Hey everyone!
We’re back — a little late this time (we’re calling it bi-weekly-ish), but we’ve got a solid batch of updates that we think you’ll enjoy. Let’s jump into what’s new!
💻 UI Overhaul Progress
The transition to Common UI is nearly complete on the backend! Most of the heavy lifting is done, and the system is much more scalable and stable. Some new animations and sound effects are already in — especially on the profile select screen — and you can expect art updates as we inch closer to our planned Q4 launch. This is a foundational change, so we’ll be iterating on the visuals over time.

🔄 Round Start Fixes
We’ve put a lot of work into improving round starts. There were a few pesky bugs causing desync or inconsistent timing when rounds began. While we’re still chasing down a few edge cases, the experience is now noticeably more stable and snappy across the board.
💥 Damage System Overhaul
We’ve reworked the damage application system to make it faster and more reliable. This also laid the groundwork for better balance control — several evolutions have been re-tuned to work with the new system. You’ll feel the difference in responsiveness during fights.
🗺️ New Maps
We’ve added two new maps to shake things up:
Pillars A tight, close-quarters map filled with pillars that break sightlines and create some really creative combat angles. There’s also a launch pad in the central building that lets you reach a second level — high ground fans, rejoice.

Drop Zone (Work in Progress) A chaotic battlefield with a missing center floor. Instead, you’ve got a few sketchy platforms — which fall at random when someone lands on them. Adds a big risk-reward twist with the chance to fall to your doom. It’s wild, and we’re still fine-tuning it.

🧬 New Evolution
Quantum Step (Work in Progress) This one lets you teleport forward to a location within your line of sight. It stacks, too — so you can jump even further if you double down on it. Still squashing some bugs with it, but it’s already a blast to test.
🔧 Evolution Reworks
Homing Major backend tweaks allow stacking this now — but as a result, it’s a bit weaker for the moment. We’ll be tuning it back up soon to bring it closer to its original strength.
Glass Reactor Significantly reduced scaling — it was a little too strong under the new system. Also now lowers your health more to keep things spicy.
Incendiary Core Now scales with the damage being dealt — a more natural fit for burn builds and damage-over-time synergy.
Sticky Charge Core Got a full rework on visuals and audio! Plus, its explosion radius now matches the effect (and it's bigger).
🐛 Bug Fixes & Discord Notes
There were a bunch of smaller bug fixes that aren’t listed here — if you want the full nitty gritty patch notes, head over to our Discord where we post everything as it hits.
🛠️ What’s Next?
Mega City Map is still in the works — it's big, bold, and a bit tricky, but we’re making steady progress.
Controller support got bumped down the priority list while we crushed bugs, but it’s still coming.
Expect 1-2 new maps in the next post.
And we’re planning to drop 3–5 new evolutions over the next two weeks!
As always, thanks for playing and testing with us — your feedback’s been huge in helping us shape Cyber Evolution into something great. More to come soon!
— Kemlage
