This update fixes several serious issues introduced by the last balance patch, plus a rendering bug that made the game hard to even navigate. Thanks to everyone who reported these, especially the detailed feedback in the reviews.
FIXED: Screen ghosting / duplication
The canvas was being resized in the middle of a frame, so half of each frame drew at the old position. This is what caused the screen to appear duplicated with an offset. Resizing now only happens between frames.
FIXED: Enemies were effectively immortal in the early game
An enemy armor system was scaling far too hard, far too early. At minute 1, a tank took 146 hits to kill with a starting weapon. Armor now stays at zero for the first three minutes, ramps up slowly after that, and can never absorb more than half of a hit.
FIXED: Shop upgrades were making enemies stronger
This was the worst one. Buying damage upgrades was feeding into enemy scaling, so permanent upgrades were secretly making enemies tankier. Permanent upgrades no longer affect enemy stats in any way.
FIXED: First boss spawned at minute 1
The first boss now arrives at 2:15, with longer gaps between later bosses.
CHANGED: Orange hunter enemies
They were faster than the player, which meant they could never be escaped or ignored. Runs turned into nothing but running away. They now move slower than you, arrive much later in a run, spawn in far smaller numbers, and have less health, so turning around and killing them is a real option.
CHANGED: Siege waves
These now start later, fire less often, and spawn across a wider arc, so changing direction is always enough to break out of them.
