What changed
1 fix0 additions0 changes0 removals
fixedThis update includes a mix of controller improvements, UI/navigation fixes, clearer reward flow, and progression changes: Improved controller rumble support for PS5 and Xbox controllers, with more robust vibration compatibility and distinct rumble events for weapons, abilities, explosions, minibosses, and bosses. Added a Test Rumble option in Settings so players can verify controller vibration and see whether their controller is detected and supports rumble without starting a run. Cleaned up controller and D-pad navigation in the Profile Select and Pilot Select screens, including better focus flow for cards, buttons, and back/continue actions. Improved the temple and reward flow so important pickups and key moments are easier to read. The opal key is now more obvious, the temple unlock and door opening are more noticeable, temple lights now come on properly, and the exit doorway is easier to see. Fixed the blueprint and reward flow around the temple/swarm challenge sequence so the unlock feedback better matches player expectations. Reworked progression to follow the Megabonks-style tier system (kinda). Each run now targets a specific tier, tier clears unlock the next one, and higher-tier runs begin at later and harder spawn progression. Changed boss and portal progression so clears feed into tiered stage selection more cleanly instead of forcing the older same-run escalation flow. If you want a few better title options with more hype, I can give you 10 strong Steam-style alternatives.
Mega Trons Survivors changes
fixedThis update includes a mix of controller improvements, UI/navigation fixes, clearer reward flow, and progression changes: Improved controller rumble support for PS5 and Xbox controllers, with more robust vibration compatibility and distinct rumble events for weapons, abilities, explosions, minibosses, and bosses. Added a Test Rumble option in Settings so players can verify controller vibration and see whether their controller is detected and supports rumble without starting a run. Cleaned up controller and D-pad navigation in the Profile Select and Pilot Select screens, including better focus flow for cards, buttons, and back/continue actions. Improved the temple and reward flow so important pickups and key moments are easier to read. The opal key is now more obvious, the temple unlock and door opening are more noticeable, temple lights now come on properly, and the exit doorway is easier to see. Fixed the blueprint and reward flow around the temple/swarm challenge sequence so the unlock feedback better matches player expectations. Reworked progression to follow the Megabonks-style tier system (kinda). Each run now targets a specific tier, tier clears unlock the next one, and higher-tier runs begin at later and harder spawn progression. Changed boss and portal progression so clears feed into tiered stage selection more cleanly instead of forcing the older same-run escalation flow. If you want a few better title options with more hype, I can give you 10 strong Steam-style alternatives.
This update includes a mix of controller improvements, UI/navigation fixes, clearer reward flow, and progression changes: Improved controller rumble support for PS5 and Xbox controllers, with more robust vibration compatibility and distinct rumble events for weapons, abilities, explosions, minibosses, and bosses. Added a Test Rumble option in Settings so players can verify controller vibration and see whether their controller is detected and supports rumble without starting a run. Cleaned up controller and D-pad navigation in the Profile Select and Pilot Select screens, including better focus flow for cards, buttons, and back/continue actions. Improved the temple and reward flow so important pickups and key moments are easier to read. The opal key is now more obvious, the temple unlock and door opening are more noticeable, temple lights now come on properly, and the exit doorway is easier to see. Fixed the blueprint and reward flow around the temple/swarm challenge sequence so the unlock feedback better matches player expectations. Reworked progression to follow the Megabonks-style tier system (kinda). Each run now targets a specific tier, tier clears unlock the next one, and higher-tier runs begin at later and harder spawn progression. Changed boss and portal progression so clears feed into tiered stage selection more cleanly instead of forcing the older same-run escalation flow. If you want a few better title options with more hype, I can give you 10 strong Steam-style alternatives.