Full notes
Full Entity Strike update
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What changed
- Gameplay
- Events
- UI and audio
I’m currently working on a brand new feature for Entity Strike, the Contracts System.
This system will allow players to activate special challenges before starting a run in Survival mode. Each contract introduces a clear objective such as eliminating specific enemies, defeating bosses, or completing tactical kill conditions in exchange for permanent rewards.
(IN DEVELOPMENT STUFF, DESIGN AND MECHANICS MAY AND PROBABLY WILL CHANGE)
How It Works
Before starting a run, you’ll be able to:
Browse available contracts
Spend PermaScore to activate one
Complete its objective during the run
Earn additional PermaScore as a reward
Contracts are designed to:
Add strategic decisions before each run
Encourage different playstyles
Increase long-term progression depth
Reward skill and planning
Why This Matters
Entity Strike has always been about build identity and replayability. Contracts expand that philosophy by:
Giving players optional high-risk objectives
Creating tension and purpose during runs
Deepening the meta progression loop
This is part of the broader effort to strengthen the game's progression systems and make each run feel more meaningful. Also I plan to do multiple objective contracts.
Current Development Status
Core system architecture: implemented
Contract tracking during Survival: integrated
UI screen (Contract Selector): in progress ( Not official art yet)
Visual polish and feedback: coming next
This is the main feature I’ve been focused on recently.
More updates soon.
Stay sharp. 🔥
— Tropical Pixel Studios
Source
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