
Hello everyone!
I am incredibly excited to drop a massive update today that completely overhauls the game's visuals and adds a requested feature for the one completion-ist out there . We've been hard at work hand-drawing over 150 unique pieces of art to give every buff and de-buff its own distinct personality.
Here’s everything new:
Visual Overhaul: 150+ New Hand-Drawn Assets



Gone are the days of placeholder icons! I have added 150 hand-drawn artworks drawn by me for every single Buff and Debuff in the game.
Buffs: Now look as powerful as they feel.
Debuffs: Now look as dangerous as they are. Can you collect (or survive) them all?
New Feature: The Compendium

Knowledge is power! I’ve added a brand new Compendium to the main menu.
Track Your Progress: View every Buff you have successfully unlocked in your runs.

And the events: Be Vary of all the debuffs in the game!, all of em will be unlocked from the start.
Quality of Life: Silhouette Controls

Motion Toggle: Choose between Moving or Static silhouettes depending on your preference.
Speed Slider: If you keep it moving, you can now adjust the Movement Speed to be as chill or as chaotic as you like.
Buff reworks : 12 buffs have been reworked for a more unique standout ness to validate there existence.
Buff Inventory Rework : now see more than 4 buffs in the buff inventory!
Here are the Steam Patch Notes summarizing all the optimizations and fixes implemented in this session.
Misc Updates:
Performance & Engine Optimizations
Hybrid Rendering Pipeline: Implemented hardware scaling for fullscreen mode to minimize CPU overhead. Windowed mode now utilizes optimized software scaling with correct aspect ratio preservation (letterboxing).
Background Physics Refactor: Rewrote Rain and Snow particle systems to utilize numpy for vectorized position updates, replacing iterative Python loops.
Multithreaded Physics: Moved particle physics calculations to a separate thread (ThreadPoolExecutor) to decouple simulation load from the main render thread.
Global Asset Caching: Implemented a global cache for particle textures to eliminate frame drops during theme transitions and boss entry.
UI Rendering Caching: Added surface caching for draw_text_with_shadow and draw_panel. Static UI elements and text are no longer re-rendered every frame.
Gradient Optimization: Replaced iterative line-drawing for gradients with hardware-accelerated surface scaling in card backgrounds and sky generation.
Physics Stability: Clamped visual delta-time calculations to prevent physics instability and object teleportation when game speed multipliers (e.g., NRG Drink) are active.
Module Loading: Optimized buffs.py resource loading to prevent redundant module imports during boss exclusion checks.
Bug Fixes
Boss Encounter (Jumper): Fixed a logic error where selecting a debuff triggered a turn reset, causing an infinite loop.
Boss Encounter (DLSS): Fixed an issue where the 500x500 resolution challenge resulted in stretched visuals. The renderer now correctly applies letterboxing to maintain the 16:9 aspect ratio.
Input Handling: Corrected mouse coordinate mapping to account for black bars/letterboxing in windowed mode, resolving "ghost button" issues where visual hitboxes did not match logical hitboxes.
Crash Fix: Resolved a TypeError in the Cloud class update method regarding missing arguments.
Thank you for playing and your continued feedback! Let me know what you think of the new art in the discussions! Have a great day!
