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Steam News20 June 202616d ago

Hotfixes & Polish

⚡ Endless mode goes the distance Deep Endless runs used to choke and could even crash the renderer once the screen filled with spectacle.

In this update4

Full notes

Full Slot Theory update

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

What changed

0 fixes1 addition2 changes0 removals
  • Performance
  • Maps
  • Gameplay
added⚡ Endless mode goes the distanceDeep Endless runs used to choke and could even crash the renderer once the screen filled with spectacle. We added a safety throttle on draw calls and an automatic "lite" effects mode that kicks in as waves pile up, with surge pacing tuned in real time.
changed🗺️ Campaign briefings, unifiedStarting a campaign stage used to throw a stage intro that disappeared on its own, followed by a separate rules dialog. Now it's a single briefing: stage name, flavor, and the full rule set (tower/modifier pools, enemy modifiers, locked slots) in one panel. Nothing auto-disappears - you read it and click OK when you're ready.
changed🎯 Cleaner tower placementTwo-tap placement is clearer and more reliable: a prompt appears right on the tower, double-click confirms consistently, and the on-screen verb matches how you're playing.

Slot Theory changes

addedDeep Endless runs used to choke and could even crash the renderer once the screen filled with spectacle. We added a safety throttle on draw calls and an automatic "lite" effects mode that kicks in as waves pile up, with surge pacing tuned in real time.
changedStarting a campaign stage used to throw a stage intro that disappeared on its own, followed by a separate rules dialog. Now it's a single briefing: stage name, flavor, and the full rule set (tower/modifier pools, enemy modifiers, locked slots) in one panel. Nothing auto-disappears - you read it and click OK when you're ready.
changedTwo-tap placement is clearer and more reliable: a prompt appears right on the tower, double-click confirms consistently, and the on-screen verb matches how you're playing.

⚡ Endless mode goes the distance

Deep Endless runs used to choke and could even crash the renderer once the screen filled with spectacle. We added a safety throttle on draw calls and an automatic "lite" effects mode that kicks in as waves pile up, with surge pacing tuned in real time.

👁️ Callouts you can actually read

The big mid-run banners were vanishing before you could read them. WAVE N, the ARMORED WAVE INCOMING threat warning, and the HALFWAY beat now hold on screen long enough to register before they fade. No more "wait, what did that say?"

🗺️ Campaign briefings, unified

Starting a campaign stage used to throw a stage intro that disappeared on its own, followed by a separate rules dialog. Now it's a single briefing: stage name, flavor, and the full rule set (tower/modifier pools, enemy modifiers, locked slots) in one panel. Nothing auto-disappears - you read it and click OK when you're ready.

🎯 Cleaner tower placement

Two-tap placement is clearer and more reliable: a prompt appears right on the tower, double-click confirms consistently, and the on-screen verb matches how you're playing.

Source

Steam News / 20 June 2026

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