Full notes
Full Recursive update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Performance
- Gameplay
- Maps
- Balance
Correctly locked certain prestige upgrades for the Demo
Improved tooltips for locked prestige upgrade for the Demo
Obsidian Gauntlets now equip to hands instead of feet
Mage Tower backend fixes/optimizations
Lots of backend file changes to improve performance and system integrity
Iron Fortress results modal can now be closed by pressing ESC
Iron Fortress results modal now fades in like other modals
Added pop-in animations for the Mage Tower modal
Added pop-in animations for the Mage Tower Research modal
Added pop-in animations for the Essence Selection modal
Standardized pop-in animations across all modals (Giant, Prestige, Blacksmith, Iron Fortress)
Iron Fortress results modal now auto-widens when many materials are collected
Black Market modal now auto-sizes its width to fit the number of trade slots
Equipment slots are now centered in the Equipment modal
Mage Tower modal is slightly more compact to avoid clipping on smaller screens
Overworld run counter panel widened to prevent text clipping at high enemy counts
Essence Selection modal improved to prevent vertical content overflow
Standardized backdrop dimming across all modals
Essence Selection modal now has proper panel styling and backdrop
Consistent font sizes across modal titles, pause menu, and currency HUD
Inventory item icons updated with slightly thicker borders and rounder corners
Improved spacing in the top menu button bar
Achievement grid now uses 4 columns to prevent overflow in the dropdown panel
Prestige Blessings header spacing tightened for better layout
Mage Tower stats tab now uses consistent color theming from UITheme
Pause menu and stats screen colors now use centralized UITheme values
Demo prompt modal restyled to match the game's visual theme
Prestige Blessings completely redesigned as an interactive constellation star map with animated starfield, pan/zoom, and octagonal gem nodes
Prestige tree restructured from categories into 3 tiers: Continuity, Power, and Ascendant
Prestige Point cap raised from 17 to 26 with rebalanced ladder rewards
Currency progress stays visible in Prestige modal after prestiging
Prestige modal now shows styled star icons on buttons and colored PP header
Old saves automatically refund all blessing points for reallocation into the new tier system
Demo prestige locks updated to use the new tier system (Tiers 2 and 3 locked)
Iron Fortress tower now uses pixel art sprites instead of placeholder shapes
Tower appearance upgrades through 3 visual tiers based on Hire Archer level
Arrow projectiles replaced with animated pixel art with spinning frames
Arrows now show an impact burst animation on hit
Archers now use smart targeting, skip enemies already committed to die, reducing wasted shots
Tower dynamically centers in the viewport
Enemy reach distance adjusted to match tower sprite bounds
Archer range upgrades rebalanced (Eagle Eye and Hawk Vision reduced per-level, max effective range ~700px)
Added grass tilemap background using two TileMapLayers for full viewport coverage
Added procedural decor scattering, random decorative tiles (flowers, rocks, etc.) placed at 8% density each session for visual variety
TD minigame now pauses when the pause menu is opened; resumes when closed
Removed "Clear Save Data" button from the Options menu (save management now handled via Main Menu)
Back button in Options menu now always appears at the very bottom
Reclassified Mage Tower from utility town to minigame for essence selection and blessing categorization
Added background music system
Music crossfades smoothly between tracks with no overlap
All music tracks loop seamlessly
Iron Fortress music resumes from the same position after unpausing
Main theme plays during TD pause menu and anywhere without specific music
Added Music and Sound Effects volume sliders to both Main Menu and in-game Options
Added scroll wheel zoom in/out for the overworld (smoothly zooms between 50%–100%)
Camera panning bounds automatically adjust when zoomed out to show more of the world
Enemies now have an invisible padded click box around their sprites, making them easier to click (especially when zoomed out)
Added Credits screen accessible from the Pause Menu (dedicated Credits button + full scrollable panel)
Added Credits button to the overworld top-menu Options dropdown (opens the same Credits screen via Pause Menu)
Added SFX system (`SFXManager`) with pooled audio players, per-sound cooldowns, and pitch variation for organic feel
Sword impact, crit, and manual-attack sounds play during overworld combat; bow attack/impact/poison sounds play during Tower Defense
UI sounds throughout: confirm/cancel feedback on upgrades and prestige blessings, door open/close on modal entry/exit, craft success/fail in blacksmith, button presses in menus and main menu, whoosh on tutorial popups
Iron Fortress now works correctly with widescreen/ultrawide monitors (expand stretch mode)
Iron Fortress tower is now always centered in the viewport regardless of screen size
Iron Fortress enemies now spawn from a fixed radius around the tower instead of viewport edges
Iron Fortress grass and decor coverage doubled for ultra-wide monitor support
Added scroll wheel zoom in/out for Iron Fortress (55%–100%, smooth interpolation)
Iron Fortress spawn radius increased beyond max archer range to prevent enemies spawning inside archer coverage
Scene transitions now work reliably regardless of pause state
Iron Fortress enemies now play a hurt flash + shake animation when damaged by player clicks (not triggered by arrows or poison)
Archer range circle replaced with a gold smoky particle ring shader with drifting puffs, natural gaps, and wispy tendrils
Placing a Black Market essence now spawns NPC Thea (animated sprite) on the tile, matching the Blacksmith's Rolfe NPC pattern. Thea is pixel-perfect clickable and opens the Black Market modal on click.
All boss timers standardized to 30 seconds across every run
Boss HP doubled for Runs 2–8 (e.g., Run 2: 500→1000, Run 8: 15M→30M)
Iron Mine upgrade tree expanded from 2 nodes to 5 nodes, all with max level 25 and tiered currency costs (Iron → Iron+XP → Iron+XP+Gold)
Town upgrade tree repositioned into a compass layout: Cursor Damage (North), Archers (East), DPS (South), Currency/Iron (West)
Town upgrade tooltip now correctly reads "Iron/sec" instead of "Currency/sec"
Black Market NPC changed from Thea to Admurin
Iron Fortress essence now spawns an animated Knight NPC on its tile (clickable, replaces runestone)
Mage Tower essence now spawns an animated Resting Mage NPC on its tile (clickable, replaces runestone)
Runestone blue swirl correctly removed for all NPC-replaced essences (Black Market, Iron Fortress, Mage Tower), not just Blacksmith
Added decorative pixel-art props to the overworld: market stalls, weapon racks, arrows, barriers, flags, and smithy elements
Added Discord button to main menu (blurple-styled) that opens the invite link in the player's browser
Source
Changelog.gg summarizes and formats this update. How we read updates.
