1.0 is here. The heart of this update is a new weapon, a big rework of how leveling works, and finally clearing out the performance and crash problems that have been dragging things down.
New Weapon: Sledgehammer
A melee weapon built around movement. Aim at a spot within 10 meters, leap to it, and slam down for area damage and knockback. The leap ramps up from slow to fast for a satisfying wind-up, and the slam animation, ground cracks, and spreading shockwave are all new. Great for diving in or cleaning up low-health targets.
New Medkit Effect
The medkit now uses a liquid-wave effect — the green fluid inside sloshes around the container and rolls up and down. Looks a lot nicer than the old one.
Leveling Rework
This update reworks leveling from the ground up. Your level is now a stat tied to you, not to a single weapon — it caps at 30, and maxing that unlocks up to 50. Every level makes you stronger, quickly at first and more gradually later on.
Sources are cleaned up too: +1 per kill, +1 for picking up a duplicate weapon, +1 for small prizes, and a full +10 for big ones. Dying drops you a level. Affixes are now a shared pool filtered by what each weapon can actually use, plus a new "Accuracy" affix that tightens your spread. Weapon skins come in 10 tiers that climb automatically with your level.
Room Settings
Hosts can tune more rules now. Starting loadout can be default, one random weapon for everyone, or a separate random one per player. Nuke rules are configurable too — filter by color or weapon type, so you decide what gets wiped. There's also a new "Drop" mode: dying re-rolls your weapons but keeps 80% of your level.
UI Touch-ups
The pickup prompt is now a panel above the item, the level and affix displays have been repositioned, and leveling up gives a little bounce so you catch it at a glance.
Performance & Crashes (the big one)
This is what took the longest. Fixed the occasional crash when entering a match, and tracked down a stack of errors that were quietly spamming in the background and tanking the frame rate — if the game ever felt rough or floaty to you, that was the cause, and it's all cleared now. The inventory renders on demand, entering a match shows a loading screen to cover that brief hitch, and effects pre-warm at startup so your first ability no longer stutters.
As always, let me know if anything feels off. 1.0 is a milestone, not the finish line — more coming
