In this update7
Full notes
Full Slot Theory update
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What changed
- Maps
- UI and audio
- Gameplay
- Balance
- Fixes
- Compatibility
Slot Theory changes
⚙️ 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
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