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Steam News2 May 20262mo ago

v1.0.4 Tooltip Pass & Endless Fixes

A focused patch driven by your feedback: clearer tooltips on stacked upgrade cards, a couple of modifier reworks where the math was hiding the buff, and a serious fix for endless-run leaderboard scores that could silent

In this update3

Full notes

Full Slot Theory update

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

What changed

1 fix3 additions5 changes1 removal
  • Fixes
  • Balance
  • Server
  • UI and audio
  • Gameplay
changedA focused patch driven by your feedback: clearer tooltips on stacked upgrade cards, a couple of modifier reworks where the math was hiding the buff, and a serious fix for endless-run leaderboard scores that could silently be lost at deep waves.
addedBalanceAfterimage no longer punishes fast-firing towers. If you fire again before the imprint triggers, the new hit is absorbed into the existing imprint (40% per overwrite, capped at 2.5x the latest hit) instead of replacing it. Slow towers behave exactly as before; rapid-fire towers go from "imprint mostly wasted" to a beefy single echo built from absorbed hits.
changedBalanceCold Circuit reworked: instead of extending Chill Shot's duration (which was invisible during continuous fire because Slow refreshes on every hit), it now deepens the slow by 15% per copy. Chill Shot's 30% baseline becomes 34.5% with one Cold Circuit; multi-copy Chill Shot also scales harder. Capped at one Cold Circuit copy per run so endgame stacks can't fully freeze enemies.
changedUI & Tooltip PassStackable upgrade cards now show their actual current bonus in the tooltip, based on how many copies you own. Multitarget Relay, Extended Rails, Long Fuse, Signal Boost, Hot Loaders, Cold Circuit, Hardened Reserves, Better Odds, Target Lock, Finisher Protocol, Specialization Bonus, Singularity Core, Thermal Runaway, Signal Saturation, Crosslink Array, Monomania, Kinetic Calibration, and Deep Slotting all pulled out from "static description + xN chip" to live numbers.
addedUI & Tooltip PassMultitarget Relay max copies bumped from 3 to 5 (more chain reach headroom, and the new aggregated tooltip makes the stack legible).
changedUI & Tooltip PassTower hover tooltip's chain row now shows effective chain reach in pixels alongside bounce count and per-bounce damage decay. Reflects upgrade cards and volatile mutations live, so you can actually see what your stack is doing.
Multitarget Relay max copies bumped35Multitarget Relay max copies bumped increased, buff

Slot Theory changes

changedA focused patch driven by your feedback: clearer tooltips on stacked upgrade cards, a couple of modifier reworks where the math was hiding the buff, and a serious fix for endless-run leaderboard scores that could silently be lost at deep waves.
addedAfterimage no longer punishes fast-firing towers. If you fire again before the imprint triggers, the new hit is absorbed into the existing imprint (40% per overwrite, capped at 2.5x the latest hit) instead of replacing it. Slow towers behave exactly as before; rapid-fire towers go from "imprint mostly wasted" to a beefy single echo built from absorbed hits.
changedCold Circuit reworked: instead of extending Chill Shot's duration (which was invisible during continuous fire because Slow refreshes on every hit), it now deepens the slow by 15% per copy. Chill Shot's 30% baseline becomes 34.5% with one Cold Circuit; multi-copy Chill Shot also scales harder. Capped at one Cold Circuit copy per run so endgame stacks can't fully freeze enemies.
changedStackable upgrade cards now show their actual current bonus in the tooltip, based on how many copies you own. Multitarget Relay, Extended Rails, Long Fuse, Signal Boost, Hot Loaders, Cold Circuit, Hardened Reserves, Better Odds, Target Lock, Finisher Protocol, Specialization Bonus, Singularity Core, Thermal Runaway, Signal Saturation, Crosslink Array, Monomania, Kinetic Calibration, and Deep Slotting all pulled out from "static description + xN chip" to live numbers.
addedMultitarget Relay max copies bumped from 3 to 5 (more chain reach headroom, and the new aggregated tooltip makes the stack legible).

A focused patch driven by your feedback: clearer tooltips on stacked upgrade cards, a couple of modifier reworks where the math was hiding the buff, and a serious fix for endless-run leaderboard scores that could silently be lost at deep waves.

Balance

  • Afterimage no longer punishes fast-firing towers. If you fire again before the imprint triggers, the new hit is absorbed into the existing imprint (40% per overwrite, capped at 2.5x the latest hit) instead of replacing it. Slow towers behave exactly as before; rapid-fire towers go from "imprint mostly wasted" to a beefy single echo built from absorbed hits.

  • Cold Circuit reworked: instead of extending Chill Shot's duration (which was invisible during continuous fire because Slow refreshes on every hit), it now deepens the slow by 15% per copy. Chill Shot's 30% baseline becomes 34.5% with one Cold Circuit; multi-copy Chill Shot also scales harder. Capped at one Cold Circuit copy per run so endgame stacks can't fully freeze enemies.

UI & Tooltip Pass

  • Stackable upgrade cards now show their actual current bonus in the tooltip, based on how many copies you own. Multitarget Relay, Extended Rails, Long Fuse, Signal Boost, Hot Loaders, Cold Circuit, Hardened Reserves, Better Odds, Target Lock, Finisher Protocol, Specialization Bonus, Singularity Core, Thermal Runaway, Signal Saturation, Crosslink Array, Monomania, Kinetic Calibration, and Deep Slotting all pulled out from "static description + xN chip" to live numbers.

  • Multitarget Relay max copies bumped from 3 to 5 (more chain reach headroom, and the new aggregated tooltip makes the stack legible).

  • Tower hover tooltip's chain row now shows effective chain reach in pixels alongside bounce count and per-bounce damage decay. Reflects upgrade cards and volatile mutations live, so you can actually see what your stack is doing.

  • Chill Shot tower-hover description now factors in Cold Circuit's strength bonus (was understated when Cold Circuit was owned).

Fixes

  • Critical: Endless runs at very deep waves could silently corrupt the local damage total via integer overflow, which then prevented the score from being submitted to the Steam leaderboard. Saturating accumulators replace the silent wrap; the loss handler now submits to Steam before building the end-of-run UI so a UI exception can never eat the leaderboard upload anymore.

  • Removed an artificial damage ceiling that was rejecting otherwise valid endless scores from leaderboard submission.

  • Hidden CLI flag added for support recovery of any score lost to the pre-fix bug. If you had a deep endless run that didn't post, please reach out - we can resubmit it under your Steam ID.

Source

Steam News / 2 May 2026

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