had a big online test yet, so expect some rough edges
  • You can't join a co-op run that has already started, and if the host leaves the game ends for everyone
  • In co-op the War Mech's Carpet Bomb safe block can still appear anywhere, since one block can't be near every player
  • The tutorial's King Slime still uses the classic slime art
  • Weapon fire rate is very slightly tied to frame rate
  • The Elite Hunter achievement description on the achievements page may still show the old text
Version 0.97 The High Roller Update A brand new boss at wave 100: the ONE-ARMED BANDIT, a giant evil slot machine. Every attack starts with a pull of its lever, and its three reels decide what it does 47 modifications

Added

  • A brand new boss at wave 100: the ONE-ARMED BANDIT, a giant evil slot machine. Every attack starts with a pull of its lever, and its three reels decide what it does
  • Read the reels as they land, on the machine and next to the wave panel: three different symbols play three attacks in a row, a pair plays a stronger DOUBLE, and three of a kind hits the JACKPOT
  • 7 symbols and 21 attacks: Cherry Bombs, Lemon Boomerangs, the Seed Spitter, Gold Bars (solid walls that box you in, or the exploding FORT KNOX vault), Lucky Seven from phase 2, Payout coins from phase 3 and the Lucky Magnet in phase 4
  • Three dodge phases where it shrinks into the corner and deals you a casino game: ROULETTE (stand on the colour it calls), SNAKE EYES (dice light up blast zones on the floor) and THE HOUSE ALWAYS WINS (the floor turns into a slot machine and every winning line fires)
  • Every phase is meaner: faster reels, more symbols, attacks that overlap, rigged reels with more jackpots, and in the last phase it goes ALL IN and pulls the lever again before its last attack is done
  • THE HOUSE TAKES ITS CUT: every hit from the Bandit also takes a share of your max HP that armor can't stop (6% to 9% for big hits, 2% to 3% for coins and shots), so even the tankiest build has to dodge
  • Hornet Launcher: fires volleys of 3 little homing missiles that curve into the nearest enemy (5 damage each, cost 13)
  • Flak Cannon: shells burst as soon as they get near an enemy, hitting everything around it and throwing shrapnel further out (17 damage, cost 19)
  • Ricochet Disc Launcher: a saw disc that bounces from enemy to enemy and off the walls, hitting 12% harder with each enemy it chains (10 damage, 3 bounces, cost 17)
  • Mash Fist: a new melee weapon, your potato's own fist. It jabs straight out like the Spear, quicker but shorter, and sends small enemies flying (15 damage, cost 14)
  • Each new weapon has its own icon, firing animation, projectile, sounds and Mythic version: Spudnik Swarm, Flak Jacket Potato, Lethal Latke and Fist of the North Spud
  • Four new unique upgrades, one for each new weapon. They only show up while you carry that weapon
  • Hive Mind (Hornet Launcher): +2 missiles a volley, and a missile that gets a kill splits into 2 mini missiles, but missiles deal 20% less damage
  • Shrapnel Storm (Flak Cannon): bursts throw 12 shards that fly twice as far and hit harder, but the blast is 15% smaller
  • Boomerang Blade (Ricochet Disc Launcher): +2 bounces, then the disc flies back to you and cuts everything on the way, but it deals 10% less damage
  • Haymaker (Mash Fist): every 3rd punch deals 2.5x damage and flattens everything around the fist, but you punch 10% slower
  • SUPERNOVA: a new third dodge phase. The idol burns in the middle of the arena and rings of fire roll out for 18 seconds, each with one opening to stand in. A turquoise ray shows where the next opening will be, and in the second half every ring has a twin right behind it
  • SUNBURST: a new phase 4 attack, three rings of fire with openings
  • Boss Rush now has all 10 bosses, from the Garlic Titan to the One-Armed Bandit (was 6)
  • A rush wave between bosses: after each boss and its bonus round you fight a 25 second wave of normal enemies (a skirmish, a horde or a totem wave). It doesn't count toward your time
  • FLAWLESS: beat a boss without taking a hit to get an extra upgrade pick and a 50% bigger war chest
  • The results screen shows how many bosses you beat flawless and your fastest boss kill
  • You can open the CODEX from the shop between rounds with the new CODEX button next to STATS. While it's open the shop hotkeys are off, so you can type in its search safely
  • The Mash Mart shopkeeper now and then asks you to leave a review

Improved

  • Boss HP now follows the enemies: every boss has the HP of a set number of elites from the wave before it, 10 at wave 10, 11 at wave 20, then 2 more each boss (27 at wave 100). Early bosses get a little tougher and late bosses lighter, so late runs no longer hit an HP wall at every boss
  • Boss HP examples: Cupcake 600K to 784K, Broodmother 9.6M to 13.2M, War Mech 38.4M to 38.9M, Rock Golem 154M to 113M, Harvest Reaper 399M to 323M, Sugar Serpent 883M to 780M, Sun Idol 2.70B to 2.59B
  • The War Mech is harder: shorter gaps between attacks, rocket swarms of 7 / 9 / 12 (was 6 / 8 / 10) that turn tighter, missile salvos of up to 15 with the follow-up salvo from phase 1, longer minigun bursts and about 8% more damage
  • The Rock Golem is harder: every attack set arrives a phase earlier, with two volley boulder throws from phase 2, dash chains of 2 in phase 1 and 3 from phase 2, more eye bolt volleys (3 / 4 / 6), faster tornado rocks and about 8% more damage
  • The Harvest Reaper is a little harder: 5 crows per lane (was 4), crossing crow lanes from phase 1, quicker night ambushes and wisps, and about 9% more damage
  • The Sugar Serpent is harder: it slithers faster (still slower than you), lunges twice from phase 1 (three times in phase 3) with a candy burst after every lunge, more and faster candy rain, a faster phase 3 coil and about 10% more damage
  • The Sun Idol's dodge phases now come at 75%, 50% and 25%, and in phase 4 it attacks faster and throws 6 sun orbs
  • Every boss attack can still be dodged on foot or with one dash
  • Extra shots from upgrades now fly side by side straight at the target instead of in a V, so both of them hit even small enemies. The Shuriken still fans out, and the Shotgun and Hornet Launcher keep their spread
  • Boss HP in the rush is rebalanced for the rush waves and the FLAWLESS bonus: bosses 2 to 6 have 15% to 35% more HP, and the curve runs from 12K up to 1.7M for the One-Armed Bandit
  • Rush waves pay half the coins and XP, and their enemies' damage is capped so they stay fair for a rush build
  • Every upgrade can now show up in the rush, including the unique upgrades
  • Two new tips about the One-Armed Bandit

Fixed

  • The War Mech's minigun was silent because its sound was missing. It now fires with a heavy gun sound

Removed

  • The old Boss Rush leaderboard: a 10 boss rush with waves in between can't be compared with the old 6 boss times, so the rush has a fresh leaderboard. Your old best stays in your save

Known issues

  • Co-op: everyone needs V0.97 to play together (older versions can't see V0.97 lobbies)
  • The One-Armed Bandit and the four new weapons are brand new and haven't had much playtesting yet, so their balance may change
  • Co-op hasn't had a big online test yet, so expect some rough edges
  • You can't join a co-op run that has already started, and if the host leaves the game ends for everyone
  • In co-op the War Mech's Carpet Bomb safe block can still appear anywhere, since one block can't be near every player
  • The tutorial's King Slime still uses the classic slime art
  • Weapon fire rate is very slightly tied to frame rate
  • The Elite Hunter achievement description on the achievements page may still show the old text
Version 0.94 The Party Line Update CO-OP CHAT: press T to chat in the lobby and all through a co-op run, ENTER to send, ESC to close. Names show in each player's seat colour, and the lobby posts when someone joins, leaves or is removed 22 modifications

Added

  • CO-OP CHAT: press T to chat in the lobby and all through a co-op run, ENTER to send, ESC to close. Names show in each player's seat colour, and the lobby posts when someone joins, leaves or is removed
  • While the chat box is open your keys type instead of play: no moving, dashing or shop / level up hotkeys
  • A new loading screen: the MASH AND SLASH logo slams onto the lava, the cracks glow, a glint runs along the slash, and a loading bar with your character running along it, plus a gameplay tip. Click, ESC or SPACE skips it
  • The spuds in the co-op lobby seats now idle and blink, and hop when they're READY
  • The Broodmother is harder: she pounces from phase 1, pounces twice in a row in phase 3 (the second leap re-aims at you), chases every web sling with a stream of aimed silk, darts and attacks faster, lays more egg sacs (up to 10 spiderlings), and her web balls fly faster
  • Broodmother Silk Rain: the globs fall faster and in the second half one also lands where you're heading, with more spits and denser silk curtains
  • Broodmother Spinning Web: 4 threads instead of 3, and she attacks faster while she spins
  • The War Mech is harder: it attacks more often, walks faster and keeps closer, its minigun fires faster with quicker bullets and ends in a shell blast from phase 1, rocket swarms are 6 / 8 / 10 rockets (was 4 / 6 / 8), and missile salvos have more crosshairs
  • War Mech phase 3: the minigun opens up straight after a rocket swarm
  • War Mech Carpet Bomb: the bomb patterns come faster, and the aimed minigun bursts run the whole phase instead of just the second half
  • Both bosses hit a little harder (about 10% to 15%). Every new attack can still be dodged on foot or with one dash

Improved

  • The tutorial cards show your own character and the new enemy art (and follow the CLASSIC art options)
  • Run details: every section keeps its size on long runs, only the upgrade list scrolls, BACK is always on screen, and runs over an hour show the hours (1:34:58 instead of 94:58)
  • Co-op: everyone needs V0.94 to play together (older versions can't join a V0.94 lobby)
  • The Broodmother and the War Mech are bosses 4 and 5 of Boss Rush, so the changes apply there too
  • Co-op runs still don't count toward your best wave, leaderboards, mastery, daily missions or achievements

Known issues

  • Co-op (and its chat) hasn't had a big online test yet, so expect some rough edges
  • You can't join a co-op run that has already started, and if the host leaves the game ends for everyone
  • In co-op the Carpet Bomb's safe block can still appear anywhere, since one block can't be near every player
  • The tutorial's King Slime still uses the classic slime art
  • Weapon fire rate is very slightly tied to frame rate
  • The Elite Hunter achievement description on the achievements page may still show the old text
Show 26 older updates
Version 0.93 The Rush Hour Update Boss Rush RUSH SURGE: a free upgrade pick every time a boss drops to 75%, 50% and 25% HP, so every fight speeds up as it goes 17 modifications

Added

  • Boss Rush RUSH SURGE: a free upgrade pick every time a boss drops to 75%, 50% and 25% HP, so every fight speeds up as it goes
  • Boss Rush BONUS ROUNDS: after every boss, a 12 second minigame for extra coins that doesn't count toward your time and can't hurt you: Pinata Panic (smash a giant golden pinata), Coin Shower (grab the raining coins before they fade) or Golden Stampede (catch five golden potatoes for coins and free crates)
  • Balance
  • Boss Rush is much faster: bosses have far less HP (12k up to 170k, was 30k up to 649k), so each fight takes about a minute instead of several
  • Cupcake's phase 2 dodge gauntlet is half as long: 15 seconds, was 30 (phase 3 is unchanged)
  • Co-op is easier, especially with 2 players: each extra player now brings 90% of an extra horde (was a full one), +15% enemy HP (was +25%), +5% damage taken (was +10%) and +100% boss HP (was +115%)
  • Co-op elites keep their normal HP instead of getting the extra-player HP; you still get an extra elite for each extra player, but they now arrive one at a time, 9 seconds apart
  • In co-op there's never a second Elite Axe Knight on the field while one is still alive, so one dash always gets you through the slams
  • Co-op revives are stronger: back up with 35% HP with 2 players, 30% with 3 and 25% with 4 (was 30%, 25% and 20%)

Improved

  • The level up screen says when a pick is a RUSH SURGE and how low the boss is
  • The wave banner shows which bonus round you're in
  • The co-op lobby room's difficulty line shows the new numbers and that elites come one at a time

Fixed

  • Boss Rush summons had far too much HP, some more than their own boss: Cupcake's demon dogs, the Garlic Titan's brutes, the Demonic Lord's demons and imps and the Broodmother's spiderlings now have HP in proportion to their boss (Cupcake's dogs: about 375 HP, was about 11,000; the Demonic Lord's demons: about 4,300, was about 296,000)

Known issues

  • Co-op hasn't had a big online test yet, so expect some rough edges
  • You can't join a co-op run that has already started, and if the host leaves the game ends for everyone
  • Weapon fire rate is very slightly tied to frame rate
  • The Elite Hunter achievement description on the achievements page may still show the old text
Version 0.92 The Co-op Update Added 21 modifications

Added

  • Added
  • CO-OP: team up with up to 3 friends in one shared arena, with the same waves and the same bosses
  • A special CO-OP button beside PLAY on the main menu
  • Host a lobby: choose 2 to 4 players, who can join (Public, Friends only or Private) and the run's mutators
  • Lobby browser: find open public co-op games, with search, a hide-full filter, player counts, mutators, status and ping
  • Lobby room: see who's in, pick your character, ready up and invite friends; the host starts the run and can remove players
  • Every co-op screen takes place in THE MASHED MUG, a tavern with a party board and Barkeep Buds behind the bar
  • In co-op everyone keeps their own character, starting weapon, upgrades and shop, while coins and XP are shared by the whole team
  • Crates in co-op belong to whoever walks over them and open in their shop
  • Downed players drift around as a ghost and get back up when the wave ends, and the run is over when the whole team is down
  • Between waves everyone readies up, and the next wave starts when the whole team is ready (or 90 seconds after the first player readies)
  • Teammates show their name and HP over their heads and in a team panel
  • After a co-op game over the host can take everyone back to the lobby for another run
  • Balance
  • The more players, the harder it gets: every extra player brings a whole extra horde, +25% enemy HP, +10% damage taken, much tougher bosses, an extra elite in every elite wave and weaker revives
  • The lobby room shows exactly what your team is in for before you start
  • Each player still earns about a solo run's coins and XP, and boss and golden potato rewards go to everyone in full

Known issues

  • Co-op is brand new and hasn't had a big online test yet, so expect some rough edges
  • You can't join a co-op run that has already started, and if the host leaves the game ends for everyone
  • Weapon fire rate is very slightly tied to frame rate
  • The Elite Hunter achievement description on the achievements page may still show the old text
Version 0.90 The Late Game Update Harvest Reaper boss at wave 70: reaps up to three times in a row with crows scattering off every swing, closes rune rings on you, crosses its crow lanes into a grid, and in its dodge phases the arena goes dark so you… 51 modifications

Added

  • Harvest Reaper boss at wave 70: reaps up to three times in a row with crows scattering off every swing, closes rune rings on you, crosses its crow lanes into a grid, and in its dodge phases the arena goes dark so you play by its glowing telegraphs
  • Sugar Serpent boss at wave 80: a long candy body that blocks your shots, with chained lunges that burst into candy shards, double spits, burrowing rumbles and a Candy Rain of gumdrops
  • Sun Idol boss at wave 90: hide behind stone pillars to survive its Solar Flare, while Eclipse crumbles your cover one pillar at a time
  • Broccoli Bulwark elite from wave 31: a shielded tank that blocks shots from the front and charges with a shield rush
  • Spore Matriarch elite from wave 31: plants spore pods that hatch Sporelings and fires poison spores
  • Chili Stalker elite from wave 31: a fast flanker that flame dashes through you and leaves a burning trail
  • Void Eggplant elite from wave 31: lobs gravity wells that pull you in before they implode
  • 11 new unique upgrades, each with a small trade-off: Venom Rounds, Frostbite Rounds, Bounty Hunter, Executioner, Long Shot, Close Quarters, Quickdraw Holster, Overcharge Capacitor, Reactive Plating, Heavyweight Boots and Fireproof Apron
  • Upgrade downsides show on the shop card, in the impact line and in the stats panel
  • The boss's name now appears under the BOSS INCOMING banner
  • The boss HP bar fills in as the boss arrives and shows a pale trail of the damage you just dealt
  • The wave clear banner names the boss you defeated
  • Crate picks work with the 1 2 3 keys and show what each pick will do
  • The Boss Rush shop has a QUIT RUSH button

Improved

  • The Elite Axe Knight and the Onion Sorcerer are redrawn in the new art style with new walk and attack animations (Options ENEMY ART CLASSIC brings the old look back)
  • Late game scaling past wave 30: shop prices rise a little slower, and bosses from wave 70 on scale more gently so every fight stays winnable
  • Boss Rush keeps its original upgrade pool so leaderboard times stay comparable
  • Damage numbers are centred on the hit, crits pop, and the number on screen at once is capped so big fights stay readable
  • BOSS DOWN and other big announcements are larger and easier to read
  • The coin counter bumps when coins land
  • Escape now also closes the leaderboard, achievements, the starting weapon picker and the dev menus
  • A short key guard when the shop, level up or crate screen opens, so a held key can't skip or pick by accident
  • Level up shows how many picks are still queued
  • RESUME shows its ESC key, and the Mythic reveal says which key continues
  • The stats panel shows the SPEED limiter on Move Speed and a sign on Range
  • Numbers use the same thousands separators on every system language
  • Hover feedback on the shop weapon slots, character cards and the crate sell button
  • The Elite Hunter achievement now counts every elite type
  • Patch Up is no longer offered while a boss blocks healing

Fixed

  • Continuing a run saved right after a boss wave no longer leaves you stuck on an empty wave
  • Closing Options with Escape now saves your settings
  • Pausing while a crate is open no longer draws two screens on top of each other
  • The shop no longer grows past 5 cards when an ally rolls in
  • BAN no longer shows on ally cards, where it did nothing
  • Sold cards can no longer be locked
  • The Boss Rush shop no longer says WAVE 9 CLEARED, and its level ups no longer say Level 1 reached
  • Mashing two weapons by clicking keeps the result in the leftmost slot
  • A real hit now flashes red even while you are burning or poisoned
  • Patch Up shows the heal you will actually get
  • The GO! after loading a saved run now appears
  • Codex search no longer shows stale results
  • The Reset Progress warning now lists what it actually wipes
  • Unique upgrades can no longer be owned twice through locked offers or crates
  • Hot Potato and Reactive Plating can no longer be owned together
  • Continuing a run no longer carries over Quickdraw or Reactive Plating timers from a previous run
  • Continued runs past wave 30 spawn the right number of elites again
  • Rare crashes when one explosion killed many enemies at once
  • Some weapon, turret, Tater Tot and character sprites could be missing in the published build

Removed

  • Four unused sprites, plus leftover unused code and styles

Known issues

  • Weapon fire rate is very slightly tied to frame rate
  • The Elite Hunter achievement description on the achievements page may still show the old text
Version 0.84 The animated update Daily Missions – three new missions every day (easy, medium and hard) that pay bonus mastery XP. Progress carries across all your runs that day, clearing all three pays an extra 400 XP, and you get one free swap a day 22 modifications

Added

  • Daily Missions – three new missions every day (easy, medium and hard) that pay bonus mastery XP. Progress carries across all your runs that day, clearing all three pays an extra 400 XP, and you get one free swap a day
  • Play Streak – play on back-to-back days to build a streak. Your first run each day earns double mastery XP, and every streak day adds +10% XP to all your runs that day (up to +50%)
  • Mission pop-ups – a banner pops up mid-run the moment you complete a mission
  • Arena Gate transition – pressing Play slams the arena doors shut, stamps the crest with the wave you're starting on, then swings them open on the fight. Continue, Boss Rush, Tutorial, Play Again and going back to the main menu use it too
  • New Record banner – the first wave past your best stamps NEW RECORD! across the arena
  • Game Over goals – see what your daily bonuses added, today's mission progress, and the next thing to chase: a weapon unlock, your next rank, or how close you came to your best
  • Play Again hotkey – press Space on the game over screen to jump straight back in
  • War Mech Rocket Swarm – a new attack: homing rockets curl in from both shoulders (4, 6 or 8 depending on the phase), then commit to a straight line so you can sidestep them
  • War Mech Shell Blast – from phase 2 the minigun stops, flashes red and finishes with a wide shotgun blast

Improved

  • Broodmother – much harder. In Silk Rain she now spits fans of webs at you and sprays curtains of silk down the arena, with a second curtain into the gaps later on. From phase 2 every web fan is followed by a stream of silk aimed right at you, and she keeps firing while she spins the web. Faster slings and pounces too
  • War Mech – harder: attacks come quicker, missile salvos send a second salvo to wherever you ran, Carpet Bomb adds aimed minigun bursts and Laser Fence adds missiles in their second halves
  • Rock Golem – harder: attacks come quicker, it fires eye bolts from phase 1, phase 3 dash landings spit a volley at you, and both Rock Tornadoes fire bolts through the storm
  • Garlic Titan – redrawn, with a new look for each of its three phases and full walk, jump, landing and roar animations, plus a phase 3 charge
  • Cupcake and Demonic Lord – redrawn with full new animation sets
  • Gauntlet boulders – remade as rolling stone boulders with glowing lava cracks
  • Imp lava rock – a new rock that's lobbed through the air in an arc, spinning, with a shadow on the floor under it
  • Lava puddles – new animation: they splash down, bubble, then cool and crust over
  • Shotgun Lemon – its pellets are now bright, glowing citrus shots that are much easier to see
  • Smooth screen changes – every menu fades in instead of popping up, the arena fades in when a fight starts or resumes, and fades out at the end of a wave and when you die

Fixed

  • Rock Golem eye laser – the sweeping beam was impossible to dodge without two dashes. It now fires volleys of laser bolts that you dodge by strafing
  • Rock Golem Quake Slam – phase 3 no longer sends three dash-jamming rings. It sends one jam ring and opens fire with eye bolts instead, and only the first ring of any slam can jam your dash
  • Totems – now rise straight up out of the floor instead of wobbling
Version 0.80 The artist update The Broodmother (wave 40) – a giant spider that skitters around, slings webs that hurt and slow you, and lays egg sacs that hatch silk-spitting spiderlings. Two dodge phases: Silk Rain and The Spinning Web 37 modifications

Added

  • The Broodmother (wave 40) – a giant spider that skitters around, slings webs that hurt and slow you, and lays egg sacs that hatch silk-spitting spiderlings. Two dodge phases: Silk Rain and The Spinning Web
  • The War Mech (wave 50) – minigun, missile salvos, a sweeping chest laser and EMP pulses that jam your dash. Two dodge phases: Carpet Bomb and Laser Fence
  • The Rock Golem (wave 60) – a floating stone colossus that hurls boulders, ground-dashes, quake-slams and fires an eye laser. Two Rock Tornado dodge phases
  • Boss Rush – fight all six bosses back to back against the clock, with its own best-time leaderboard
  • Wave Mutators – Blood Moon, Iron Hide, Glass Spud, Swarm, Bullet Storm and Tax Man. Stack any combination for harder runs, more mastery XP and more coins
  • Mutator badges – runs played with mutators show their symbols next to the player's name on the leaderboard
  • Mythic rarity – mash three Legendary copies of a weapon into a Mythic: double Legendary damage, +1 pierce, plasma shots, a brand-new name and animated camo on every weapon
  • Golden Potato – a rare runaway that turns up mid-wave. Catch it within 10 seconds for a big coin pile or a free elite crate
  • Twin Holster – a unique upgrade that lets your Tater Tot carry a second weapon
  • 7 new unique upgrades – Steady Hands, Momentum Engine, Piggy Bank, Bloodthirst, Corpse Popper, Second Wind and Tater Satellites
  • Hats for Spud – Chef's Toque, Party Hat and Demon Horns, unlocked by beating the wave 10, 20 and 30 bosses
  • Art options – Character Art and Enemy Art switch between the new sprites and the classic ones
  • Screen Shake and Spud HUD options – set shake to full, low or off, and toggle the orbs and mini HP bar under Spud
  • Totem lesson – the tutorial now teaches you how to smash totems with your dash

Improved

  • Spud – fully redrawn with smooth run, idle, dash and hurt animations. The run cycle speeds up with your move speed
  • Brawler, Gunner, Scavenger and Berserker – redrawn with full animation sets
  • Tater Tot and Garlic Knight – new sprites and animations
  • Basic enemies – every one redrawn with new walk cycles and attack animations: slime chomps, garlic slams, turnip casts, lemon blasts, watermelon smashes, dragon fruit stabs, bomber fuses, charger wind-ups and skids, imp throws, demon claws and roars, hellhound pounces, spiderling spits, and totems that rise and shatter
  • New game logo
  • War Mech – tougher: EMP pulses from phase 2, double rings and longer dash jams in phase 3, EMPs during its dodge phases and a minigun follow-up
  • Rock Golem – tougher: quake rings now jam your dash, plus longer ground-dash chains and faster tornadoes
  • Play screen – a new HUD bar under the arena with a custom health bar (a beating heart, a damage trail and a heal glow), XP and armor
  • Dash indicator – a new dash icon with a recharge sweep, and charge orbs under Spud
  • Shop – redesigned as the Mash Mart, with a shopkeeper, framed rarity cards and the Mash Bench
  • Main menu – new logo, arena-gate backdrop, plank buttons and a hero lineup
  • Menus – Stats, Options, Codex, Leaderboard, Achievements, Character Select and Rank each have their own themed room and host
  • Screens – Level Up, Game Over, Run Details, Save Slots, confirm dialogs, Elite Crate and Tutorial Complete all have new art
  • Upgrade icons – every upgrade has its own hand-drawn icon
  • Quality of life – mini HP bar under Spud while hurt, "+N" coin popups, weapon slots flash when firing, and slow guns show a reload bar
  • Totems – now stay rooted to one spot and flash when you dash into them

Fixed

  • Mythic ring – no longer draws a giant oval around the hotbar and the arena
  • Allies – Tater Tot and Garlic Knight no longer get stuck attacking totems
  • Shop – card text and panels no longer wrap or overlap
  • Tater Tot tooltip – weapon stats no longer run off screen
  • Character select – the starting weapon panel no longer shifts the menu buttons when you switch character
  • Shop – the green mash-partner dot now shows up

Known issues

  • Danger levels – replaced by Wave Mutators. Characters now unlock by reaching wave 30 with mutators on: 1 for Brawler, 2 for Gunner, 3 for Scavenger, 4 for Berserker
Version 0.75 The Tutorial Update Optional guided tutorial – five short waves covering moving, dashing, auto-fire, coins, the shop, mashing, level-ups and reading enemy warnings 32 modifications

Added

  • Optional guided tutorial – five short waves covering moving, dashing, auto-fire, coins, the shop, mashing, level-ups and reading enemy warnings
  • Tutorial button on the main menu with a NEW tag, plus a one-time "First time here?" offer the first time a new player presses Play
  • King Slime – a crowned tutorial boss that teaches boss attacks one at a time: slam, charge, slime ring and minions
  • Tutorial dodge phase that explains the red seal around the player (no healing, half armor, boss can't be hurt) with rolling boulders to dodge
  • Lesson cards – the fight pauses the first time something new happens and circles the danger on screen
  • Can't lose the tutorial – hitting 0 HP patches you up and explains what happened
  • Tutorial Complete screen with a summary of everything learned and a Play For Real button
  • New enemy death effect – enemies flash white and swell, then burst into chunks that fly in the direction of the killing hit
  • Enemies spray juice in their own colour when they die – green slime, yellow lemon, magenta beet, purple turnip and more
  • Juice splats stay on the floor as stains and slowly fade
  • Bosses leave a huge splat when defeated
  • Hover any weapon in the shop or pause menu to see its damage, attack speed, DPS, range, sell value and how it performed last wave
  • New Loadout row in the pause menu for checking your weapons mid-fight
  • Keyboard shortcuts – 1-6 buy a card, R rerolls, Space starts the next wave, 1-3 pick a level-up card
  • Mash All button that merges every matching pair of weapons in one click
  • Weapon and ally pictures on shop cards, plus colour-coded stat badges on items
  • Each shop card shows what buying it does – extra DPS for weapons, before and after values for item stats
  • Shop cards say when buying one gives you a pair to mash
  • Weapons with a mash partner show a green dot, and selecting a weapon highlights its partners
  • The shop header shows what's next, including boss waves and incoming elites

Improved

  • Options menu is wider with a two-column layout so it no longer touches the screen edges
  • Buy buttons show exactly why you can't buy something (need X coins, hotbar full)
  • Refused purchases now explain why instead of just playing the denied sound
  • Next Wave button turns red and reads Fight The Boss before a boss wave
  • Locked shop cards have a gold border, and weapon cards are tinted by rarity
  • The shop no longer jumps up and down when a message appears
  • Kill sound has a wetter pop
  • Level-up cards show which key picks them

Removed

  • Old squash-and-fade enemy death animation

Known issues

  • The tutorial side panel may be cut off on 4:3 screens
  • Boss waves still have no timer
  • The Garlic Titan's hitbox doesn't grow with its phase sprites
Version 0.73 Garlic Titan Overhaul & Codex Codex: a searchable Upgrades/Weapons reference, open from the title screen, so you can plan a build without meeting an item blind for the first time at wave 18. 15 modifications

Added

  • Codex: a searchable Upgrades/Weapons reference, open from the title screen, so you can plan a build without meeting an item blind for the first time at wave 18.
  • Favourite Build: star anything in the Codex and it's tagged WANTED when it rolls in the shop or an elite crate.
  • Run Details: a new screen from the death screen showing your final loadout, every upgrade held (stacked, e.g. "Power Glove x3"), and a kills-per-wave graph for the run.
  • Shop cards now show a green edge when you can afford them right now, dimming when you can't.
  • A Controls panel in Options showing your current key bindings and where to change them.
  • Two new Options toggles: Threat Markers and Low HP Alert, so those warnings can be turned off independently of Reduce Effects.
  • The Garlic Titan boss has been rebuilt with new hand-drawn sprites for all three phases, each with its own full walk cycle.

Improved

  • The Garlic Titan and every other boss now actually turn to face the player. This was wired for two of the three bosses but never connected to anything, so no boss has ever flipped direction until now.
  • Phase transitions now explode outward from the boss instead of playing a morph animation, with the shockwave scaling up with each phase.
  • The Garlic Titan now grows with each phase (phase 2 ~8% larger, phase 3 ~20% larger) instead of visually shrinking, which is what the old sheets did at a shared scale.

Fixed

  • Fixed the Codex list compressing into an unreadable jumble instead of scrolling once the list grew past what fit on screen.
  • Fixed the Options menu: mismatched control panel width, awkward mid-menu placement, and two toggle labels wrapping onto a second line.

Removed

  • The hand-drawn morph transition sprites between boss phases (replaced by the new explosion effect and direct sheet swap).

Known issues

  • The Garlic Titan's hitbox has not been resized to match its new, larger sprite — collision still matches the phase 1 size. Projectiles may visually pass through the outer edges of phases 2 and 3 without registering.
  • Boss waves still have no time limit — a boss you can't out-damage will stall the run rather than ending it.
Version 0.72 Death FX, QoL & New Upgrades Enemies now burst into four flying chunks of their own sprite when they die, spinning and arcing before fading, instead of just squashing flat. 14 modifications

Added

  • Enemies now burst into four flying chunks of their own sprite when they die, spinning and arcing before fading, instead of just squashing flat.
  • Two new HP upgrades with unique downsides. Scar Tissue: +45 Max HP, but all healing you receive (regen, lifesteal, Med Kit, Patch Up) is halved. Overstuffed: +65 Max HP, but touching an enemy hurts twice as much — projectiles, AoE and burns are untouched.
  • Level-up cards now show exactly what the pick does to your build, e.g. "+10% Damage (145% -> 155%)", instead of a flat number with no context.
  • A red pulse flashes from the screen edges the moment you're hit, so a hit in a busy fight is never missed.
  • The wave timer turns red in its final six seconds as a warning to stop pushing and start surviving.
  • The shop now shows your total loadout DPS next to your coin count, so you can see whether a purchase actually made you stronger.
  • Escape now closes the shop stats panel, matching every other menu.

Improved

  • Pickups now accelerate toward you instead of moving at a flat speed, so collecting a big pile of coins feels satisfying instead of mechanical.
  • Cold Snap reworked: instead of -6% coins, it now gives enemies +3% HP alongside its -10% enemy speed, so the drawback is about the fight in front of you rather than your economy.
  • Enemy HP, Contact Damage and Healing Received are now shown on the character stats panel.

Fixed

  • Fixed a bug where a screen-edge "hurt" effect could have strobed continuously while standing in fire, poison, or bleed — damage-over-time now correctly does not trigger it.

Known issues

  • Scar Tissue can be offered in the same shop as Med Kit or Field Medic despite actively working against them. Worth a look if it plays as a trap rather than a real choice.
  • Boss waves still have no time limit — a boss you can't out-damage stalls the run rather than ending it.
  • The shop economy rebalance from the last update is still light on real playtesting in a long run.
Version 0.71 Shop Overhaul & Game Feel Shop cards now show real DPS calculated against your actual build, instead of raw base numbers. Damage, fire rate, crit, extra projectiles and melee bonuses are all folded in, so two cards can finally be compared at a… 27 modifications

Added

  • Shop cards now show real DPS calculated against your actual build, instead of raw base numbers. Damage, fire rate, crit, extra projectiles and melee bonuses are all folded in, so two cards can finally be compared at a glance.
  • OWNED x2 tag on shop cards, for both items and weapons, so you can see what you're already stacking and which weapon a second copy would MASH with.
  • Kill pop: enemies now burst outward at full brightness before collapsing and darkening into a body, so every kill reads.
  • Off-screen threat markers: a pulsing badge circles you pointing at any elite or boss too far away to see. Red for elites, purple for bosses.
  • Wave clear flourish: a beat on the emptied arena showing the wave you survived and how many enemies you defeated, before the shop opens.
  • Low health warning: a red glow breathes in from the arena edges below 35% health, beating faster the closer you get to death.
  • Save and Quit is now available directly from the shop, where the field is always clear.
  • One-time tips explain MASH, ban tokens and Engineering the first time each becomes relevant to your run.
  • A plain-English explainer of what Danger tiers actually do now sits under the character select difficulty picker.

Improved

  • Complete shop economy overhaul. Every price in the game now moves on a single curve, and coin value scales with the wave. Previously item costs compounded to roughly 27x by wave 30 while weapon prices never scaled at all and coin income never grew, which meant the only correct late-game play was to never buy an item and reroll endlessly for cheap Legendaries. A wave 30 upgrade now costs 114 instead of 429, a Legendary Pistol costs 228 instead of 32, and a reroll costs 21 instead of 7.
  • Selling a weapon now pays half of what it would cost in the current wave's shop, so selling keeps pace with buying instead of decaying into pocket change.
  • Ally, turret, knight and elite crate prices all scale with the wave for the first time.
  • Health bars now ease between values instead of snapping.
  • Damage numbers above 1000 are abbreviated, which also stops large hits flooding the texture cache during long runs.
  • Corpses render far more cheaply and no longer use an expensive per-body filter.
  • Crowd separation now has a hard work limit, so a tightly packed horde can no longer spike frame time.

Fixed

  • Enemies were permanently turning white and greyscale after being hit. The hit flash was only ever applied, never cleared, so every enemy you had ever shot kept the effect forever, and kept paying its rendering cost. This was the main cause of the reported frame drops.
  • The game stuttered every time a bullet connected. Hit stop was firing up to 7.7 times a second and freezing roughly 40% of every second, including your own movement input, while the frame counter stayed perfectly steady because only the simulation was frozen. The player is no longer part of the freeze, crits no longer trigger it at all, and it now fires at most twice a second.
  • Bosses could stay permanently half transparent after a phase change if the transformation strobe happened to end on a dim frame.
  • Two characters could appear selected at once on the character select screen.
  • Burst weapons such as the Revolver now display their true fire rate. The Revolver was reading 0.64 per second when it actually fires at 1.7 per second.

Removed

  • Save and Quit no longer requires full health. It now only requires a clear field, so you can stash a chipped run between waves.
  • Critical hits no longer trigger hit stop.

Known issues

  • The shop economy rebalance is large and largely untested in a long run. Prices and coin income may need another tuning pass.
  • The Tater Tot's held weapon does not animate its swing or jab.
  • Achievement idents still need registering on the sbox.game backend.
  • Boss waves have no time limit, so a boss you cannot out-damage will stall the run indefinitely rather than ending it.
Version 0.70 Crowd Physics & Corpses Enemies now push each other apart instead of stacking into a single point, so a horde reads as a crowd with real shape and depth. 15 modifications

Added

  • Enemies now push each other apart instead of stacking into a single point, so a horde reads as a crowd with real shape and depth.
  • Slain enemies leave a corpse behind, their own sprite squashing flat and fading out over the blood splat.
  • Heavier foes shove lighter ones: a Swarmer bounces off a Brute rather than the other way round.
  • Totems, Demons and Elite mini-bosses hold their ground in a crowd, pushing the horde around them without being herded themselves.

Improved

  • Enemies now push each other apart instead of stacking into a single point, so a horde reads as a crowd with real shape and depth.
  • Slain enemies leave a corpse behind, their own sprite squashing flat and fading out over the blood splat.
  • Heavier foes shove lighter ones: a Swarmer bounces off a Brute rather than the other way round.
  • Totems, Demons and Elite mini-bosses hold their ground in a crowd, pushing the horde around them without being herded themselves.

Fixed

  • The Black Hole Bulb was paying out twice on every kill. Vortex kills granted double XP, double materials and double kill credit. They now pay once, so the Bulb's economy is roughly half what it was.
  • Elite Axe Knight sprites were missing from the published asset list and could fail to load in published builds.
  • Enemies killed mid-frame could briefly remain valid auto-aim targets.

Known issues

  • Burst weapons such as the Revolver show their fire rate in the shop as bursts per second, so they read slower than they actually fire.
  • The Tater Tot's held weapon does not animate its swing or jab.
  • Achievement idents still need registering on the sbox.game backend.
  • Reduced crowd density means fewer enemies can touch you at once, so late-wave contact damage and Thorns output are lower than in 0.6. Wave 20+ difficulty tuning may need revisiting.
Version 0.60 Danger & Reward Danger Tiers — a whole new difficulty ladder. Pick your challenge from Danger 0 up to Danger 5 on the character screen; every step up makes enemies tougher, faster, hit harder, and swarm in greater numbers — and pays… 18 modifications

Added

  • Danger Tiers — a whole new difficulty ladder. Pick your challenge from Danger 0 up to Danger 5 on the character screen; every step up makes enemies tougher, faster, hit harder, and swarm in greater numbers — and pays out more materials and Mastery XP to match.
  • Clear wave 20 on your current tier to unlock the next one, and keep climbing toward the ultimate run.
  • Every Danger tier now has its own leaderboard — flip between them right on the leaderboard screen — so a deep run on Danger 5 stands on its own, apart from Danger 0.
  • Mastery ranks finally reward you: each rank you earn gives every future run a permanent head start, with bonus max HP, damage, and starting materials that grow the higher you climb.
  • Eight new starting weapons unlock as Mastery milestones, one for each rank from Fighter up to Mythic — the Blade, Sniper, Grenade, Tesla, Minigun, Laser, Railgun, and Scythe.
  • A brand-new blood-splatter effect bursts and settles into a pool wherever an enemy falls.
  • Hit-stop — the action freezes for a split second on kills and crits, so every blow lands with real weight.
  • Enemies now flash bright white the moment they take a hit.
  • Every leaderboard entry shows that player's Mastery rank badge right next to their name.

Improved

  • Choosing your starting weapon is now a tidy dropdown instead of a long row of chips stretched across the screen.
  • Power Diverter, Riot Shield, and Cast-Iron Pan each have a distinct trade-off now, so they no longer feel like copies of other upgrades.
  • Reduced Effects now also switches off the new blood splatter and hit-stop, alongside the screen shake, for a calmer, smoother run.
  • The in-run weapon hotbar sits a little higher for a cleaner view of the arena.
  • The Lemon Shotgunner's projectile is smaller and easier to read.

Fixed

  • Cheated and flagged scores can now be properly cleaned off the leaderboards, so the boards stay honest.

Removed

  • The Lemon Shotgunner's projectile no longer trails red behind it.

Known issues

  • urst weapons like the Revolver still display their fire rate in the shop as bursts-per-second, so it reads slower than it actually fires.
  • The Tater Tot's held weapon still doesn't animate its swing or jab (purely cosmetic).
Version 0.59 Climb & Continue Mastery Ranks — a brand-new account-wide progression: every run earns Mastery XP and climbs you through nine ranks, from Recruit all the way up to Mythic, each with its own potato-warrior badge. 14 modifications

Added

  • Mastery Ranks — a brand-new account-wide progression: every run earns Mastery XP and climbs you through nine ranks, from Recruit all the way up to Mythic, each with its own potato-warrior badge.
  • Your rank, level and XP bar now sit right on the title screen, with a new Mastery screen (tap your rank) that shows the ranks you've earned.
  • The next rank stays a mystery until you reach it, so every new badge is a surprise.
  • Save & Quit — you can now stash a run into one of three save slots and step away.
  • Continue — pick a saved run from the main menu and drop straight back into it, right where you left off, after a quick 3-second countdown.
  • Leaving a run to the main menu now asks you to confirm first, so you don't lose progress by accident.
  • Deleting a save asks you to confirm too.

Improved

  • The Select Character screen is bigger, with larger text that's much easier to read.
  • Your armor now protects you during boss dodge phases — it works at half strength instead of being ignored completely.
  • The end-of-run screen now shows the Mastery XP you earned, with a LEVEL UP / RANK UP banner when you climb a tier.

Fixed

  • The Demonic Lord now turns to face you as it stalks around, instead of always staring one direction.
  • Pop-up prompts and panels no longer show through the menus sitting behind them.

Known issues

  • Burst weapons like the Revolver still display their fire rate in the shop as bursts-per-second, so it reads slower than it actually fires.
  • The Tater Tot's held weapon still doesn't animate its swing or jab (purely cosmetic)
Version 0.58 Spears & Six-Shooters New weapon — the Spear: a melee weapon that jabs straight ahead and pierces a whole line of enemies instead of swinging. 12 modifications

Added

  • New weapon — the Spear: a melee weapon that jabs straight ahead and pierces a whole line of enemies instead of swinging.
  • New weapon — the Revolver: a burst-fire pistol that cracks off three quick shots, then pauses to reload.

Improved

  • The Scavenger now starts each run with the Revolver instead of the Pistol.
  • The Soul Reaper now looks bigger and meaner in hand.
  • Cleaned up a few weapon sizes when held.

Fixed

  • Menu panels no longer drift or jump when you flip between pages on the stats and leaderboard screens.
  • The shop no longer shifts around when you select a weapon — the sell button now holds its place.
  • The shop no longer jumps when the Tater Tot joins your run or gets armed.
  • Leaderboard pages with crowns (the top 3) no longer make the list shift between pages.
  • The Spear now reliably hits enemies in front of it instead of occasionally passing through.

Known issues

  • Burst weapons like the Revolver display their fire rate in the shop as bursts-per-second, so it reads slower than it actually fires.
  • The Tater Tot's held weapon doesn't yet animate its swing or jab (purely cosmetic).
Version 0.57 Ghosts, Grit & New Faces New character — Brawler: a tanky melee bruiser (+35% HP, +40% melee, knockback & regen; −25% projectile damage, −10% move speed) 26 modifications

Added

  • New character — Brawler: a tanky melee bruiser (+35% HP, +40% melee, knockback & regen; −25% projectile damage, −10% move speed)
  • New character — Gunner: a glass-cannon gunslinger (+25% damage, +20% fire rate, +1 pierce; −20% HP, takes +15% damage)
  • New character — Scavenger: an economy snowball (+50% coins, +25% XP, huge pickup range; −15% damage)
  • New character — Berserker: hits hardest near death (+15% crit, faster, ramping damage as HP drops; half HP, takes +25% damage)
  • New weapon — Giant Spatula: a slow melee sweep with huge reach and heavy knockback that flings the horde back
  • New unique upgrade — Soul Harvest: your ghost allies have a 25% chance to raise a new ghost from enemies they kill
  • New unique upgrade — Whispering Turret: your turrets have a 75% chance to raise a ghost from enemies they kill
  • New melee upgrade — Meat Tenderizer: +45% melee damage & knockback, but −8% crit chance
  • New melee upgrade — Butcher's Cleaver: +55% melee damage, but −15% overall damage
  • New melee upgrade — Cast-Iron Pan: +35% melee damage & big knockback, but −20% crit damage
  • New achievements — unlock each character: Knuckle Up (Brawler), Locked & Loaded (Gunner), Dumpster Diver (Scavenger), Off the Rails (Berserker), and Full Roster for the whole squad
  • New option — Damage Numbers frequency slider in the pause menu: show a number on every hit, every Nth hit (up to 1-in-20), or turn them off entirely

Improved

  • Soul Reaper — the ghost it raises now scales with the scythe's rarity: weak at Common, terrifying at Legendary (and the held scythe is bigger and easier to read)
  • Laser — now stuns enemies on hit, with stun length scaling by rarity
  • Smarter ghosts — a raised ghost now keeps the behaviour of whatever it came from: ranged enemies shoot, bombers kamikaze, chargers dash, watermelons slam — and their projectiles are now spectral black-and-white
  • Ghost ally damage rebalanced — ghosts now gain half of your ally-damage (Engineering) bonus
  • Melee reach — +Range upgrades now extend melee weapons too (at half rate), and the swing visibly reaches further from your body
  • Cold Snap — now slows enemies by 10% (was 3%)
  • Scrap Cannons — its +15% ally damage now costs −10% crit damage (was +10% enemy speed)
  • Achievements menu — cleaner, smaller, better-organised tiles

Fixed

  • ater Tot now actually lands its melee hits — it closes the distance instead of hovering at gun range and whiffing
  • Melee weapons no longer miss at high attack speed (fast re-fires were cancelling the swing before it could connect)
  • Added a cap on simultaneous ghosts so the new ghost-chains can't cause slowdowns

Removed

  • The old Damage Numbers on/off toggle (replaced by the new frequency slider)
  • The "Getting Started" achievement category ("Finish your first run" moved into Survival)

Known issues

  • Soul Harvest's chain doesn't trigger from Bomber or Watermelon ghost kills yet (their explosive kills don't carry the chain) — planned for a later patch
Version 0.56 The Onion Sorcerer Onion Sorcerer — a new elite caster that blinks around the arena and lobs homing magic bulbs at you. The bulb's tip points your way so you can read the threat and dash clear. Elite waves now spawn a random mix of the… 5 modifications

Added

  • Onion Sorcerer — a new elite caster that blinks around the arena and lobs homing magic bulbs at you. The bulb's tip points your way so you can read the threat and dash clear. Elite waves now spawn a random mix of the Axe Knight and the Sorcerer.
  • Five new achievements: Spud Squad (field all three allies at once), Axe to Grind (face three Elite Axe Knights at once), One-Spud Army (defeat 1,000 enemies), Crate Expectations (claim rewards from 10 crates), and Deep Pockets (hold 1,000 coins) — under a new "Spoils" category.
  • A chest-opening sound when you crack open an elite reward crate.

Improved

  • Rebalanced late-game shop prices — item costs past wave 25 now climb far more slowly (+5% per wave instead of +20%), so the late game stays affordable instead of pricing you out of everything.
  • Lots of other rebalancing
Version 0.55 Garlic Knight Update Garlic Knight — a new melee ally bruiser. Recruit him from the shop and he charges into the fray, cleaving whole packs of enemies with his sword. Scales with Engineering like your other allies, completing the ranged /… 7 modifications

Added

  • Garlic Knight — a new melee ally bruiser. Recruit him from the shop and he charges into the fray, cleaving whole packs of enemies with his sword. Scales with Engineering like your other allies, completing the ranged / turret / melee trio.
  • Three new achievements: Knight Hunter (slay 10 Elite Axe Knights), Cleanup Crew (defeat 150 enemies), and Extermination (defeat 500 enemies).
  • New sound effects for buying and selling in the shop, blocked actions you can't afford yet, and unlocking achievements.

Improved

  • The follow/hunt toggle now controls ALL allies (renamed to "ALLIES"). In Hunt mode your Tater Tot and Garlic Knight now split up and target different enemies instead of swarming the same one.
  • The achievements menu is now sorted into categories (Combat, Bosses, Survival, Arsenal, Getting Started) with tidier tiles.
  • The calm coin-pickup flash is now smaller and more subtle.
  • Tidied the options menu — the speed slider now sits alongside the SFX and music sliders.
Version 0.54 Elite Update Elite Axe Knight — a tanky elite that storms in every few waves, keeps its distance, and slams a wide shockwave you have to dash through to dodge. A "!" marks where it's entering so you get a heads-up. 6 modifications

Added

  • Elite Axe Knight — a tanky elite that storms in every few waves, keeps its distance, and slams a wide shockwave you have to dash through to dodge. A "!" marks where it's entering so you get a heads-up.
  • Reward crates — defeating an elite drops a crate. Walk onto it to take one of a random weapon or two upgrades, or sell the whole crate for coins.
  • Bleeding — the elite's hits make you bleed for a second, shown by a new bleed icon next to your health bar.
  • "Calm" coin pickups — a new pause-menu option that collects coins in place with a soft flash instead of having them streak across the screen, so you can stay focused on dodging.

Improved

  • Elite numbers ramp up after every boss wave (up to three at once) — but a whole group now leaves only a single crate.
  • Elites are invincible for a few seconds as they enter, so they can't be picked off before they reach the arena.
Version 0.53 Turrets Update Turrets — a rare, stackable ally from the shop. Each one telegraphs in with a flashing green X, auto-fires at enemies, and jumps to a new spot every wave. 11 modifications

Added

  • Turrets — a rare, stackable ally from the shop. Each one telegraphs in with a flashing green X, auto-fires at enemies, and jumps to a new spot every wave.
  • Engineering — a new stat that boosts the damage of all your allies, the Tater Tot and turrets alike.
  • Six new shop items: Toolbelt, Drone Uplink, Power Diverter, Scrap Cannons, Lone Operator and Cold Snap.
  • Shotgun Lemon — a new ranged enemy from wave 11 that fires a far-flying shotgun spread.
  • Watermelon Smasher — a new heavy enemy from wave 21 that winds up and slams a marked zone, knocking you back.
  • Damage Numbers toggle in Options.
  • A "NEW" turret banner on the main menu.

Improved

  • Volume and Speed sliders can now be clicked and dragged, not just stepped with the +/- buttons.
  • The "Reduce Effects" option now also hides the fire on burning enemies.
  • Balance — Shuriken damage reduced by 30%.
  • Balance — the Tater Tot and Turrets now show up a little less often in the shop.
Version 0.52 Mini Me? — Meet the Tater Tot Tater Tot — a brand-new ALLY you can buy in the shop. A pint-sized you that fights at your side! 11 modifications

Added

  • Tater Tot — a brand-new ALLY you can buy in the shop. A pint-sized you that fights at your side!
  • New green ALLY tag in the shop so allies stand out from weapons and items.
  • The Tater Tot now turns up in the shop pool while you don't own one — reroll for it (one Tater Tot per run).
  • The Tater Tot has its own weapon inventory and spawns holding a random weapon.
  • Arm your Tater Tot from your own loadout: in the shop, select one of your weapons and click the Tater Tot's slot to hand it over — it keeps the weapon's rarity, so you can MASH something up to Legendary and give your buddy a monster gun!
  • New Options toggle: choose whether the Tater Tot FOLLOWS you or HUNTS — wandering the arena to chase down and splat enemies on its own.

Improved

  • The Tater Tot scales with you — it fights at 50% of your damage and attack speed and 75% of your range, growing stronger as your build does.
  • Title screen version text now has breathing room and no longer crowds the line beneath it.

Fixed

  • The Achievement Unlocked banner no longer overlaps the WAVE banner — it now sits cleanly above it.

Known issues

  • Arming the Tater Tot is click-to-assign (select a weapon, then click its slot) rather than literal drag-and-drop for now.
  • Handing the Tater Tot an unusual weapon type (e.g. a grenade) can behave a little differently than on you — its kit is tuned around standard guns.
Version 0.51 Fire & Fixes Fire is here — boss fireballs now set you alight, burning you over 2 seconds after a hit. Dash through them to avoid it entirely. 13 modifications

Added

  • Fire is here — boss fireballs now set you alight, burning you over 2 seconds after a hit. Dash through them to avoid it entirely.
  • On-fire and poisoned status icons now sit next to your health bar so you always know what's ticking you down.
  • You now flash orange while burning and green while poisoned.
  • Three new upgrades, each with a real trade-off: Glass Eye (crit chance, shorter range), War Profiteer (more damage, fewer coins) and Glory Hound (attack speed, less XP).
  • A new wave-start sting plays as the WAVE banner drops in, plus a crackling sound while you're on fire.

Improved

  • Cupcake's phase-3 fireball gauntlet is bigger and meaner — triple the fireballs, and larger ones.
  • Boss dodge phases now punch straight through your armor — your armor readout turns red to warn you while it's happening.
  • Reroll costs rebalanced: cheaper to start (3 coins) and they scale more gently as the waves climb.
  • Boss health now reads as clean abbreviated numbers (9.6M, 480K, 8.5K) instead of giant digit strings.
  • Predator Cells reworked into a unique pickup: a big hit to damage and attack speed, but enemies fire double projectiles.
  • Field Medic retuned for stronger sustain with a damage trade-off, so it no longer overlaps other healing items.

Fixed

  • Fixed a crash during Cupcake's phase-3 fireball gauntlet that could exhaust the texture manager and bring down the game.

Known issues

  • The buffed phase-3 fireball gauntlet is tuned aggressively — feedback welcome if it feels too punishing.
Version 0.5 The Cupcake Update New boss — Cupcake: a three-phase demon-dog that chases you down, leap-slams, and summons packs of Demon Dogs, then locks the arena into a rolling-boulder gauntlet (with fireball lanes in the final phase) where it… 21 modifications

Added

  • New boss — Cupcake: a three-phase demon-dog that chases you down, leap-slams, and summons packs of Demon Dogs, then locks the arena into a rolling-boulder gauntlet (with fireball lanes in the final phase) where it can't be touched.
  • New enemy — Demon Dog: fast melee hunters the Cupcake boss summons in waves.
  • New unique upgrade — Razor Heart: +45% damage, but you take 20% more damage.
  • New upgrade — Sharpshooter: +8% crit chance and +30% crit damage.
  • New upgrade — Predator Cells: +15% damage and +12% fire rate, at the cost of 20 max HP.
  • New upgrade — Field Medic: +2 HP/s regen and +20 max HP.
  • Wave intro: the arena dims and "WAVE X" sweeps into the centre at the start of every wave — enemies hold back until it finishes.
  • Boss HP readout added to the wave bar (current / max).
  • Brand-new PLAY button on the main menu.

Improved

  • Boss line-up reordered — you now face the Garlic Titan, then Cupcake, then the Demonic Lord.
  • Later bosses are far tankier (5× HP from the second boss onward).
  • Enemies get slightly faster every wave (up to +60%).
  • Reroll cost now compounds each time you reroll in a shop (and resets when you move on).
  • The shop always offers exactly two weapons, with the remaining slots as items — steadier builds and easier merges.
  • Bigger, longer boss-name intro banners.
  • The main-menu PLAY button now animates when you hover it.
  • Slimmer turnip projectile so it reads more clearly.

Fixed

  • Fixed a crash during boss boulder gauntlets ("texture manager out of space").
  • Razor Heart's tooltip now correctly reads "+20% damage taken" (it previously showed "−20%").
  • Fixed the main-menu PLAY button rendering sideways and stretched.
  • Fixed the "WAVE" banner appearing on the left edge instead of the centre.
Version V0.45 The Demonic Lord The Demonic Lord — a brand-new boss that alternates with the Garlic Titan, rising on every other boss wave (20, 40, 60…) 8 modifications

Added

  • The Demonic Lord — a brand-new boss that alternates with the Garlic Titan, rising on every other boss wave (20, 40, 60…)
  • A three-phase fight: the Lord charges in, hurls fireball volleys, and summons demons before forcing you into its survival phases
  • Survival gauntlets that fill the arena with spike patterns and rain fireballs from every edge — including diagonal sweeps
  • No-heal seal — a red bubble surrounds you during the Lord's survival phases and blocks all healing until you outlast it

Improved

  • Wave 20 and beyond now rotates between two distinct bosses, each with its own moveset, for more variety on boss waves
  • The Lord's final phase layers fireballs that track your position over the spikes and edge-sweeps

Fixed

  • The boss banner now shows the correct name and phase — the Demonic Lord no longer mislabels as "Garlic Titan"

Known issues

  • The Demonic Lord's survival phases are deliberately invulnerable — your damage won't register until it drops back down
Version 0.4 The Glow-Up Update A 3D MASH & SLASH logo now headlines the main menu — it floats in place and glows 12 modifications

Added

  • A 3D MASH & SLASH logo now headlines the main menu — it floats in place and glows
  • A version tag on the menu, so you always know which build you're playing
  • The Minigun joins the SPECIAL tier — a rare, shop-only bullet-hose with the blue SPECIAL badge

Improved

  • The potato got a fresh redraw — cleaner idle, walk, and dash animations all around
  • Smoother sprite edges, no more rough cutouts on the character
  • The Railgun is held a touch smaller for a tidier look

Fixed

  • You no longer turn invisible while standing still
  • The walk and dash animations no longer bleed into each other — no more flickering double-potato
  • Hot Potato now explains itself: explodes on enemies when you take a hit
  • Ricochet now reads clearly — bounced shots deal -35% damage (no more cryptic "bounce")
  • Panic Dash now says what it does — +40% dash distance below 30% HP

Removed

  • The Minigun is no longer a starting weapon — the starting lineup is now Pistol, Crossbow, Shotgun, and SMG
Version 0.3 The Demons & Specials Update NEW WEAPON TIER — SPECIAL: ultra-rare weapons with unique mechanics, found only in the shop 30 modifications

Added

  • NEW WEAPON TIER — SPECIAL: ultra-rare weapons with unique mechanics, found only in the shop
  • Tesla Tuber (Special) — chain lightning that leaps between up to 5 enemies. Weak alone, devastating in a crowd
  • Railgun (Special) — slow, deafening, and pierces everything in a line. Lining up a horde never felt so good
  • Railgun firing animation, muzzle flash, screen kick and glowing tracer
  • The Demon — a high-HP guardian that crawls out of totems left standing too long
  • Demon roar attack — 3 red X marks appear, then floor spikes erupt for 50 damage and wall you in for 4 seconds
  • Wave types! Horde waves (60s, endless flood), Totem waves (45s, demon-infested), and varied 30/45s normal waves
  • Wave announcement banners so you know what's coming
  • Garlic Titan Phase 2 — acid ring on every slam landing, faster slams, bigger impact zone
  • Garlic Titan Phase 3 — lobbed acid balls that burst into more acid, plus a charging dash attack
  • Acid poison — getting splashed melts you for 10 damage per second over 3 seconds
  • The boss now flashes while invulnerable between phases
  • 1 second of spawn protection at the start of every wave

Improved

  • Totems now take 3 dashes to destroy — they flash, rattle, and crack with each hit
  • Totems summon demons alongside imps the longer they survive
  • Weapons you already own appear more often in the shop, making merges easier to chase
  • Shop weapons climb in rarity as your run goes deeper — Legendary offers in the late game
  • Owning a Special weapon lets merge copies of it appear in the regular shop pool
  • Cleaner shop cards with coin icons on every price
  • Cleaner HP, level and dash bars with gradients and better contrast
  • Railgun hitbox now matches its size — no more bullets ghosting through enemies
  • Coins now drop from about 75% of kills, tightening the economy
  • Lucky Coin is now a UNIQUE item — one per run

Fixed

  • Fixed dying instantly when leaving the shop after a brutal wave
  • Fixed the Railgun's shot being silent when firing alongside fast weapons
  • Fixed fast projectiles skipping over enemies between frames
  • Fixed totems failing to summon demons when the arena was full of imps
  • Fixed floor spikes rendering in the wrong position

Removed

  • The old single-dash totem kill — earn it now

Known issues

  • Very low framerates can occasionally make dash hits on totems feel inconsistent
Version 0.2 The Totem Update Summoning Totems — a new enemy from wave 15 that erupts out of the arena floor and keeps spawning Imps until it's destroyed 21 modifications

Added

  • Summoning Totems — a new enemy from wave 15 that erupts out of the arena floor and keeps spawning Imps until it's destroyed
  • Totems can't be shot — dash through one to shatter it in a single hit, complete with an explosive break animation
  • Wave 15 tutorial banner introducing totems and how to destroy them
  • Leaderboard crowns — gold, silver, and bronze crowns float above the top three potatoes
  • Knockback system — landing hits now shoves enemies backward
  • New upgrade: Concussive Rounds (adds knockback)
  • New unique upgrade: Explosive Impact (your shots detonate)
  • New unique upgrade: Double Tap (fire an extra projectile)
  • Enemy shadows for better depth and readability
  • New potato-coin pickup art
  • New lava-rock arena floor
  • New main menu background

Improved

  • The arena is slightly larger now so it fills more of the screen
  • Darker arena floor for stronger contrast against enemies, coins, and effects
  • Tidied up the top-left HUD stat layout and spacing
  • Bigger, clearer coin pickups
  • Currency renamed from "Scrap" to "Coins" throughout the game

Fixed

  • Double Tap now correctly registers as a unique upgrade (it could previously be picked up like a normal stacking item)
  • Totems now actually summon their Imps — the red warning circles used to appear but never spawn anything
  • Coin pickups no longer show a square glow box; they now have a soft round glow

Removed

  • The old gold-disc coin pickup (replaced with the new potato-coin art)
Version 0.1 Major Update (June) Garlic Titan boss — a three-phase brawl that crashes the party every 10th wave, with ground-pound stomps, summoned adds, and spore bursts. 14 modifications

Added

  • Garlic Titan boss — a three-phase brawl that crashes the party every 10th wave, with ground-pound stomps, summoned adds, and spore bursts.
  • Bomber — rushes you down and detonates, so don't let it get cozy.
  • Charger — winds up, locks on, and dashes in a dead-straight line. Step aside.
  • Dragon Fruit — a quick lancer that closes the gap in a hurry.
  • Armor system — stack armor from items to soak incoming hits (capped at 80%); some enemies armor up too, and armor-piercing rounds cut right through.
  • Ban Tokens — bank one from every boss and spend it on a shop card's BAN button to delete that item or weapon for the rest of your run.

Improved

  • Your potato now faces the way it's moving and aiming.
  • Reworked the ban flow into a one-tap per-card BAN pill instead of a separate menu.

Fixed

  • Character Stats no longer overlaps the shop — opening it now cleanly takes over the whole screen.
  • Menus no longer leak the arena's edges or the in-game HUD around the sides of the screen.
  • Shop weapon locks no longer reset themselves when you reroll.

Removed

  • The old standalone "Ban Upgrade" menu — rolled into the per-card BAN buttons.

Known issues

  • Audio's still being wired in — most sound effects aren't hooked up yet, so it's quiet for now.
  • The corner HUD (HP / scrap / level) is hidden while you're shopping — intentional for this build.

Médias

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