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Steam News16 January 20265mo ago

v1.0.0 Full Release - Mastery & Module Rework

Intro Geometry Arena 2 is now updated to v1.0.0! Today, the game will leave Early Access and enter Full Release. Update Notes Overview Completely reworked the Mastery Level and Module systems.

Full notes

Full Geometry Arena 2 update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

9 fixes38 additions43 changes36 removals
  • Gameplay
  • UI and audio
  • Balance
  • Performance
  • Fixes
changedIntroGeometry Arena 2 is now updated to v1.0.0! Today, the game will leave Early Access and enter Full Release.
changedOverviewCompletely reworked the Mastery Level and Module systems.
changedOverviewMassive UI and interaction optimizations.
removedMastery Level ReworkReworked the acquisition of Mastery XP. It is no longer related to score gain. Now, destroying a Minion grants 1 Mastery XP, destroying a Boss grants 100 Mastery XP, and completing a battle grants 300 Mastery XP.
removedModule System ReworkRemoved negative effects from most Modules, making them provide purely positive buffs, but they now require Module Capacity to enable.
changedModule System ReworkGaining 1 Mastery Level permanently grants 1 point of Module Capacity.
All weapons and bodies will now unlock 1 Module at each Mastery Level18All weapons and bodies will now unlock 1 Module at each Mastery Level increased, buffWeapon Cannon Skill Adjustment: Energy Cost3060Weapon Cannon Skill Adjustment: Energy Cost increased, buffEnergy Cost 30 → 60 , Super Grenade Damage and Size coefficient23Energy Cost 30 → 60 , Super Grenade Damage and Size coefficient increased, buffNormal attacks required to trigger:69Normal attacks required to trigger: increased, buff

Intro

Geometry Arena 2 is now updated to v1.0.0! Today, the game will leave Early Access and enter Full Release.

Update Notes

Overview

  • Completely reworked the Mastery Level and Module systems.

  • Redesigned most Modules and significantly expanded the total number of Modules.

  • Massive UI and interaction optimizations.

Mastery Level Rework

  • Reworked the acquisition of Mastery XP. It is no longer related to score gain. Now, destroying a Minion grants 1 Mastery XP, destroying a Boss grants 100 Mastery XP, and completing a battle grants 300 Mastery XP.

  • Redesigned the XP curve required for each Mastery Level.

  • Raised the maximum Mastery Level from 10 to 20.

  • Due to the rework of the XP curve and acquisition method, Mastery XP progress in previous saves will be reset to 0, but achieved Mastery Levels will be retained.

  • Now, the requirement to unlock weapons or bodies is the sum of Mastery Levels of all weapons and bodies, instead of separate sums for weapons or bodies. Also redesigned the Mastery Level requirements for unlocking all weapons/bodies.

Module System Rework

  • Removed negative effects from most Modules, making them provide purely positive buffs, but they now require Module Capacity to enable.

  • Some Modules have been buffed to varying degrees based on their Cost.

  • Gaining 1 Mastery Level permanently grants 1 point of Module Capacity.

  • Expanded the number of Modules for all weapons and bodies to 9.

  • Redesigned the unlock level requirements for most Modules. All weapons and bodies will now unlock 1 Module at each Mastery Level from 1 to 8, and at level 10.

  • Added a new type of Module: provides specific Initial Upgrades at the start of the game.

  • After loading a save, if Module Capacity is insufficient for the Module configuration in the previous save, the Module selection for the corresponding weapon/body will be automatically cleared.

  • After loading a save, loadouts from the previous save cannot be applied if Module Capacity is insufficient.

  • Please see below for specific additions, changes, and Module Capacity costs.

Skill Adjustment

  • Weapon Cannon Skill Adjustment: Energy Cost 30 → 60 , Super Grenade Damage and Size coefficient 2 → 3 .

  • Body Converter Skill Adjustment: Charge State [ Move Speed x120% ] → [ Move Speed x150% ] . Burst State [ Attack Speed x150% ] → [ Attack Speed x300% ] , energy cost per second 10 → 60.

Weapon Defender Module Adjustment

  • Huge Barrier

    Effect unchanged.

    Cost

    1.

  • Heavy BarrierRemoved [ Energy Max x120% ] and [ Move Speed x75% ] . Renamed to Extended Barrier. Cost: 2.
  • Barrier BastionRemoved [ Energy Regen x80% ] . Cost: 3.
  • Assault ModeRemoved [ Energy Max x80% ] , [ Move Speed x125% ] → [ Move Speed x150% ] . Cost: 3.
  • Auto BarrierRemoved [ Energy Regen x110% ] and [ Energy Max x80% ] . Cost: 1.
  • High-Speed DefenseRemoved [ Energy Max x75% ] . Cost: 2.
  • Thorn BarrierRemoved [ Shield Max +1 ] and [ HP Max x50% ] . No longer takes HP Loss damage when Barrier collides with enemies. Cost: 4.
  • Added Module, Counter

    Gains 3 Charge layers when Barrier collides with enemies.

    Cost

    2.

  • Added Module, Initial Upgrade

    Sapper.

    Cost

    2.

Weapon Cannon Module Adjustment

  • Heavy CannonRemoved [ Move Speed x80% ] and [ Body Size x120% ] . Cost: 2.
  • Unleashed Grenades

    Continuous launch no longer increases Energy cost. [ Attack Power +20% ] → [ Attack Power +30% ] per launch, [ Bullet Size +10% ] → [ Bullet Size +30% ] per launch, launch interval 0.3s → 0.2s.

    Cost

    1.

  • Power Overload

    No longer deals HP Loss damage. Now increases Super Grenade energy cost to 90, and increases its Damage and Size to 5 times that of a normal Grenade.

    Cost

    4.

  • Smart LauncherRemoved [ Energy Regen x110% ] and [ Energy Max x80% ] . Cost: 1.
  • Shooting PreferenceRemoved [ Energy Regen x50% ] . Normal attacks required to trigger: 6 → 9. Cost: 3.
  • Super Grenade PreferenceRemoved [ Attack Speed x50% ] . [ Energy Regen x150% ] → [ Energy Regen x120% ] . Cost: 3.
  • Wild Blaster

    [ Blast Damage +20% ] → [ Blast Damage +30% ] .

    Cost

    2.

  • Added Module, Initial Upgrade

    Double Blast.

    Cost

    2.

  • Added Module, Initial Upgrade

    Mega Grenade.

    Cost

    2.

Weapon Tracker Module Adjustment

  • Quick Strike

    No longer removes the Move Speed bonus in Melee State.

    Cost

    1.

  • Curve Tracking

    Effect unchanged.

    Cost

    1.

  • Emergency Recovery

    Effect unchanged.

    Cost

    2.

  • Duel ZoneRemoved [ Range x60% ] . Cost: 3.
  • Long Range Preference

    [ Range x120% ] → [ Range x150% ] .

    Cost

    3.

  • Melee Mastery

    Effect unchanged.

    Cost

    2.

  • Added Module, Barrage Storm

    Launches 9 Barrages every 6 seconds while in Melee State.

    Cost

    4.

  • Added Module, Initial Upgrade

    Chain Reaction.

    Cost

    2.

  • Added Module, Initial Upgrade

    Lucky Combo.

    Cost

    2.

Weapon Revolver Module Adjustment

  • Extended MagRemoved [ HP Max x75% ] . Cost: 1.
  • Agility Training

    Effect unchanged.

    Cost

    1.

  • Heavy Bullets

    [ Attack Power x120% ] → [ Attack Power x150% ] .

    Cost

    3.

  • Overheating Protection

    During Overheat, [ Move Speed x125% ] → [ Move Speed x150% ] , [ Energy Regen x125% ] → [ Energy Regen x150% ] .

    Cost

    2.

  • Wild Rapid Fire

    During Rapid Fire, [ Spread Arc +45° ] → [ Spread Arc +30° ] .

    Cost

    2.

  • Shotgun Muzzle

    [ Spread Arc +45° ] → [ Spread Arc +30° ] .

    Cost

    3.

  • Rapid Fire MasterAdded [ Energy Max x150% ] . Cost: 4.
  • Added Module, Initial Upgrade

    Quick Charge.

    Cost

    2.

  • Added Module, Initial Upgrade

    Energy Barrage.

    Cost

    2.

Weapon Swordmaster Module Adjustment

  • Sword Mastery

    Surge State [ Sword Length x120% ] → [ Sword Length x150% ] .

    Cost

    2.

  • Great Sword

    [ Attack Power x150% ] → [ Attack Power x180% ] .

    Cost

    2.

  • Torrent

    Effect unchanged.

    Cost

    1.

  • Secret Blade

    Effect unchanged.

    Cost

    1.

  • Infinity

    Effect unchanged.

    Cost

    2.

  • Thousand BladeRemoved [ Damage Taken +30% ] . Added effect cap when HP Max >= 150. Cost: 3.
  • Added Module, Sword Heart

    When HP < 30%, restore full HP and spawn 15 Mines nearby. Triggers once per level.

    Cost

    3.

  • Added Module, Sword Saint

    Doubles the number of swords.

    Cost

    4.

  • Added Module, Initial Upgrade

    Tornado.

    Cost

    2.

Body Ranger Module Adjustment

  • Raider

    [ Attack Power x125% ] → [ Attack Power x150% ] , [ Range x80% ] → [ Range x75% ] .

    Cost

    1.

  • Dodge

    Effect unchanged.

    Cost

    1.

  • Fanatic ShooterRemoved [ Damage Taken +20% ] . Cost: 2.
  • Reckless DashRemoved [ HP Max x80% ] . Cost: 2.
  • Bullet StormRemoved [ Dash Speed x60% ] . During Dash: [ Attack Speed x150% ] → [ Attack Speed x200% ] , [ Projectiles +1 ] → [ Projectiles +2 ] . Cost: 4.
  • Fast Scattering

    [ Projectiles +1 ] → [ Projectiles +2 ] .

    Cost

    3.

  • Dash Blast

    In addition to firing 1 Grenade, now also gains 1 Charge for every 5 distance Dashed.

    Cost

    3.

  • Added Module, Initial Upgrade

    Dynamic Barrage.

    Cost

    2.

  • Added Module, Initial Upgrade

    Reflex Escape.

    Cost

    2.

Body Sniper Module Adjustment

  • Heavy DeploymentRemoved [ Move Speed x60% ] . Aim State [ Bullet Pierce +1 ] → [ Bullet Pierce +2 ] . Cost: 3.
  • Swift Guerrilla

    Effect unchanged.

    Cost

    1.

  • Temporary RestRemoved [ Energy Max x80% ] . Aim State [ Energy Regen x120% ] → [ Energy Regen x125% ] . Cost: 2.
  • Over-focusedRemoved Aim State [ Damage Taken +60% ] . Aim State [ Crit Damage +50% ] → [ Crit Damage +75% ] . Renamed to Ultimate Focus. Cost: 4.
  • Long-term DeploymentRemoved HP Loss upon entering Aim State. Aim State HP recovery 1 → 2 per second. Cost: 3.
  • Defensive Mines

    Effect unchanged.

    Cost

    2.

  • Added Module, Smart Aim

    Automatically enters or exits Aim State based on movement.

    Cost

    1.

  • Added Module, Initial Upgrade

    Elastic Bullet.

    Cost

    2.

  • Added Module, Initial Upgrade

    Unlimited Pierce.

    Cost

    2.

Body Destroyer Module Adjustment

  • Survival SpecializationRemoved [ Attack Speed x60% ] . Cost: 2.
  • Charged BlastRemoved [ Energy Max x75% ] . Cost: 2.
  • Contact BlastRemoved [ Energy Regen x60% ] . Cost: 3.
  • False Confidence

    [ Move Speed -1% ] → [ Move Speed -0.5% ] for every 1% HP lost.

    Cost

    2.

  • Heavy BodyRemoved [ Range x50% ] . [ Blast Damage +0.5% ] → [ Blast Damage +0.3% ] for every 1% HP lost. Cost: 1.
  • Power of LifeRemoved [ HP Max x50% ] . [ Body Size +3% ] → [ Bullet Size +1% ] and [ Body Size +1% ] per 1 HP Max. Cost: 4.
  • Added Module, Initial Upgrade

    Harbor.

    Cost

    2.

  • Added Module, Initial Upgrade

    Urgent Delivery.

    Cost

    2.

  • Added Module, Initial Upgrade

    Vital Surge.

    Cost

    2.

Body Converter Module Adjustment

  • Strong ChargingRemoved Charge State [ Attack Speed x50% ] . Cost: 3.
  • Size Conversion

    Effect unchanged.

    Cost

    1.

  • Damage Conversion

    Burst State [ Damage Modifier +30% ] → [ Damage Modifier x150% ] , Burst State [ Damage Taken +30% ] → [ Damage Taken x150% ] .

    Cost

    2.

  • Auto Switch

    Effect unchanged.

    Cost

    1.

  • Bullet Time

    Burst State no longer consumes an extra 10 energy per second.

    Cost

    3.

  • Vitality Conversion

    Effect unchanged.

    Cost

    2.

  • Overclocking BurstBurst State no longer consumes an extra 10 energy per second. Effect reworked to Burst State [ Projectiles +3 ] . Cost: 4.
  • Added Module, Initial Upgrade

    Magic Timer.

    Cost

    2.

  • Added Module, Initial Upgrade

    Energy Conversion.

    Cost

    2.

Body Magician Module Adjustment

  • Wild MagicRemoved [ Shield Max -1 ] . Cost: 2.
  • Magic ConversionRemoved [ HP Max x50% ] . Renamed to Enhanced Magic. Cost: 3.
  • Magic WaveRemoved [ Range x80% ] . Cost: 1.
  • Turbo Mode

    Effect unchanged.

    Cost

    2.

  • Magic Sacrifice

    Effect unchanged.

    Cost

    1.

  • Super Magician

    No longer disables normal attacks.

    Cost

    5.

  • Added Module, Initial Upgrade

    Life Drain.

    Cost

    2.

  • Added Module, Initial Upgrade

    Energy Grenade.

    Cost

    2.

  • Added Module, Initial Upgrade

    Auto Generator.

    Cost

    2.

Fixes

  • Fixed an issue where damage numbers displayed abnormally when damage was too high.

  • Fixed an issue where bullets could fly through walls in rare cases.

  • Fixed an issue where the character could get stuck inside walls in extreme cases.

  • Discovered an issue existing since v0.7.0Loading presets could cause the effects of multiple Extra Difficulty options to stack, resulting in massive game parameter numbers. This issue is now fixed.
  • Discovered an issue existing since v0.7.4Geo Assistant's Auto Adjust Multi-level feature would fail when the battle lasted too long. This issue is now fixed, and Geo Assistant will lower Multi-level correctly.
  • Discovered an issue existing since v0.7.4When completing battles quickly under [Multi-level x10] status, Geo Assistant's Auto Adjust Multi-level function would still attempt to increase Multi-level, causing the entire automation process to get stuck. This issue is now fixed.
  • Discovered an issue existing since v0.7.4aWhen Body Size exceeds 1, the actual damage area of the Sword would be smaller than its visual area (the larger the size, the smaller the actual area). This issue is now fixed, and the Sword will have the correct damage hitbox in all situations.
  • Discovered an issue existing since v0.8.0Hovering the cursor over underlined rich text in the upgrade interface triggered no response. This issue is now fixed, and the tooltip will pop up correctly to display the corresponding information.
  • Discovered an issue existing since v0.8.0In some cases, navigating to icons in the first or last row of a scrolling list would cause the list to twitch and fail to navigate. This issue is now fixed, and scrolling list navigation should now function correctly in all situations.

UI & Interaction

  • The Game Over screen now also displays Minions Destroyed, Bosses Destroyed, and Battles Fought.

  • Reduced the size of weapon/body icons and Module icons on the Main Menu.

  • Added a Module Capacity bar below the Module icons on the Main Menu.

  • Added interactions to the Mastery Level area and the new Module Capacity area: hovering the cursor displays a tooltip explaining Mastery Level and Module Capacity mechanisms; clicking clears the Module selection directly.

  • Optimized the mask display at the bottom of the update log UI.

  • Improved the details interface of the LeaderboardNow displays Module selection information for Weapon and Body (only valid for new data after this update). Added icon display for Extra Difficulty options in the Challenge section.
  • Added setting option Play Audio in Background, enabled by default.

  • Adjusted the layout of sub-pages in the pause menu due to the addition of a new setting option row.

  • Expanded the width of the Initial Combination area in the pause menu to fit exactly 10 icons per row (suitable for when all Modules are enabled).

  • Expanded the width of the Save Loadout Interface to fit exactly 10 icons per row (suitable for when all Modules are enabled), and adjusted some layout parameters.

  • Reduced the size of icons and warning texts in the Loadout interface, and adjusted some layout parameters.

  • Optimized the interaction experience of stat entries in the stats list.

  • Adjusted layout parameters for Tooltips to prevent their width from exceeding screen bounds in certain cases.

  • Now, when hovering over Weapon/Body Selection, Module Selection, Mastery Area, Talent entries, or Stats entries, the corresponding Tooltip will appear outside the list to avoid blocking other icons or important information.

  • Added a Credits interface to the Main Menu.

  • Added a Reset Progress button in the Main Menu's Settings interface.

  • Added a series of batch select options in the recycle pets interface (Will not select marked pets).

  • Improved the experience of loading LoadoutsNow, when a Loadout contains locked content (due to version updates or save resets), loading the entire Loadout will no longer be disabled; only the locked parts will be disabled.
  • Now, upon unlocking new Weapons, Bodies, Modules, Challenges, or Initial Upgrades, a New tag will appear on the corresponding icons, similar to the new pet notification.

  • Now, when in a battle scene before combat starts, the controller's right stick will be in UI mode (controlling the cursor directly) to make it easier to check Multi-level descriptions.

  • Now, Initial Upgrade selection icons only respond to Left Mouse Button (Controller Button A) clicks, preventing accidental interaction when using Right Mouse Button (Controller Button B) to exit the interface.

  • Optimized text components throughout the game to improve clarity (especially at low resolutions).

  • Improved some text descriptions and gamepad control hints.

Others

  • Improved some sound effects.

  • Lowered the Combat Level required to unlock certain Challenges.

  • Added 22 achievements (icons will be added later).

  • Routinely cleared leaderboard data.

Community

Your suggestions and feedback are quite valuable to me. Please feel free to share them via Steam or Discord. I'd love to hear from you! Geometry Arena 2 Discord

Source

Steam News / 16 January 2026

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