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Steam News16 April 20262mo ago

Version 0.5.3

New Upgrade Cards Added 14 new Upgrade cards (full game only, excluded from demo drafts). Super Rare: Overclock Doctrine: Every 5 waves, all towers permanently gain +6% attack speed.

In this update6

Full notes

Full Slot Theory update

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

What changed

3 fixes6 additions10 changes2 removals
  • Balance
  • UI and audio
  • Fixes
  • Maps
  • Gameplay
addedNew Upgrade CardsAdded 14 new Upgrade cards (full game only, excluded from demo drafts). Super Rare: Overclock Doctrine : Every 5 waves, all towers permanently gain +6% attack speed. Compound Interest : At the end of each wave, all towers permanently gain +3% damage. Escalation Engine : Towers gain +1% damage for each wave cleared in the run. Deep Slotting : The first modifier on each tower gives 20% stronger damage contribution. Signal Saturation : Surges add +25% more spectacle meter; surge payloads deal +12% damage. Rare: Hardpoint Reinforcement : Towers gain +4% damage per equipped modifier. Target Lock : Towers deal +12% damage to enemies above 80% HP. Finisher Protocol : Towers deal +20% damage to enemies below 35% HP. Specialization Bonus : Towers with duplicate modifiers gain +10% damage. Crosslink Array : Per unique tower type, all towers gain +2% damage and +4px range. Monomania : Your most common tower type gains +8% damage per tower of that type. Singularity Core : Towers with all modifier slots filled gain +15% damage. Predatory Learning : Each tower gains +0.5% damage per kill (up to +25% per wave), then banks it permanently at wave end. Thermal Runaway : Secondary effects (chain, burn, splash, mines) deal +18% damage.
changedNew Upgrade CardsCard effects now derive from RunState each frame (instead of incremental stacking), with supporting updates to bot scoring, wave hooks, and enemy max HP interface.
fixedEndless Mode, Scoring, and LeaderboardsFixed endless score-formula validation ceiling so high endless runs are accepted correctly.
addedEndless Mode, Scoring, and LeaderboardsAdded leaderboard tiebreakers (total damage, total kills, run timestamp).
changedGameplay, Balance, and AchievementsCampaign difficulty now restores correctly from settings (fixes unintended Normal defaults).
fixedGameplay, Balance, and AchievementsFixed OVER_EQUIPPED achievement logic.
Speed Run achievement threshold15min16minSpeed Run achievement threshold increased, buff

Slot Theory changes

addedAdded 14 new Upgrade cards (full game only, excluded from demo drafts). Super Rare: Overclock Doctrine : Every 5 waves, all towers permanently gain +6% attack speed. Compound Interest : At the end of each wave, all towers permanently gain +3% damage. Escalation Engine : Towers gain +1% damage for each wave cleared in the run. Deep Slotting : The first modifier on each tower gives 20% stronger damage contribution. Signal Saturation : Surges add +25% more spectacle meter; surge payloads deal +12% damage. Rare: Hardpoint Reinforcement : Towers gain +4% damage per equipped modifier. Target Lock : Towers deal +12% damage to enemies above 80% HP. Finisher Protocol : Towers deal +20% damage to enemies below 35% HP. Specialization Bonus : Towers with duplicate modifiers gain +10% damage. Crosslink Array : Per unique tower type, all towers gain +2% damage and +4px range. Monomania : Your most common tower type gains +8% damage per tower of that type. Singularity Core : Towers with all modifier slots filled gain +15% damage. Predatory Learning : Each tower gains +0.5% damage per kill (up to +25% per wave), then banks it permanently at wave end. Thermal Runaway : Secondary effects (chain, burn, splash, mines) deal +18% damage.
changedCard effects now derive from RunState each frame (instead of incremental stacking), with supporting updates to bot scoring, wave hooks, and enemy max HP interface.
fixedFixed endless score-formula validation ceiling so high endless runs are accepted correctly.
addedAdded leaderboard tiebreakers (total damage, total kills, run timestamp).
changedCampaign difficulty now restores correctly from settings (fixes unintended Normal defaults).

New Upgrade Cards

  • Added 14 new Upgrade cards (full game only, excluded from demo drafts).

    • Super Rare:

      • Overclock Doctrine: Every 5 waves, all towers permanently gain +6% attack speed.

      • Compound Interest: At the end of each wave, all towers permanently gain +3% damage.

      • Escalation Engine: Towers gain +1% damage for each wave cleared in the run.

      • Deep Slotting: The first modifier on each tower gives 20% stronger damage contribution.

      • Signal Saturation: Surges add +25% more spectacle meter; surge payloads deal +12% damage.

    • Rare:

      • Hardpoint Reinforcement: Towers gain +4% damage per equipped modifier.

      • Target Lock: Towers deal +12% damage to enemies above 80% HP.

      • Finisher Protocol: Towers deal +20% damage to enemies below 35% HP.

      • Specialization Bonus: Towers with duplicate modifiers gain +10% damage.

      • Crosslink Array: Per unique tower type, all towers gain +2% damage and +4px range.

      • Monomania: Your most common tower type gains +8% damage per tower of that type.

      • Singularity Core: Towers with all modifier slots filled gain +15% damage.

      • Predatory Learning: Each tower gains +0.5% damage per kill (up to +25% per wave), then banks it permanently at wave end.

      • Thermal Runaway: Secondary effects (chain, burn, splash, mines) deal +18% damage.

  • Card effects now derive from RunState each frame (instead of incremental stacking), with supporting updates to bot scoring, wave hooks, and enemy max HP interface.

Endless Mode, Scoring, and Leaderboards

  • Endless mode now persists correctly on mobile sessions (mode/depth save + restore).

  • Fixed endless score-formula validation ceiling so high endless runs are accepted correctly.

  • Added leaderboard tiebreakers (total damage, total kills, run timestamp).

  • Rank reporting now only updates when score actually changes.

Gameplay, Balance, and Achievements

  • Campaign difficulty now restores correctly from settings (fixes unintended Normal defaults).

  • Fixed OVER_EQUIPPED achievement logic.

  • Speed Run achievement threshold changed from 15 min -> 16 min.

  • Stage tuning adjustments:

    • Switchback: 35% HP -> 20% HP + 5% speed

    • Hourglass: 42% HP -> 28% HP

    • Trident: 48% HP -> 32% HP

Combat and VFX Feedback

  • Parasite DoT ticks now show lime-green floating damage numbers.

  • Added/expanded How To Play guidance for parasite bounce interactions and Latch Nest mechanics.

UI and UX Polish

  • Wave announcement redesigned with neon glow + improved legibility.

  • HUD labels now have consistent dark outlines.

  • Draft card settle animation feels snappier.

  • End screen readability/layout improved.

  • Fixed targeting tooltip text (Last -> Fastest).

  • Run name now stays consistent between HUD and end screen.

  • Tutorial end screen no longer incorrectly shows “Play Again.”

Audio and Performance

  • Reworked Phase Splitter and Accordion engine sounds; additional Phase Splitter volume reduction.

  • Added per-shot pitch variation and soft-attack ramps to reduce harshness/clicks.

  • Reduced high-frequency harsh tones across SFX and added startup audio sanity checks.

  • CombatSim optimizations removed expensive LINQ paths in key loops and reduced allocation-heavy targeting/sorting flows.

Source

Steam News / 16 April 2026

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