In this update4
Full notes
Full Hover Point update
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What changed
- Gameplay
- UI and audio
- Balance
- Events
Hover Point changes
Update 2026.3.27
Combat "Juice" & Visuals
We’ve focused heavily on making the game feel more responsive and satisfying to play:
- Visual ImpactAdded Screenshake and Hitstop (momentary pauses on impact) to give every hit a sense of weight.
- Aiming ClarityNew Aim Indicators for both players and enemies help you anticipate incoming fire. A dedicated Crosshair now clearly shows your current firing vector.
- Graphic OverhaulImproved lighting and color tone mapping for a more cohesive look. Particle effects have been upgraded for maximum "juice."
- Audio CuesNew distinct sound effects to help you distinguish between a "Negated Hit" (during Grace Period) and taking actual damage.
Environmental Changes
The arena has become more open but the obstacles are much more solid:
- Sturdier WallsWe’ve reduced the chance of a wall spawning (from 1/8 to 1/16 ), but increased their weight by 10x . There are fewer walls now, but they are significantly harder to budge or push around.
Double Trouble: Enemies now spawn two at a time instead of one, ramping up the pressure more quickly.
Boss Rewards & Progression
Defeating a Boss is now a major turning point in your run:
Instant Augment: Bosses now drop an Augment Orb. Picking this up immediately triggers the augment selection menu.
- Future ProofingBosses now drop Upgrade Points instead of standard EXP. While these don't have a function yet, stay tuned for a new progression system in future updates!
Balancing & Technical Fixes
- Global RebalanceConducted a full pass on all character stats to ensure fair play with the new physics.
- Vaulted AugmentsSome augments have been temporarily disabled while we rework them for better balance.
- Fresh Start FixResolved a bug where the enemy spawn queue would carry over from a previous session into a fresh run.
Source
Changelog.gg summarizes and formats this update. How we read updates.
