---
title: "Mash and Slash - s&box game"
description: "A frantic potato-arena survivor: auto-fire through veggie waves, MASH weapons into upgrades, and outlast the Garlic Titan."
canonical: "https://sbox.watch/fr/games/offhand/mash_and_slash/"
generated_at: "2026-10-09T13:17:17.192Z"
---

# Mash and Slash

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

- Type: jeu
- Identifiant: offhand.mash_and_slash
- Créateur: GooG Studios
- URL canonique: https://sbox.watch/fr/games/offhand/mash_and_slash/
- Markdown: https://sbox.watch/fr/games/offhand/mash_and_slash/index.md
- sbox.game: https://sbox.game/offhand/mash_and_slash/
- Généré: 2026-10-09T13:17:17.192Z

## Statistiques

- Joueurs en ce moment: 0
- pic de joueurs sur 24 h: 1
- dynamique sur 24 h: +3
- Terry Score: 63%
- Favoris: 17
- Votes positifs: 19
- Votes négatifs: 5
- Nombre total de joueurs: 72
- Nombre total de sessions: 143
- Temps de jeu cumulé: 3 jours
- Temps de jeu gagné sur les 7 derniers jours: 18 heures
- Valeur de référence sur 7 jours observée: 2026-10-02T12:24:48.436Z
- Mis à jour: 9 oct. 2026
- Créé: 8 juin 2026
- Taille: 128.4 MB
- Fichiers: 1,2k
- Tags: action, arena, bullethell, horde, potato, roguelike, roguelite, shooter

## Description

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!


## Mises à jour

### The Teamwork Update

Oct 9, 2026 · Version 0.98

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
**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

### The High Roller Update

Oct 8, 2026 · Version 0.97

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
**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

### The Party Line Update

Oct 6, 2026 · Version 0.94

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
**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

### The Rush Hour Update

Oct 6, 2026 · Version 0.93

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
**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

### The Co-op Update

Oct 6, 2026 · Version 0.92

Added
**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

### The Late Game Update

Oct 5, 2026 · Version 0.90

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…
**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

### The animated update

Oct 2, 2026 · Version 0.84

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
**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

### The artist update

Sep 30, 2026 · Version 0.80

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
**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

### The Tutorial Update

Sep 29, 2026 · Version 0.75

Optional guided tutorial – five short waves covering moving, dashing, auto-fire, coins, the shop, mashing, level-ups and reading enemy warnings
**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

### Garlic Titan Overhaul & Codex

Aug 27, 2026 · Version 0.73

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.
**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.

_19 older updates omitted._



## More by GooG Studios

| Package | Identifiant | Joueurs | Favoris | Votes positifs | Score | Markdown |
| --- | --- | --- | --- | --- | --- | --- |
| Industry² | offhand.industry2 | 0 | 15 | 13 | 32% | https://sbox.watch/fr/games/offhand/industry2/index.md |
| Roundbreak | offhand.roundbreak | 0 | 6 | 5 | 35% | https://sbox.watch/fr/games/offhand/roundbreak/index.md |
| Spark&Surge | offhand.spark_surge | 0 | 3 | 3 | 11% | https://sbox.watch/fr/games/offhand/spark_surge/index.md |
