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Steam News9 June 202624d ago

Smoother pacing, better performance (enemy pooling) and a minor bugfix

Performance update: I've increased performance by pooling enemies instead of destroying and creating new ones all the time.

Full notes

Full Master of Chaos update

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What changed

1 fix3 additions0 changes0 removals
  • Performance
  • Gameplay
  • Fixes
addedPerformance update: I've increased performance by pooling enemies instead of destroying and creating new ones all the time. This boosts performance especially in the lategame, and makes the game harder to push to its limit for those of you with high-end hardware. For those of you with lower-end hardware, you'll now be able to push a hardware break even further. How far can you get on a Steam Deck? What's your record combo?
addedEnemy spawners now have a smoother escalation. Before, the base spawn on difficulty was one spawn every 14s. That's now set to every 10s. To compensate for not just making the game harder and to avoid going from 0 action to 100%, the base spawn reduction is changed from -5% every 30s to -3.8% every 30s.
addedEnemy pooling. To increase performance, instead of destroying enemies we now just reset them and put them back into action when a new one is spawned. We're nice that way, no kills, just resets.
fixedFixed a bug where the whip slam counter froze enemies mid air if the game was paused during a slam.

Master of Chaos changes

addedPerformance update: I've increased performance by pooling enemies instead of destroying and creating new ones all the time. This boosts performance especially in the lategame, and makes the game harder to push to its limit for those of you with high-end hardware. For those of you with lower-end hardware, you'll now be able to push a hardware break even further. How far can you get on a Steam Deck? What's your record combo?
addedEnemy spawners now have a smoother escalation. Before, the base spawn on difficulty was one spawn every 14s. That's now set to every 10s. To compensate for not just making the game harder and to avoid going from 0 action to 100%, the base spawn reduction is changed from -5% every 30s to -3.8% every 30s.
addedEnemy pooling. To increase performance, instead of destroying enemies we now just reset them and put them back into action when a new one is spawned. We're nice that way, no kills, just resets.
fixedFixed a bug where the whip slam counter froze enemies mid air if the game was paused during a slam.

Performance update: I've increased performance by pooling enemies instead of destroying and creating new ones all the time. This boosts performance especially in the lategame, and makes the game harder to push to its limit for those of you with high-end hardware. For those of you with lower-end hardware, you'll now be able to push a hardware break even further. How far can you get on a Steam Deck? What's your record combo?

Enemy spawners now have a smoother escalation. Before, the base spawn on difficulty was one spawn every 14s. That's now set to every 10s. To compensate for not just making the game harder and to avoid going from 0 action to 100%, the base spawn reduction is changed from -5% every 30s to -3.8% every 30s.

Enemy pooling. To increase performance, instead of destroying enemies we now just reset them and put them back into action when a new one is spawned. We're nice that way, no kills, just resets.

Fixed a bug where the whip slam counter froze enemies mid air if the game was paused during a slam.

Source

Steam News / 9 June 2026

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