HomeGamesUpdatesPricingMethodology
Steam News30 May 20261mo ago

Performance, wave events, Balance & Leaderboard Fix

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.

Full notes

Full Lunaris update

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

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.

Source

Steam News / 30 May 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.