Full notes
Full Sovereign's End update
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What changed
- Performance
- Balance
- Gameplay
Sovereign's End changes
First official post-release patch. No crashes so far which is good, I guess! I'm continuing to monitor Discord the forums and crashes, so don't be shy! (ok, don't purposely crash the game.. you know what I mean!) Off to the update!
Endless
Endless Mode now scales more aggressively in the deeper waves. Enemy health, damage, and density continue climbing past the old plateau, so late runs stay genuinely threatening instead of settling into a grind.
Conduit Tether
Conduit Tether's drain damage and shield restoration have been reduced. It remains a strong sustain tool, but it no longer keeps your shields topped off through sustained pressure on its own.
Siphon Sentry
Siphon Sentry's per-bolt damage has been lowered, bringing its output in line with other deployables.
Armory
Upgrades in the Armory now round to the nearest 500 or 1000.
Due to a resource shortage in the far reaches of space, some upgrades are slightly more expensive.
Achievements
Removed an achievement that is no longer in use. No more 69 achievements, we're now down to 68!
Icon
Sovereign's End now has its own icon... not the default Unreal icon - oops!
Telemetry
Anonymous stats now on by default. The game now sends anonymous gameplay data (kills, deaths, abilities, run length) to help me balance it solo. No personal info, nothing that can identify you. You can turn it off any time in Gameplay Settings.
Added a bit more visibility into trait selection and occurrence
Now capturing global kill metrics from all runs, so maybe in the future we'll find a fun thing to do with that detail.
If you're enjoying the game, please add a review! It helps a lot, especially for smaller solo devs like myself! Thanks for your support, and don't hesitate to reach out via Discord to share your thoughts about anything! :)
Source
Changelog.gg summarizes and formats this update. How we read updates.
