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0.4.0 THE CHALLENGE ROOMS UPDATE

New — Challenge Rooms

Every generated world now hides 24 challenge gates — amber rifts you'll find tucked into ship sections and grounded zones. Fly (or walk) into one and you're warped into a hand-built arena with its own rules.

  • 12 ship rooms and 12 on-foot rooms, each placed exactly once per world, in a different spot every time.

  • Three kinds of trial: destroy everything, collect every orb, or reach the exit. Some are on a clock. Two are one-hit.

  • Clear a gate for a Skill Point or a Module Point, once per gate. Replays are free.

  • Dying restarts you at the start pad with full health — no death penalty, no lost orbs. Time up? The room executes you. Same restart.

  • Want out? Step off the start pad, step back on and hold. You return to the gate you came in through with the health you had when you entered.

  • Orbs collected inside a room stay inside the room — they never feed your level.

  • The map only shows gates you've found (or all of them once you hold the zone map). Cleared gates seal green.

The ship rooms: Extermination, Orb Rush, Gauntlet Run, Crossfire, Event Horizon, Asteroid Belt, Spawner Nest, Lattice, Boss Rush, Blackout, Cargo Sweep, Razor Storm.
On foot: Pit Fight, The Needle, Boarding Action, Vent Run, Spore Garden, Salvage Yard, Bike Run, Shield Wall, Borer Nest, The Long Dark, Titan's Forge, Pylon Yard.

New — Grounded bosses and Echoes

  • Eight multi-stage on-foot bosses, each in its own arena: Smelter Titan, Aegis Warden, Conduit Nexus, Hull Render, Brood Matron, Singularity Priest, The Maw, Phase Stalker. Every grounded section rolls two of them.

  • Each boss drops an Echo on its first defeat — a new on-foot collectable, the human counterweight to the Vey shards, with its own memorial wall.

New — On-foot elites and Hunters

  • Six health-barred elites now roam normal grounded levels: Ramhorn (corridor charger), Bombard Walker (artillery tripod), Pavise Sergeant (tower shield, hastens its friends), Gloom Tender (healer — cut its tendrils first), Deck Borer (hunts by tremor), Pylon Shepherd (shock fences).

  • Three Hunters that come looking for you: The Shrike (mines in its wake), The Chorus (tethered drone pods), The Herald (warps in and mends an escort).

  • Elites drop richer orbs and can drop the new Invincibility power-up: two full minutes of shrugging everything off.

  • The Scythe Pylon's beam now throws electric sparks wherever it lands on a wall or on you.

  • Spore Blooms fire heavy, curling slug rounds; several shooters gained heavy-round variants.

Grounded zones

  • Grounded zones now have a zone map pickup and fog of war, like the ship zones.

  • New hazards: timed shock zones and drifting gas clouds; plasma vents restyled as electric floor jets.

  • Brush plants — shootable, non-blocking foliage in eight shapes and seven palettes. Shred it for a clear line; it regrows later.

  • Parked vehicles no longer spawn wedged against walls, and boarding unsticks itself.

  • Auto doors that parked their panel across a neighbouring doorway ("the door shut on me and won't open") are fixed.

  • Containment-maze decks got a decor pass: shader-lit floors, half the clutter, more enemies.

Weapons and modules

  • Ship weapon Tier 5 capstones: max a damage track for a signature bonus. Rapid: +25% fire speed and a MEGA round every fifth shot. Dual Shot: MEGA rounds in both lanes.

  • On-foot weapon Tier 3 signatures for all ten grounded weapons.

  • On-foot modules now use the ship-style Passive / Active two-column loadout with their own keybinds, plus a side-by-side compare picker.

  • Charge Shot has a new orb visual, and a MAX-charge round splashes on impact.

Atmosphere

  • Weather: wind gusts, spore drift, ash fall, static storms, fog banks, lightning, heat haze, aurora, gravity ripples, sandstorms — and minutes-long cloud cover on foot. Events follow you across level hops and never stack.

  • Dynamic music (Settings → Music: dynamic / on / off): the score swells for bosses, shards and hunts, then gives the silence back.

  • Fixed: generated worlds were completely silent. They now play the campaign soundtrack.

Enemy Roster

  • A new Roster tab in the menu: every kind you've met, with a portrait and your kill count. Ninety-plus entries.

Visual passes

  • Detail rigs for the Battleship (side rocket bays and plating), Twin Reavers, the Weaver and the Rift Racer — same silhouettes, far more ship.

  • Challenge gates, the win banner and the challenge HUD are new art.

Level editor

  • For campaign makers: the map editor's toolbar is reorganised into sixteen tabs, and every object the game can build is now placeable, including challenge gates and start pads.

Thanks for playing — the gates are waiting.