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Steam News14 June 202620d ago

Version 1.2.2

⚙️ New & Reworked Content Voltspear: fully redesigned → Inverted-Range Distance Sniper The old idle-charge mechanic is gone.

In this update7

Full notes

Full Slot Theory update

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

What changed

1 fix2 additions5 changes2 removals
  • Maps
  • UI and audio
  • Gameplay
  • Balance
  • Fixes
  • Compatibility
addedVoltspear: fully redesigned → Inverted-Range Distance SniperThe old idle-charge mechanic is gone. Voltspear now fires a blind bubble: it only hits enemies outside its radius, with whole-map reach, and damage scales up the farther the target is. The range ring now renders as a no-fire dead zone so the new behavior reads at a glance. Place it deep behind the action, not on the front line.
changedDynamo: Arc Discharge Charge ReservoirDynamo's capacitor now banks wasted overkill into a reservoir that can charge past 100%, up to a 2× cap instead of clamping. Hold for a bigger dump: discharge magnitude scales concavely (hits harder, not wider). The HUD charge readout now shows the over-100% reservoir so you can decide when to fire.
added🎛️ Options & Quality of LifeSeparate leaderboards - Skirmish, Campaign, and Custom runs now have their own distinct boards instead of being mixed together.
changed⚖️ BalanceWildfire burn DPS ratio reduced (0.32 → 0.15). It was comfortably the strongest modifier; this brings it back in band while keeping its "reward high-damage towers" identity.
changed⚖️ BalanceEndless mode per-wave HP ramp softened (0.05 → 0.04) for a smoother late-game difficulty curve.
changed🐛 Bug FixesGame speed no longer changes combat outcomes. Fixed-dt sub-stepping means a wave plays out identically at 1× and 5× - previously, fast-firing towers lost DPS at high speed and more enemies leaked.
Wildfire burn DPS ratio reduced (0.320.15Wildfire burn DPS ratio reduced ( decreased, nerfEndless mode per-wave HP ramp softened (0.050.04Endless mode per-wave HP ramp softened ( decreased, nerf

Slot Theory changes

addedThe old idle-charge mechanic is gone. Voltspear now fires a blind bubble: it only hits enemies outside its radius, with whole-map reach, and damage scales up the farther the target is. The range ring now renders as a no-fire dead zone so the new behavior reads at a glance. Place it deep behind the action, not on the front line.
changedDynamo's capacitor now banks wasted overkill into a reservoir that can charge past 100%, up to a 2× cap instead of clamping. Hold for a bigger dump: discharge magnitude scales concavely (hits harder, not wider). The HUD charge readout now shows the over-100% reservoir so you can decide when to fire.
addedSeparate leaderboards - Skirmish, Campaign, and Custom runs now have their own distinct boards instead of being mixed together.
changedWildfire burn DPS ratio reduced (0.32 → 0.15). It was comfortably the strongest modifier; this brings it back in band while keeping its "reward high-damage towers" identity.
changedEndless mode per-wave HP ramp softened (0.05 → 0.04) for a smoother late-game difficulty curve.

⚙️ New & Reworked Content

Voltspear: fully redesigned → Inverted-Range Distance Sniper

The old idle-charge mechanic is gone. Voltspear now fires a blind bubble: it only hits enemies outside its radius, with whole-map reach, and damage scales up the farther the target is. The range ring now renders as a no-fire dead zone so the new behavior reads at a glance. Place it deep behind the action, not on the front line.

Dynamo: Arc Discharge Charge Reservoir

Dynamo's capacitor now banks wasted overkill into a reservoir that can charge past 100%, up to a 2× cap instead of clamping. Hold for a bigger dump: discharge magnitude scales concavely (hits harder, not wider). The HUD charge readout now shows the over-100% reservoir so you can decide when to fire.

🎛️ Options & Quality of Life

  • Surge flash brightness slider (Settings) - tune surge screen-flash intensity from 0–100%; set to 0 to disable flashes entirely (accessibility / photosensitivity).

  • Separate leaderboards - Skirmish, Campaign, and Custom runs now have their own distinct boards instead of being mixed together.

⚖️ Balance

  • Wildfire burn DPS ratio reduced (0.32 → 0.15). It was comfortably the strongest modifier; this brings it back in band while keeping its "reward high-damage towers" identity.

  • Endless mode per-wave HP ramp softened (0.05 → 0.04) for a smoother late-game difficulty curve.

🐛 Bug Fixes

  • Game speed no longer changes combat outcomes. Fixed-dt sub-stepping means a wave plays out identically at 1× and 5× - previously, fast-firing towers lost DPS at high speed and more enemies leaked.

  • Accordion + slow no longer pins enemies in place forever. The backward-pull cap now uses effective (slowed) speed instead of base speed.

  • End-screen damage attribution no longer overflows/saturates on very long runs. Per-tower damage is tracked as a 64-bit value, so contribution stats stay accurate deep into endless.

  • Leaderboard now accepts runs up to 1 week long (was a 24h sanity cap that rejected valid marathon runs).

🚀 Performance

Auto reduced-motion kicks in at 300+ enemies on screen, throttling cosmetic FX to keep heavy waves smooth (turns back off at 250). Purely visual - combat is unaffected.

Source

Steam News / 14 June 2026

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