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Steam News22 July 202623d ago

Hot Fixes

Wave-20 Finale The Breach Colossus bulwark now holds against splash damage. Blast Core splash and Overkill spill were hitting the boss's hull straight through a raised shell, letting those builds skip the break-the-shel

In this update3

Full notes

Full Slot Theory update

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What changed

1 fix0 additions2 changes3 removals
  • Balance
  • Maps
  • Fixes
changedWave-20 FinaleThe Breach Colossus bulwark now holds against splash damage. Blast Core splash and Overkill spill were hitting the boss's hull straight through a raised shell, letting those builds skip the break-the-shell phase entirely. Both now chip the shell first, like every other damage source - so the final duel runs longer on Blast Core and Overkill boards.
removedFixesMap endpoint visuals no longer drift in stretched windows. The entrance and exit gates, the warp pads and their link line, and Blackout's fog banks drew offset from the real path whenever the window's aspect deviated from 16:9 (a manually resized window, or a non-16:9 fullscreen). A plain 16:9 maximize was never affected.
removedFixesResuming a campaign stage no longer refills your lives. Stages with a reduced-life mandate (Double Back, Switchback, Ziggurat and Hourglass at 7; Trident and Fault Lines at 6) handed back a full life bar on resume, erasing everything the run had already lost.
removedFixesThe draft reroll price no longer resets when you resume. The cost ladder (1, 2, 3, 5, 8... lives, resetting each wave) forgot its position across a resume, so quitting mid-draft dropped the next reroll back to 1 life. This mattered most in the Daily Rift, where resuming an interrupted attempt is a supported path on a single scored run per day.
fixedFixesFixed errors after repeatedly bouncing between the main menu and a run: each load left a stale window-resize handler behind, so resizing the window later fired handlers pointing at a finished run.
changedAchievementsChain Master now correctly requires all six slots. It was unlocking whenever every * placed * tower was an Arc Emitter, so a win with as few as one qualified - and it fired automatically on campaign stages whose mandate caps you below six slots, where the stated condition cannot be met at all. Achievements already earned are kept.

Slot Theory changes

changedThe Breach Colossus bulwark now holds against splash damage. Blast Core splash and Overkill spill were hitting the boss's hull straight through a raised shell, letting those builds skip the break-the-shell phase entirely. Both now chip the shell first, like every other damage source - so the final duel runs longer on Blast Core and Overkill boards.
removedMap endpoint visuals no longer drift in stretched windows. The entrance and exit gates, the warp pads and their link line, and Blackout's fog banks drew offset from the real path whenever the window's aspect deviated from 16:9 (a manually resized window, or a non-16:9 fullscreen). A plain 16:9 maximize was never affected.
removedResuming a campaign stage no longer refills your lives. Stages with a reduced-life mandate (Double Back, Switchback, Ziggurat and Hourglass at 7; Trident and Fault Lines at 6) handed back a full life bar on resume, erasing everything the run had already lost.
removedThe draft reroll price no longer resets when you resume. The cost ladder (1, 2, 3, 5, 8... lives, resetting each wave) forgot its position across a resume, so quitting mid-draft dropped the next reroll back to 1 life. This mattered most in the Daily Rift, where resuming an interrupted attempt is a supported path on a single scored run per day.
fixedFixed errors after repeatedly bouncing between the main menu and a run: each load left a stale window-resize handler behind, so resizing the window later fired handlers pointing at a finished run.

Wave-20 Finale

The Breach Colossus bulwark now holds against splash damage. Blast Core splash and Overkill spill were hitting the boss's hull straight through a raised shell, letting those builds skip the break-the-shell phase entirely. Both now chip the shell first, like every other damage source - so the final duel runs longer on Blast Core and Overkill boards.

Fixes

  • Map endpoint visuals no longer drift in stretched windows. The entrance and exit gates, the warp pads and their link line, and Blackout's fog banks drew offset from the real path whenever the window's aspect deviated from 16:9 (a manually resized window, or a non-16:9 fullscreen). A plain 16:9 maximize was never affected.

  • Resuming a campaign stage no longer refills your lives. Stages with a reduced-life mandate (Double Back, Switchback, Ziggurat and Hourglass at 7; Trident and Fault Lines at 6) handed back a full life bar on resume, erasing everything the run had already lost.

  • The draft reroll price no longer resets when you resume. The cost ladder (1, 2, 3, 5, 8... lives, resetting each wave) forgot its position across a resume, so quitting mid-draft dropped the next reroll back to 1 life. This mattered most in the Daily Rift, where resuming an interrupted attempt is a supported path on a single scored run per day.

  • Fixed errors after repeatedly bouncing between the main menu and a run: each load left a stale window-resize handler behind, so resizing the window later fired handlers pointing at a finished run.

Achievements

Chain Master now correctly requires all six slots. It was unlocking whenever every * placed * tower was an Arc Emitter, so a win with as few as one qualified - and it fired automatically on campaign stages whose mandate caps you below six slots, where the stated condition cannot be met at all. Achievements already earned are kept.

Source

Steam News / 22 July 2026

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