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Steam News15 April 20262mo ago

Lunaris v1.3 - Major Improvements and Fixes

Combat and Core Gameplay Fixed Railbreaker passive weapon activation flow: module stays on player prefab (like other modules) now activates only after purchase, not at run start Fixed dash/teleport edge-case kills: remo

Full notes

Full Lunaris update

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

What changed

7 fixes4 additions8 changes2 removals
  • Gameplay
  • Store
  • UI and audio
  • Balance
fixedCombat and Core Gameplay Fixed Railbreaker passive weapon activation flow:
fixedmodule stays on player prefab (like other modules) now activates only after purchase, not at run start Fixed dash/teleport edge-case kills:
removedremoved remaining hidden damage paths during overdrive movement dash keeps visual/sfx feedback but no longer kills enemies by contact Improved Frost Orbit visuals:
removedstronger glow and better readability effect no longer tints the player ship Rebalanced wave-end economy:
changedreduced completion coin gain (~40%) to smooth progression and avoid early snowballing Shop System, Offers, Rarity, Pricing Reworked shop card visual behavior:
fixedconsistent rarity-driven frame behavior forced fully opaque internal Image/Button states to remove color bleed-through cleaner outline contrast for non-common rarities TopAccent logic fixed:

Lunaris changes

fixedCombat and Core Gameplay Fixed Railbreaker passive weapon activation flow:
fixedmodule stays on player prefab (like other modules) now activates only after purchase, not at run start Fixed dash/teleport edge-case kills:
removedremoved remaining hidden damage paths during overdrive movement dash keeps visual/sfx feedback but no longer kills enemies by contact Improved Frost Orbit visuals:
removedstronger glow and better readability effect no longer tints the player ship Rebalanced wave-end economy:
changedreduced completion coin gain (~40%) to smooth progression and avoid early snowballing Shop System, Offers, Rarity, Pricing Reworked shop card visual behavior:

Combat and Core Gameplay Fixed Railbreaker passive weapon activation flow:

module stays on player prefab (like other modules) now activates only after purchase, not at run start Fixed dash/teleport edge-case kills:

removed remaining hidden damage paths during overdrive movement dash keeps visual/sfx feedback but no longer kills enemies by contact Improved Frost Orbit visuals:

stronger glow and better readability effect no longer tints the player ship Rebalanced wave-end economy:

reduced completion coin gain (~40%) to smooth progression and avoid early snowballing Shop System, Offers, Rarity, Pricing Reworked shop card visual behavior:

consistent rarity-driven frame behavior forced fully opaque internal Image/Button states to remove color bleed-through cleaner outline contrast for non-common rarities TopAccent logic fixed:

enabled only for Common disabled for all rarities above common BuyButton insets tuned by rarity:

Common keeps 10px Uncommon/Rare/Epic/Legendary keep reduced insets Shop card icon handling stabilized:

global +8px icon size increase (X/Y) consistent icon placement offsets duplicate re-scaling prevention Offer pricing and progression improvements:

passive/active offers tuned for better pacing repeat-purchase price scaling now stable via PriceKey removed legacy per-item min-wave gating logic where it was not intended Weapon upgrade offers fixed and completed:

owned weapon offers become upgrade offers titles display level (Lv N) descriptions now show concrete stat improvements per upgrade Current Loadout / DPS UI Current passive/active sections refined:

correct text alignment behavior preserved icon offsets preserved as requested additional right padding applied to text only where needed Active ability display improvement:

added proper name mapping for Support Frigate in current active panel active level label now uses localized shop.lv key instead of hardcoded Lv Icons and Data Asset Flow Added sprite-id string support in passive weapon definitions with fallback chain:

custom sprite when provided fallback to generated icon when not assigned Improved resource-based icon pickup:

starter passive picker current passive DPS badges shop offers Standardized resource offer assets:

renamed weapon offer assets to weapon names cleaned object name/filename consistency issues Steam Leaderboard and Release Readiness Removed fake/mock leaderboard data paths. Kept leaderboard flow ready for real Steam player data. Weekly reset behavior integrated (Monday cadence). Header localization coverage improved (PLACE, NICKNAME, KILLS). Steam AppID setup aligned for build/test flow.

Audio Fixed missing UI click audibility

moved click playback to persistent 2D audio path no longer dependent on 3D world position/listener distance Localization Updated multiple UI text mappings and keys. Stats label updated from Enemy difficulty to Difficulty. Offer/upgrade localization coverage improved for runtime-generated labels.

New Feature

Rare Supply Crate Loop Added new world pickup SupplyCratePickup2D:

glowing collectible crate on arena each crate grants one free “pick 1 of 3” reward before normal shop Added wave-integrated spawn system in WaveController:

rare spawn cadence with wave gap control alive-crate cap prefab + runtime fallback spawn path New meaningful improvements in this pass:

supply crate spawn chance now scales by: base chance current wave progression bonus player luck bonus supply crate pickup radius now respects player pickup-range multiplier Shop integration:

free reward picks are queued (one per collected crate) same clean reward-pick presentation style as boss reward after queue is consumed, standard shop opens automatically Extra Quality Pass Applied (this request) I also did a targeted “high-impact pass” and fixed additional practical issues (not cosmetic-only):

fixed active panel naming gap (Support Frigate) localized active level text formatting improved crate spawn logic to better match progression and luck made crate magnet pickup respect player pickup stat

Source

Steam News / 15 April 2026

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