In this update7
Full notes
Full Zen Rage update
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What changed
- Performance
- Gameplay
- Balance
- UI and audio
- Fixes
- Events
Zen Rage changes
Update: BlastWave, Tool Unlocks & Performance
Another big patch just dropped. Here's what's new:
💥 BlastWave Effect
Explosions now trigger a full-screen radial shockwave distortion using a dedicated GPU shader. When something big hits — you'll \ feel\ it. The effect is applied on large impacts throughout levels and integrates with the AntQueen boss fight for an extra punch on heavy damage events.
🔓 Tool Unlock Screen
Unlocking a new tool is now a proper moment. A brand new modal overlay slides in with shine, sparkles, and a satisfying padlock-pop animation when you earn access to a new weapon. No more quietly acquiring tools — they deserve a reveal.
🐜 Ant Health Bars
Ants now show a health bar when damaged. You can finally see how much punishment they're taking before they go down — useful for calibrating your chaos.
Performance Improvements
Several heavy systems have been rewritten with NumPy array operations:
Pheromone grid — chemical trail updates are now batch-processed
Particle system — thousands of particles update in vectorized ops
Padded sprite rendering — GPU upload overhead reduced
Shader pipeline also optimized — fewer redundant uniform uploads per frame.
UI Polish
Menu buttons now have satisfying juice on hover/press
Campaign level selection menu received a full juice pass
Unlock overlay tweaks and transition polish
🐛 Bug Fixes
Fixed egg and tomato tools occasionally spawning as duplicates
Fixed level unlocking not registering correctly after completion
Fixed first-frame sprite not updating on state entry
Fixed a float-to-int conversion error causing crashes on certain hits
Added event recursion guard — prevents rare infinite callback loops
🔧 Under the Hood
CallbackList.fire() now correctly handles once() listeners removed mid-iteration
Gameplay state waits for proper initialization before first tick
Thanks for playing — more coming soon.
Source
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