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Steam News28 July 202611d ago

Early Access v0.099 balance patch

## Heavy enemies are a real threat now The audit found something broken under the hood of the *difficulty* curve: every enemy has a "damage when it reaches the center" stat (Contempt hits for 15, Despair for 10...

Full notes

Full MK-ULTRA Psychic Defense update

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What changed

0 fixes0 additions7 changes0 removals
  • Balance
changedevery enemy has a "damage when it reaches the center" stat (Contempt hits for
changedevery heavy every time, so the only things that ever leaked were 1-damage
changedfodder. The enemy-damage escalation you see as runs go deeper was effectively
changeddepth-scaled shield on top of their health. A single upgraded tower can no
changedlonger melt one inside its crossing window — you stack coverage or you take
changedthe hit. Their real damage finally connects.

MK-ULTRA Psychic Defense changes

changedevery enemy has a "damage when it reaches the center" stat (Contempt hits for
changedevery heavy every time, so the only things that ever leaked were 1-damage
changedfodder. The enemy-damage escalation you see as runs go deeper was effectively
changeddepth-scaled shield on top of their health. A single upgraded tower can no
changedlonger melt one inside its crossing window — you stack coverage or you take

## Heavy enemies are a real threat now

The audit found something broken under the hood of the *difficulty* curve:

every enemy has a "damage when it reaches the center" stat (Contempt hits for

15, Despair for 10...), but **none of it ever landed.** A working defense killed

every heavy every time, so the only things that ever leaked were 1-damage

fodder. The enemy-damage escalation you see as runs go deeper was effectively

decorative.

This patch makes heavies earn their keep:

  • **Heavies are armored.** Sadness, Contempt, Envy, and Despair now carry a

depth-scaled shield on top of their health. A single upgraded tower can no

longer melt one inside its crossing window — you stack coverage or you take

the hit. Their real damage finally connects.

  • **Heavies get faster as runs deepen**, so a mid-strength defense gets fewer

shots at them.

  • **Waves interleave fast fodder with heavies** instead of feeding heavies in

one clump at the end, so your towers split targets instead of focusing the

big ones down one by one.

Net effect: later waves put genuine pressure on the health pool again, and

letting a heavy through is a real mistake — not a 1-point shrug.

Source

Steam News / 28 July 2026

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