The following bug fixes/enhancements are live now in v1.1:
General Fixes
Wandfalls landing out of reach
Wandfalls could drop outside the area you can actually walk to, making them impossible to complete. They now always land within the playable area.
Attacks stopping mid-run
Your shots could gradually stop registering hits as a run went on, eventually leaving you doing nothing. This is now fixed.
Related: very fast projectiles could pass straight through enemies without hitting them, and this got worse the more attack-speed you stacked.
Long freeze at the end of a run
The game could hang for several seconds (or much longer in a long run) before your score appeared on the death screen. Runs now end immediately. Your score is also the first thing shown on the results screen instead of appearing last.
Extra elites appearing
Elite encounters could sometimes spawn more than one elite. Elites could also occasionally show up in normal combat nodes. Both fixed — elite nodes now spawn exactly one elite, and only elite nodes spawn them.
Enemies spawning after combat ended
Enemies could continue spawning into the arena after a fight was already over.
Saving & Progress
Vault sigils were being lost every time you loaded a save. They now persist correctly.
Ascension points are no longer lost if you quit from the death screen — they're awarded the moment you die.
Dodge chance was being wiped on every save/load. Fixed.
Continuing a run no longer grants duplicate bonus currency each time you load.
Leaderboard scores are now correct for runs played across multiple sessions — previously only the final session's score counted.
Lifetime statistics were badly inflated (deaths, encounters and damage were being counted many times over). Now tracked accurately.
A damaged save file can no longer wipe your active run.
Saving no longer causes stutters during combat.
Combat & Balance
Elite and boss armor reduced by 30% — elites and bosses were significantly tankier than intended. They now die noticeably faster (roughly 20% less effective durability).
Armor scaling fixed — there was a flaw where certain armor values made enemies take more damage than slightly weaker ones. Armor now scales consistently, and no enemy can approach damage immunity.
Effects that weren't working at all:
Resilience (level-up boost) — did nothing. Now correctly reduces damage taken.
Movement speed boosts — showed on your stat sheet but never actually made you move faster. Now they do.
Ricochet Rune — gradually stopped triggering over a run.
Reflected enemy projectiles — passed harmlessly through enemies instead of damaging them.
XP scaling — the intended level-based XP curve wasn't applying, so leveling was much faster than designed at high levels.
Wand muzzle flashes — never appeared.
Effects behaving incorrectly:
Fury Totem was applying its damage bonus twice (a 30% totem was giving 69%).
Duality Matrix was permanently draining your damage and armor over the course of a run.
Percentage-based rewards were being applied as tiny flat bonuses (a "+15% damage" reward gave +0.15 damage).
Reactive Plating made you completely immune to bombs and certain thrown attacks due to an error.
Dodge bonuses were carrying over between runs and stacking permanently.
Enemy fixes:
Enemies could become nearly invulnerable over a long session as their armor stacked up incorrectly.
Dead enemies could keep charging at you and dealing damage.
Bomber enemies could permanently break and stop using their ability.
Tornado slow effects could stick permanently, leaving you slowed for the rest of the run.
Shard pickups could instantly collect themselves from across the map.
Map & Interface
The map now appears instantly when starting or continuing a run. Previously there was a flicker where you'd briefly see the battleground behind it.
The map now reveals itself properly — nodes and paths draw in from the bottom up, with your current position and completed path highlighted immediately rather than appearing a moment later.
The stats panel now shows your real damage. The displayed damage numbers were wrong — inflated in some cases, and missing several bonuses in others.
Elite and boss health bars now show accurate values, keep tracking the correct enemy, and no longer get stuck.
Performance
Fixed a severe frame-rate drop when hit by certain shadow attacks (a screen effect was being rebuilt from scratch every frame).
Reduced stuttering during heavy combat from projectiles, enemy effects and shard pickups.
Fixed several memory leaks that caused the game to degrade over long sessions — visual effects, enemy effects and UI elements weren't being cleaned up properly.