Patch Notes ·

v0.74.0

The difficulty curve had the wrong shape. Recalculated with a new tool that weighs enemy pressure against the player’s firepower for every wave (superiority = the player’s own damage per second ÷ the damage the wave demands):

Now: waves 1–4 sit around 1.0–2.0 (where the first life is usually lost), waves 5–12 around 1.7–2.0, waves 13–20 around 1.2–1.4, and from wave 25 on it drops below 0.8. A fully upgraded hangar now carries you to wave 40 instead of wave 50.

Enemies now show what era they’re from. Every enemy gets a generation (0–4) on spawn that reflects how much hull it has compared to one from wave 1 — not a new dial, just a visible readout of what the wave formula, difficulty, tier and ring already do. The tint blends over the base color (white → cream → orange → pink → violet), so zone enemies keep their own look, and frost, fire and rage effects stay readable. From the third generation on, a faint rim glow is added too. Until there are dedicated models for them, this is the difference between a drone from wave 2 and one from wave 30 (9 vs. 548 hull).

Zone enemies now appear as guests in Arcade. Lance from wave 7, Driver from 9, Mirror from 12, Plague from 16 — they used to be exclusive to Orbit, where each has its own signature. The mid-game isn’t just tougher now, it plays differently too.

End-of-flight feedback. Four buttons (too easy · felt right · too hard · unfair) plus a text field. A tap sends immediately; free text follows once you submit or leave the screen, attached to the same flight instead of creating a second entry. The evaluation compares your verdict against the measured superiority for that flight: “too hard” at low superiority points to a balance problem, “unfair” at high superiority points to a readability problem — you would have been strong enough, but couldn’t see what was killing you.

The weapon now shows up on the ship screen. Icon, name, class and tags, a level bar, description, the active path (or which paths become available from level 5), what the next level brings, and which of your boons affect this weapon — including special text for boons that do something different on it. Before, there was just a heading above the numbers.

Telemetry now covers the whole flight. Each wave logs build state, enemy pressure, damage dealt and taken, lowest hull point, frame rate and hit rate, alongside player and device profile, kills by enemy type and your end-of-flight feedback. This feeds into short written findings instead of a wall of numbers.

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