Patch Notes ·

v0.75.0

Save wipe. Range, weapon levels and the curve from 0.74.0 don’t match old saves — everyone starts fresh.

Weapons now have a range. Before, projectiles flew all the way to the edge of the play area, and the laser hit everything on its line — in Orbit, up to 1,100 px, far beyond what’s visible. You could shoot down enemies that weren’t even on screen yet, which made positioning meaningless. Every weapon now has its own range, capped at what you can actually see:

Weapon Range Power at max range Role
Spread Shot 340 px 45% Swarm clearer
Drone Swarm 430 px 100% Self-sufficient
Snake Gun 560 px 80% Line breaker
Pulse Gun 620 px 75% All-rounder
Homing Missiles 720 px 55% Area damage
Ion Laser 1,000 px 100% Boss killer

Physical projectiles lose power over distance — measured: a missile at 680 px deals 56% of the damage it does at 120 px. The laser doesn’t, since it’s pure energy.

The Ion Laser has become the boss killer. Longest range, no travel time — but it now only locks onto two targets at once (the nearest ones) instead of everything on its line. In exchange, it heats up the longer it stays on the same target: after two seconds, triple damage. Measured at level 5: 121 damage in the first second, then 239 per second after that. Switching targets cools it down twice as fast as it ramps up. Against swarms, it’s now the worst choice — before, it was the best.

Every weapon now tells you what it’s for. Role, strength and weakness show up on the ship screen and in the weapon select before launch, along with its calculated range and power falloff at max range.

Weapon levels now come from leveling up. Before, they only came from skill points. Now every level-up rolls the dice — calibrated so the highest weapon level lands around player level 50:

Flight time is now in the HUD. In Arcade and Track the clock was already running but never shown — Orbit already displayed it as a minute counter up top.

The Orbit leaderboard was empty, and that was a bug. The plausibility filter on the backend applied the same rule to both modes, but Orbit scores run much higher — rings, rage, longer runs. A genuine run with 21.7 million points in 1,578 seconds got filtered out and never showed up. The limit is now set per mode. Arcade was never affected.

One fire-rate skill instead of two. “Quickfire” (+10%) is gone; “Metronome” (+12%, five levels) stays and now also affects reprise volleys.

← Back