What changed
1 fix0 additions4 changes0 removals
- Performance
- UI and audio
- Balance
- Store
changedPerformance & stability
fixedFixed occasional mid-wave micro-stutters caused by currency pickups growing the object pool during combat; coins are now pre-warmed at startup and before each wave. Smoother hyper-travel between waves (TrailRenderer instead of spawning fade-line VFX each transition). Combat HUD no longer repeatedly scans the whole scene for the player’s Health component. Wave lag diagnostics are limited to Editor / Development builds only (no debug spam in Release). New: Meteor Shower wave event
changedMeteor shower event with dedicated meteor prefab, trails, and editor setup tools. Meteors deal less damage to the player; shatter shards can damage enemies. Event tuning via Event_MeteorShower (damage, player damage multiplier, shard damage). Combat & weapons
changedRailbreaker: aims at the nearest enemy again (was prioritizing dense clusters); slight balance tune (lower damage, slightly slower fire rate, shorter projectile lifetime). Rocket Pod: slower, smoother explosion shockwave expansion. Hyper jump between waves: longer, smoother transition (tuned duration and charge timing). Enemy shooters re-acquire the player if the target is lost (reduces “AFK” enemies). Player hit feedback: hull chip VFX on damage, correctly tinted by ship skin. Enemy hit VFX: fallback impact sparks when hull shard sprites are missing. Economy
changedReduced coin drops from regular enemies (mostly 1 coin; elites up to 2) for a tighter economy. Leaderboard
Lunaris changes
changedPerformance & stability
fixedFixed occasional mid-wave micro-stutters caused by currency pickups growing the object pool during combat; coins are now pre-warmed at startup and before each wave. Smoother hyper-travel between waves (TrailRenderer instead of spawning fade-line VFX each transition). Combat HUD no longer repeatedly scans the whole scene for the player’s Health component. Wave lag diagnostics are limited to Editor / Development builds only (no debug spam in Release). New: Meteor Shower wave event
changedMeteor shower event with dedicated meteor prefab, trails, and editor setup tools. Meteors deal less damage to the player; shatter shards can damage enemies. Event tuning via Event_MeteorShower (damage, player damage multiplier, shard damage). Combat & weapons
changedRailbreaker: aims at the nearest enemy again (was prioritizing dense clusters); slight balance tune (lower damage, slightly slower fire rate, shorter projectile lifetime). Rocket Pod: slower, smoother explosion shockwave expansion. Hyper jump between waves: longer, smoother transition (tuned duration and charge timing). Enemy shooters re-acquire the player if the target is lost (reduces “AFK” enemies). Player hit feedback: hull chip VFX on damage, correctly tinted by ship skin. Enemy hit VFX: fallback impact sparks when hull shard sprites are missing. Economy
changedReduced coin drops from regular enemies (mostly 1 coin; elites up to 2) for a tighter economy. Leaderboard
Performance & stability
Fixed occasional mid-wave micro-stutters caused by currency pickups growing the object pool during combat; coins are now pre-warmed at startup and before each wave. Smoother hyper-travel between waves (TrailRenderer instead of spawning fade-line VFX each transition). Combat HUD no longer repeatedly scans the whole scene for the player’s Health component. Wave lag diagnostics are limited to Editor / Development builds only (no debug spam in Release). New: Meteor Shower wave event
Meteor shower event with dedicated meteor prefab, trails, and editor setup tools. Meteors deal less damage to the player; shatter shards can damage enemies. Event tuning via Event_MeteorShower (damage, player damage multiplier, shard damage). Combat & weapons
Railbreaker
aims at the nearest enemy again (was prioritizing dense clusters); slight balance tune (lower damage, slightly slower fire rate, shorter projectile lifetime).
Rocket Pod
slower, smoother explosion shockwave expansion.
Hyper jump between waves
longer, smoother transition (tuned duration and charge timing). Enemy shooters re-acquire the player if the target is lost (reduces “AFK” enemies).
Player hit feedback
hull chip VFX on damage, correctly tinted by ship skin.
Enemy hit VFX
fallback impact sparks when hull shard sprites are missing. Economy
Reduced coin drops from regular enemies (mostly 1 coin; elites up to 2) for a tighter economy. Leaderboard
Pause menu row 11 now shows current run kills during an active wave instead of replacing them with an older Steam personal best. Top 10 still loads from Steam when the client is connected.