Hi everyone!
We'd like to provide an update on the Infinity Rework, which was mentioned in the previous Dev Diary.
Please note that this post might contain spoilers for existing or future mechanics. If you want to play the game without any spoilers it’s best to stop reading here.
Recent Changes
We recently altered a number of modules to make the new infinity phase of the game more balanced. This had to be carefully tested by our supporters, and we've made even more changes as a result of their feedback.
We're now putting a new mechanism to the test that should make higher difficulties more intriguing.
In addition higher difficulty highscores are now more effective at charging infinity stones.
Depending on the difficulty level, enemies will get additional stat modifiers and unique powers such as energy regeneration or reduced debuff duration. No modifiers are used on easy mode.
We'll be ready to release the next version after this mechanism has been thoroughly tested.
We believe that this will be the case later this week.
Migrating Highscores
Because the last Dev Diary's vote resulted in a almost three-way tie, we've decided to treat highscores in the following manner. Between 0 and 200, all infinity highscores will be unaffected.
Everything greater than 200 will be scaled down to avoid making them unreasonably high in the new meta.

Previews
We offered a sneak peek at the Anvil in the last Dev Diary.
Today, we'd like to share another screenshot with you in order to give you a better idea of the many boosts available.

The unit selection window has also seen some changes.
All active era abilities, era multipliers, as well as modules that the unit has mimicked, are now shown.

The Update will include Boss 5, new modules, new software, new achievements, and more, in addition to the previous mentioned adjustments.
We hope that you are looking forward to these changes and we're excited to finally be able to share Boss 5 with you all!
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