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Steam News19 June 202615d ago

UI/UX Update for playtest

Highlights Lab flow was adjusted so the lab menu controls enemy spawning more explicitly, and the default training enemy was removed from the lab room.

In this update8

Full notes

Full SU-93 Survivor update

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

What changed

1 fix5 additions2 changes2 removals
  • UI and audio
  • Maps
  • Gameplay
removedHighlightsLab flow was adjusted so the lab menu controls enemy spawning more explicitly, and the default training enemy was removed from the lab room. - Character selection received a major presentation pass: a terminal-inspired layout, cleaner passive cards, revised keycap drawing, updated room setup, selectable character thumbnails, and player tint placeholders. - Map navigation was rebuilt into a branching tree with terminal-style panels, room icons/sprites, selected-room highlighting, and tighter integration with roll-chance information. - The broader UI was unified around a shared SU-93 terminal style, including HUD, menu, market, result, history, special, game-over, win, settings, tutorial, compendium, and lab screens. - Roll chance progression was rebalanced with a 20% cost increase and improved display behavior during the roll animation.
addedDev tool Lab menu and enemy spawningUpdated the lab UI creation and drawing flow to better support menu-driven lab setup. - Added lab step logic to manage enemy spawning from the menu state. - Reworked lab presentation so setup choices are clearer before entering combat tests.
removedDev tool Lab menu and enemy spawningRemoved the pre-placed/default training enemy from the lab room. - Simplified lab UI creation now that enemy spawning is controlled by the lab menu flow.
changedCharacter select terminal redesignRebuilt the character select screen around a more polished terminal-style interface. - Iterated on layout dimensions, presentation spacing, call-to-action behavior, and room setup. - Refined passive-card presentation and keycap drawing for cleaner readability. - Restyled character select UI assets and adjusted the character room composition.
addedShared UI polishAdded a shared line-background treatment to several UI rooms. - Tweaked menu, market, localization, and run initialization details as part of broader UI cleanup.
addedMap screen foundationAdded map room sprites for battle, market, special, and dead-end node types. - Began wiring the character select flow into the map UI. - Reworked the map screen into a larger terminal-style layout. - Fixed draw-color scope and room-icon styling issues discovered during the map UI pass.

SU-93 Survivor changes

removedLab flow was adjusted so the lab menu controls enemy spawning more explicitly, and the default training enemy was removed from the lab room. - Character selection received a major presentation pass: a terminal-inspired layout, cleaner passive cards, revised keycap drawing, updated room setup, selectable character thumbnails, and player tint placeholders. - Map navigation was rebuilt into a branching tree with terminal-style panels, room icons/sprites, selected-room highlighting, and tighter integration with roll-chance information. - The broader UI was unified around a shared SU-93 terminal style, including HUD, menu, market, result, history, special, game-over, win, settings, tutorial, compendium, and lab screens. - Roll chance progression was rebalanced with a 20% cost increase and improved display behavior during the roll animation.
addedUpdated the lab UI creation and drawing flow to better support menu-driven lab setup. - Added lab step logic to manage enemy spawning from the menu state. - Reworked lab presentation so setup choices are clearer before entering combat tests.
removedRemoved the pre-placed/default training enemy from the lab room. - Simplified lab UI creation now that enemy spawning is controlled by the lab menu flow.
changedRebuilt the character select screen around a more polished terminal-style interface. - Iterated on layout dimensions, presentation spacing, call-to-action behavior, and room setup. - Refined passive-card presentation and keycap drawing for cleaner readability. - Restyled character select UI assets and adjusted the character room composition.
addedAdded a shared line-background treatment to several UI rooms. - Tweaked menu, market, localization, and run initialization details as part of broader UI cleanup.

Highlights

  • Lab flow was adjusted so the lab menu controls enemy spawning more explicitly, and the default training enemy was removed from the lab room. - Character selection received a major presentation pass: a terminal-inspired layout, cleaner passive cards, revised keycap drawing, updated room setup, selectable character thumbnails, and player tint placeholders. - Map navigation was rebuilt into a branching tree with terminal-style panels, room icons/sprites, selected-room highlighting, and tighter integration with roll-chance information. - The broader UI was unified around a shared SU-93 terminal style, including HUD, menu, market, result, history, special, game-over, win, settings, tutorial, compendium, and lab screens. - Roll chance progression was rebalanced with a 20% cost increase and improved display behavior during the roll animation.

Dev tool Lab menu and enemy spawning

  • Updated the lab UI creation and drawing flow to better support menu-driven lab setup. - Added lab step logic to manage enemy spawning from the menu state. - Reworked lab presentation so setup choices are clearer before entering combat tests.

  • Removed the pre-placed/default training enemy from the lab room. - Simplified lab UI creation now that enemy spawning is controlled by the lab menu flow.

Character select terminal redesign

  • Rebuilt the character select screen around a more polished terminal-style interface. - Iterated on layout dimensions, presentation spacing, call-to-action behavior, and room setup. - Refined passive-card presentation and keycap drawing for cleaner readability. - Restyled character select UI assets and adjusted the character room composition.

Shared UI polish

  • Added a shared line-background treatment to several UI rooms. - Tweaked menu, market, localization, and run initialization details as part of broader UI cleanup.

Map screen foundation

  • Added map room sprites for battle, market, special, and dead-end node types. - Began wiring the character select flow into the map UI. - Reworked the map screen into a larger terminal-style layout. - Fixed draw-color scope and room-icon styling issues discovered during the map UI pass.

Branching map tree

  • Reworked the map UI into a navigable branching tree. - Iterated on node sprite rendering, direct room sprite usage, room icon presentation, and selected-room feedback. - Added a circle highlight around the selected map room. - Fixed variable redeclaration and helper-scope issues in the map drawing code. - Adjusted the map room layout and removed earlier placeholder-style square/letter node visuals.

Roll chance integration and balance

  • Moved the roll chance bar into the map player-information area. - Hid the map while the roll chance animation plays to avoid visual overlap. - Increased roll chance cost scaling by 20% and exposed supporting values through run initialization and helpers.

Shared SU-93 terminal UI pass

  • Added shared UI layout helpers for terminal-style panels. - Applied the shared SU-93 terminal style across gameplay HUD, menus, lab, market, history, result, special, game-over, win, settings, tutorial, and compendium screens. - Cleaned panel helper usage and room controller placement across multiple UI rooms. - Added character-select sprite assets and metadata for Operator, Scheduler, and Sentinel screens.

Character thumbnails and tint placeholders

  • Added selectable character thumbnails for the character select flow. - Added player tint placeholder values for future character-specific visual identity. - Updated character select sprite origins/metadata for consistent thumbnail presentation.

Source

Steam News / 19 June 2026

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