Hey everyone! This update focuses on unblocking players affected by the Wave Battle issues, smoothing out late-run progression, and tightening a few smaller systems.
Wave Battle → Temporary Ambush Fix
We’ve confirmed that the Wave Battle could lock up the game for some players.
The underlying issue came from UE5 not destroying defeated enemies reliably, causing the wave logic to break: sometimes on Wave 1, sometimes after the first wave, sometimes every time.
To ensure no one gets stuck, the Wave Battle has been temporarily replaced with an Ambush event, which:
spawns stronger enemies
gives higher Dust rewards
always lets you continue your run
We’ll bring back the proper Wave Battle once we rebuild it on a stable base.
Our vision is a fully featured encounter with modifiers, scaling rewards, and multiple waves. But first the core needs to be rock solid.
New Setting: Progressive Difficulty
Players reported difficulty jumps too much between runs, so we’re giving you direct control:
ON → Each run becomes harder after defeating the current EA final boss
OFF → Keep runs at a consistent difficulty for relaxed farming
This will evolve into a more gamified system later, but for now it puts the pacing in your hands.
Inventory Fix: Phantom “None” Items Removed
One of the events could generate invalid items labeled “Text”, causing clutter or strange text entries to appear in battle Item menu.
This patch includes:
a fix to prevent the issue
an automatic cleanup that removes any existing invalid items when you enter the Main Screen
If you saw weird blank or placeholder items before, they should now be fully gone.
Minor Improvements
Will-o-Wisp: Updated SFX to better match its lore
Poison Bomb: Resized visuals (smaller puddle, less “poison lake”)
Skeleton Parry Assist: Timing corrected (off by ~100 ms)
Nature’s Palm Shield: Wrong mesh fixed
Dagger of the Veil: Rotated to better fit in hand.
Thank you for the reports!
Your feedback helped us pinpoint these issues quickly, especially the Wave Battle lockups.
We’re watching everything closely and pushing fixes as fast as we safely can.
More updates soon!
