🕓 Major Update — Time Inversion (Phase 2) Comes Alive
The heart of this update is a complete overhaul of Phase 2 (Time Inversion). Your hologram is no longer just a marker — it's now an active unit that replays the cards you used in Phase 1, in reverse.
■ BORROW Rework — The Hologram Replays Your Phase 1 Cards
· Attacks reverse → boss Glitch: Attacks you threw in Phase 1 now rewind onto the boss as Glitch damage-over-time, which naturally pierces the boss's Block.
· Defense/buffs/healing reverse → BORROW pickups: Block, buff, and heal cards float above the hologram's head as ghost icons on a constellation arc. Stand on the hologram's slot to BORROW them and inherit that Block/buff/healing (effect lasts that one turn).
· Full mirror replay: Every card's motion, VFX, and SFX play back perfectly in reverse — projectile recall volleys, reverse shield-slams, AMR sniper-round recall, even reversed CQC punches.
· Every card color audited: We combed through the reverse-replay presentation of every red, green, and yellow card. Teleports now rewind as a reverse blink (not a backwards walk), and escalating attacks rewind with decreasing damage.
■ Making Time Inversion Visible
· Hologram v2 'Ghost Signal': Redesigned from a flat cyan silhouette into a see-through original sprite with glitch, chromatic aberration, and CRT scanlines.
· Reversed board objects: Traps and falling objects consumed in Phase 1 re-materialize on the same slot in Phase 2 — the inverse of destruction is emergence.
· Persistent Phase 2 inversion filter, plus a bullet-time flourish when an attack begins rewinding.
· "Time Crack" telegraph v2: A radial fracture with spatial distortion foreshadows the next inversion point.
■ Big Combat VFX Upgrade
· Status readability: Corrosion and Glitch now display simultaneously. Corrosion shows liquid drips scaled to stacks; Glitch spreads as stack-scaled scatter patches.
· Boss Glitch coverage overlay: A purple corruption creeps across the boss's body as Glitch stacks build.
· Fist of Heavens reworked into a neon-red three-beat sequence (electric orb → trailing dive → radial lightning impact), plus a Whirlwind "air-tearing" rework and a Thorns shader rework.
· Block VFX: Counter Strike bursts and Shield Bash impacts now sync to the actual collision frame, with an additive glow rig.
· Three agent death animations added — randomized on each death (the hologram mirrors the same variant).
■ Balance
· Tier 3 boss HP retuned and finalized (Blood Covenant 440→300, Pantheon Data Center 100→120, etc.).
· Scout — Buster Call: now summons a Tier 2 elite with its full combat kit (summon turn 3→4).
· Imitator: no longer copies ROB — now retaliates for your strongest single-card damage from the previous turn.
· Tier 1 shuffle bag: early enemies no longer repeat before the pool cycles.
· Buffs to quick step, call to arms, and other cards.
■ Tutorial & Quality of Life
· Grey Goo onboarding reworked — new briefings for BORROW, Block pickups, and the Time Crack.
· New dedicated tutorial card "Kill the Grey Goo" (all enemies hit on the same frame).
· Multi-enemy boss panel now sits above its owner's head; Pantheon intel gauge shows cumulative projection with a boss intel popup.
· Fade-in/out on event scene transitions.
■ Localization
· Fixed numerous English leaks in the Korean build — untranslated keywords (fortress / counter strike / invulnerable), 15 Guardian cards, active-skill tooltips, and more.
· Unified Yellow/Green card text into a consistent polite register (Korean).
■ Key Bug Fixes
· Fixed Time Freeze blocking attack animations, not just movement.
· Fixed the Overseer's "invisible laser" on core-destroyed slots and a Phase 2 reverse-turn crash.
· Fixed multiple tutorial soft-locks caused by enemies failing to appear or overlapping while moving.
· Fixed enemy sprites briefly ballooning in size on death.
· Fixed ground creatures losing their contact shadow, plus many other reported issues.
Come see combat that runs against the flow of time for yourself — feedback is always welcome!
