Telemetry gap check. Five versions have shipped since the telemetry system landed in 0.74.0 — the data collection had fallen behind. Eight gaps closed, each answering a specific question:
- Ship level, ship XP and the weapon cap — the pacing driver since 0.78.0. Without it, no flight could really be put in context.
- Which weapon paths are actually leveled up, not just how many.
- How often a rolled weapon level went to waste because of the cap — an indicator of whether ship level is rising too slowly.
- How many shots burned out at max range without ever landing a hit — shows whether range is too short.
- Whether jump, nova and reprise are actually triggered, not just pressed.
- How much Resonance the reprise fires with — does building around shield actually pay off?
- Play style: time spent in focus, whether players stick to one weapon.
- Kills broken down by enemy generation.
- Whether the resonance chamber ever overflows.
Nova and jump usage only count triggered actions, not every key press.
The analysis gets four new sections: friction (cap hits, wasted shots, hit rate), tools (triggers per ten minutes), ship level (how fast players actually grow) and enemy generations — plus new automated findings, like “the nova is barely used: 0.3 triggers per ten minutes.”
A wipe notice for existing players. Anyone with an old save sees, on first launch, exactly what’s gone and why: the difficulty curve, weapon range, resonance from the shield, ship level, the new hangar. A wipe without an explanation is a breach of trust. The prologue is skipped if it’s already been seen — nobody needs to watch it twice just because their progress was reset.