Changelog // Nemesis

PATCH NOTES

Every build, every feature, every fix. NEMESIS is an evolving cyberpunk idle roguelike — updates roll out continuously, no reinstall required. Latest release at the top.

101 releases indexed
v0.39.0·2026-05-18
Latest

Authored Floor Layouts + Bigger Enemies

  • 🏙️ Authored Floor Layouts (F1 + F2) — The first two floors are no longer pure procgen. They ship with hand-crafted street layouts — storefronts, road, sidewalks, drains, dumpsters — that you spawn directly into. Procedural terrain continues around them, so traversal scale is unchanged.
  • 👾 Enemy Sprites Scaled Up — Enemies bumped from 28 → 56 px (~35% → ~70% of player height). HP bars, status auras, and boss labels repositioned to match. Combat reads cleanly from a normal viewing distance now.
  • 🌐 New Studio Sitetinygang.dev/tiny-gang has been rebuilt as a full cyberpunk site: boot animation, glitch text, trailer modal, closed-test signup form, and a live devlog. Built in public.
  • 🎨 Tileset Polish — 80+ tile slices across 8 atlases re-aligned to the iso grid. 57 user-flagged bad slices remediated. Floors render snapped to a single cell — no more overflow into adjacent tiles.
v0.38.2·2026-05-06

Milestone Floor Tips

  • 💡 Floor Tips — One-shot tips pop up at every 5-floor milestone (F5–F50), teaching you about speed control, upgrades, crafting, arena, and more.
  • 🎯 Spotlight Highlights — Run-context tips spotlight the relevant UI element (like the speed chip at F5) so you know exactly where to look.
  • 🏠 Hub Tips — Hub-context tips appear as clean modals when you return to the HUB after hitting a new milestone.
  • 🔄 Per-Character Tracking — Each operative tracks which tips they've seen independently. Roll a new character, get fresh tips.
v0.37.0·2026-05-06

Player Inspection + Specializations & Dual Loadouts

  • 🔍 Player Inspection (NEW) — Tap any operative handle on the Leaderboard, in your Crew roster, or in the Arena (opponents + match history) to open their Operative Dossier. View their build, equipped gear, spec, companion, and stats — all read-only.
  • ⚔️ Specializations (NEW) — Each class now has 3 Specs mapped to its tech tree paths. Lock a Primary Spec per loadout to unlock that path's T3 Capstone. Off-spec paths remain open at T1+T2 for hybrid builds — only the capstone is primary-exclusive.
  • 🔄 Dual Loadouts (NEW) — Two loadout slots (A / B) let you maintain separate spec + tech builds. Switch freely in the HUB — blocked during runs. Each loadout stores its own primary spec and tech choices independently.
  • 🏷️ Spec Role Tags — Every spec path is tagged with a combat role — DPS, Tank, Support, or Hybrid — visible in the spec selection prompt so you know what you're committing to.
  • 🔒 T3 Gating — Capstone nodes show clear lock indicators: "Pick spec first" if no primary is set, "Wrong spec" if you're viewing a non-primary path. No more confusion about why T3 won't unlock.
v0.36.15·2026-05-05

Pre-Launch Balance Audit — 8 Surgical Fixes

  • 🛡️ Iron Plating Now Works (Samurai S2) — Was defined but never read by combat. Now properly grants flat +0/3/6/9/12/15 DEF per tier, folded into the defense formula on the paper doll, in boss charges, and in regular hits.
  • 🔩 Scavenger Protocol Now Works (Rigger S3) — Same bug — defined but ignored. Now correctly grants +0/15/30/45/60/75% material drops on every drop roll. Crafters rejoice.
  • 🎯 Crit Chance Cap @ 85% — Stacked crits past 50% now use a half-rate diminishing return curve and hard-cap at 85%. Stops the "crit every hit" build from trivializing endgame.
  • 🩸 Lifesteal Cap @ 25% — Stacked skill + boon + weapon affix + datacell + cyber chrome could exceed 40% — now hard-capped at 25%. Tank-by-vampirism still strong, no longer infinite.
  • 🪨 Golem Softened — Attack speed penalty reduced from −15% → −8%. Tanky races needed a slight pace bump to actually clear bosses before phase shifts.
  • 🏭 War Factory Rebalanced — Boon ATK multiplier reduced from +20% → +15%. The "always pick" boon was outpacing 4 other Tier-3 options.
  • System Shock T5 Smoothed — Old curve was [0,15,30,50,75,100] — Tier 5 hit 100% which trivialized boss DPS. New curve [0,12,25,38,50,60] ramps smoothly and caps at 60%.
  • 🔁 Scaling Boons Capped @ 4 Stacks — Each scaling type (HP/ATK/DEF/Crit/etc.) now caps at 4 instances per run. Stops infinite-stacking exploits in long runs while preserving meaningful build commitment.
v0.36.14·2026-05-05

Operative Codex — You First, Then The Field

  • Operative Codex Panel (NEW) — A brand-new "you first" panel sits above the global leaderboard on the home screen. It aggregates your best across every operative in 10 stat categories (Deepest Descent, Shard Hoard, Total Runs, Total Kills, Boss Slayer, Gear Score, Arena Wins, Arena Battles, Top Pet Lvl, Pet Collector) and shows your global rank for each one — at a glance.
  • 🎯 Hero Card — Featured operative with class-tinted neon border, your headline Deepest Descent, your aggregate tier badge (Apex / Elite / Veteran / Recruit), and a one-tap roster strip showing each operative's deepest run + global rank.
  • 🏷️ Tier Badges — Every category now displays a percentile-tier badge: APEX (top 1% / world #1), ELITE (top 10%), VETERAN (top 25%), RECRUIT (everyone else). Low-population pools fall back to a rank-based scale so a 5-player board still has meaningful gradients.
  • 📊 Progress to #1 Bars — Each stat tile shows a mini progress bar of your value vs. world #1, plus a delta callout ("+13 floors to top"). When you hit #1, the bar flips to a glowing "◆ LEADER" badge.
  • 👥 Per-Operative Drill-Down — Pill switcher above the hero lets you flip from the aggregated portfolio view to any individual operative. The constellation grid recalculates instantly, showing only that runner's value + rank for each category.
  • 🌐 Leaderboard Untouched — The classic global leaderboard (categories, class filters, week/all-time, top 10) still lives directly below the codex — same data, same filters, just framed as "compare to the field" now.
v0.36.13·2026-05-05

Mythic Names · Floor Unlocks · Upgrade Clarity

  • 🌟 Mythic Grade Names on Paper Doll — Slot corner labels now show the actual mythic grade name — Eclipse, Eclipse+, Singularity, Override, Wraith, Apex Daemon — instead of the generic "Mythic" tag. The detail modal already showed the grade name; the slot corners now match. Brag about your Singularity+ deck without having to open it.
  • 🔓 Echo Shrine Unlocks at Floor 10 — Echo Shrine is now gated behind reaching Floor 10 on a character to spread out the early-game power curve. When you hit F10 for the first time, a one-shot tutorial fires explaining Death Echoes, the 9 permanent passives, and the fact that Echo Shrine bonuses persist through Prestige (long-term build investment).
  • 🔓 Tech Tree Unlocks at Floor 20 — Tech Tree is now gated behind Floor 20, mirroring the Prestige unlock threshold. Hitting F20 fires its own tutorial popup explaining Tech Points, branching paths, and respec mechanics. Existing high-floor characters and post-prestige operatives keep access untouched.
  • 🏷️ Permanent Upgrades — Wording Clarified — The Permanent Upgrades panel copy was misleading: it said upgrades "persist through death" without warning that they RESET on Prestige. Now the panel and the first-death tour both spell it out: Permanent Upgrades persist through death but reset on Prestige; for prestige-proof bonuses, use the Echo Shrine.
v0.36.12·2026-05-05

Second Wind Safety Net

  • 🛡️ Second Wind Safety Net — A defensive fix for a rare bug where Extra Lives (Second Wind charges) could fail to trigger at high speed multipliers (4×/8×). The canonical death gate (applyDamageToPlayer) was already checking revives correctly, but at 8× speed multiple damage events can fire on the same tick — and there were reports of dying with charges still banked. We've now added a last-chance redundant check inside handlePlayerDeath itself: if any death call somehow slips past the primary gate, the safety net catches it, consumes a charge, and revives you to full HP.
  • 🛟 Implant Death Save Also Protected — Same redundant check applies to the implant Death Save affix — even if a death event bypasses the primary check, the implant gets one final RNG roll before flatline.
  • 📊 Diagnostic Logs — Safety-net triggers are tagged "(safety)" in the combat log so we can see if the redundant check ever actually catches anything in the wild — useful telemetry for tracking down the underlying race condition.
v0.36.11·2026-05-05

Pet Sprite + Evolution-on-Level-Up

  • 🐾 Pet Sprite Triple-Render — Final Fix — The previous overflow:hidden + absolute-positioned img approach was failing inside the paper-doll's rounded-full + transform-animated parents on certain browsers. Switched to the bulletproof background-image technique: background-size: 300% 200% + background-position: 0% 0% renders only frame [0,0] — no img element, no overflow to clip, no edge cases.
  • 🌱 Pet Evolution-on-Level-Up — Wild pet captures now always start in their base form regardless of capture level. Catch a base pet at Lv.24, level it once to Lv.25, and the evolution sequence fires immediately — swapping in the upgraded form with a +30% stat boost. Already evolved? Push to Lv.41 and trigger the final form with another bump (+65% total over base). One-step-at-a-time so the cinematic always plays correctly.
  • Form-Aware Stat Scaling — Companion stats now apply a form multiplier (base 1.0× / evolution 1.30× / final 1.65×) on top of level scaling. Existing pets preserved via silent migration — no data loss, no surprise evolutions.
v0.36.10·2026-05-05

Create Page + Paper-Doll Polish

  • ✂️ Cleaner Class Cards — Removed the redundant small class icon from the character creation cards; the big portrait at the top already speaks for itself. Names like Street Samurai and Cyberknight now have the full card width, no more text touching edges.
  • 🐾 Pet Sprite Triple-Render Fix — The companion mini-sprite on the paper-doll was occasionally showing all 3 frames of the sheet at once (idle / attack / hit smushed together). Tracked it down to a CSS containing-block edge case in SheetIdleThumb — the absolute-positioned image was escaping its overflow:hidden wrapper. Patched it cleanly so every sheet-based pet renders just the idle frame everywhere.
  • 🏷️ Pet Level Badge — A new neon-green level pill now sits on the bottom-right of the pet circle on the paper-doll. At-a-glance: see your companion's level without opening the panel. Auto-scales for compact mode (in-run sidebar) vs hub display.
v0.36.9·2026-05-05

Pet Evolution Cinematic

  • 🌟 Companion Evolution Cinematic — When a pet hits Lv.20 or Lv.40 it now triggers a full-screen evolution sequence: charge-up energy rings, white-flash transformation burst, then a triumphant reveal of the new form with old-name → new-name reveal. Mandatory — once you cross the threshold, evolution is locked in. No turning back.
  • 🔊 Procedural Synthwave SFX — Three new sounds composed in pure Web Audio: a 3-second ascending riser (sub-bass + filter sweep + digital shimmer), a bright transformation flash, and a Cmaj9 chord stab with arpeggio flourish. Zero file bandwidth, perfect cyberpunk vibe.
  • ⚙️ Universal Detection — Evolution fires from every XP source: per-kill XP in the dungeon, wild pet battles, AND 3v3 team battles where multiple companions can evolve in a single fight (queued up cinematically, one after the other).
v0.36.0·2026-05-04

Personalized Portraits + Arena Refresh

  • 🎨 Personalized Portraits — Every class × race × gender combo now ships its own unique portrait + 6-pose sprite set. 40 combos, 280 freshly-sliced poses, zero placeholder art across Ghost, Netrunner, Rigger, and Street Samurai.
  • 🎬 Race Card Demo Reel — Race-select cards now cycle through all 4 class portraits as a synced demo reel (Ghost → Netrunner → Rigger → Samurai, 2.5s cadence with crossfade). Pick the body, watch the kit change.
  • Class Card Idle/Attack — Class-select sprites now flicker between idle and attack stances, staggered so all four don't punch in unison. The Confirm-screen Operative Dossier sprite gets the same treatment.
  • 🦾 Arena Refresh — All 25 PvE/dungeon trainers refreshed with the current 16-species roster. No more legacy razorfangs/voltgeists/null hounds polluting the rotation.
  • 🧹 Sprite Cleanup — Ghost runner repose, Netrunner re-slice, and a full Rigger pose pass clean up early-build art that never matched the cyberpunk grade. Tester-friendly and ready for prod.
v0.35.1·2026-05-04

Polish Pass — Rebirth UI + HP Bugfix

  • 🩹 Run-Start HP Fix — High-prestige and heavily-chromed operatives were starting runs at well below 100% HP because the run-start max-HP calc was missing echoes, prestige, armor maxHpPct, set bonuses, and Ripperdoc HP%. All fold in now — runs always begin at full pool.
  • Rebirth Protocol Glow-Up — The Prestige dialog has been fully redesigned: hero header with star totem, animated rank halo, real-time progress bar to the next gate, gradient multiplier chips, polished mythic-rate panel, and a 10-card stepper ladder (P1 → P10) with rank names.
  • 🥷 Operative Dossier Fix — Confirm screen now shows the proper class-specific portrait (Street Samurai, etc.) when available, with a much larger sprite popout in the bottom-right corner.
  • 🎨 Human Male Samurai Refresh — New 6-pose 3×2 sprite sheet + dedicated portrait shipped. More race+gender variants on the way.
v0.33.1·2026-05-03

Launch Prep — Polish Pass

  • 🦉 Verdict Trio Renamed — The bio-engineered judicial owl now reads as Witness Owlet → Tribunal → Sentence Bearer. Toxic talons, high-voltage chrome plumage, final sentences. Stats and typing unchanged.
  • 🔍 SEO Glow-Up — Dynamic robots.txt and sitemap.xml now ship with the build. Crawlers get a clean map of every public route, locked out of /api, /account, and live-game URLs.
  • 🛠️ Sprite Polish — Brine evolution + final and Roach final companion sprites confirmed live across all environments. No more placeholder pixels in the Bonded Lab.
v0.33.0·2026-05-02

Fresh Start — The Wipe

  • 🔥 Full Character Wipe — All operatives, gear, crews, chat history, achievements, and run records have been reset. Your account and login remain intact. Time to climb the Spire from scratch.
  • 🎮 New Onboarding — First-time guided walkthrough for creating your operative and learning combat. Fresh players and returning veterans alike get the full intro experience.
  • 📋 Improved Tutorial — The in-run coachmark system now highlights each section with a glowing spotlight. The tip panel dynamically positions itself so it never covers what you're learning about.
  • 🔢 Full Number Display — All damage, stats, and currency values now show complete comma-separated numbers instead of abbreviated K/M/B suffixes. Max 2 decimal places.
  • 🐾 Pet Chrome in Battle — Ripperdoc augments now affect pet battles. All 10 cyber bonuses wired: crit chance, accuracy, dodge, overcharge damage, thorns, and stat multipliers.
  • 💚 HP Regen on Floor Clear — Metatype passives with HP regen now heal you between rooms.
v0.32.0·2026-05-02

Chrome Goes Live — Pet Cyber & Pre-Launch Prep

  • 🐾 Pet Chrome in Battle — Your companion's Ripperdoc augments now affect pet battles. Power Cell boosts ATK, Armor Weave boosts DEF, Reflex Module boosts SPD. All 10 cyber bonuses wired: crit chance, accuracy, dodge, overcharge damage, thorns reflect, and stat multipliers.
  • 💚 HP Regen on Floor Clear — Metatype passives with HP regen (like Golem's +1%/room) now heal you between rooms. No more burning through med-kits when your race was supposed to regenerate.
  • 🎨 Character Creation Glow-Up — The create screen now shows your metatype portrait + class sprite in a 3D pop-out card with parallax tilt. Pick your operative in style.
  • 🏆 Veterans Channel — Closed testers get an exclusive purple chat tab. OG chooms only.
  • 🔔 Reset Notifications — Daily and weekly boss/quest resets now fire push notifications at 00:05 UTC. Never miss a reset window again.
  • 🛡️ Stability Pass — Database connection pooling overhauled to eliminate idle-session timeouts. Smoother experience under load.
v0.31.0·2026-04-29

Ripperdoc — Permanent Chrome

  • 💉 Ripperdoc Hub — New back-alley chrome surgeon tile. Install permanent cybernetic augmentations that persist through prestige.
  • 🧠 6 Body Slots — Neural Core, Optics, Arms, Spine, Legs, Cardiovascular. Each slot offers 3 distinct augment choices.
  • 📈 3 Upgrade Grades — Mk.I → Mk.II → Mk.III. Higher grades cost more credits + crafting materials but give dramatically stronger bonuses.
  • 🐾 Pet Chrome — 3 companion augment slots (Power Cell, Armor Weave, Reflex Module) costing Data Cores + Fusion Shards. Bond ≥ 30 required.
  • 18 Player Augments — Crit%, XP%, ATK%, lifesteal, dodge, HP regen, credit%, boss damage, double-hit, damage reduction, and more.
  • 🔓 Unlocks at Floor 100 — Prove you can survive the deep floors before the doc will see you.
v0.30.0·2026-04-29

3v3 Trainer Battles

  • ⚔️ 3v3 Team Battles — Sequential Pokémon-style trainer encounters. When one companion faints, the next swaps in.
  • 🏟️ Dungeon Trainers — Floor 80+ dungeon clears have a 5-8% chance to trigger a trainer challenge (requires 3+ companions).
  • 👥 Team Select — Pick your 3 best companions before each fight. Auto-selects active + 2 strongest, with manual overrides.
  • 🏆 Scaled Rewards — Win trainer battles for Soul Shards, Data Cores, Fusion Shards, Companion XP, and Bond per team member.
  • 🏛️ Arena Team 3v3 Tab — Unlocks at Floor 100. Challenge all 10 dungeon trainers from the Arena hub on demand.
  • 💀 No Penalty on Loss — Defeated? No cost. Your dungeon run continues normally. Keep pushing, choom.
v0.29.0·2026-04-29

Pet Rarity Tiers + Companion Damage Rework

  • 🎲 Wild companions now spawn with rarity tiers: Common, Rare, Epic, Legendary, and the ultra-rare Mythic (1% chance)
  • 📊 Rarer pets have boosted base stats (up to ×1.50 for Mythic) and are harder to capture
  • ⚔️ Companion dungeon damage completely reworked — pets now scale with player ATK (8%) + bond + fusion boosts + rarity
  • 💛 Bond multiplier tripled (was +10% at max → now +30%) — your loyalty pays off
  • 🔧 Rigger Overclock skill now wired into pet damage — finally does what it says on the tin
  • 🎨 Rarity badges + tier-colored borders on companion panels, pet battles, and arena roster
  • 📦 Fusion shard boosts now factor into dungeon auto-attack damage
v0.28.0·2026-04-29

New Class: RIGGER

  • 🤖 New Class — RIGGER — Drone-jockeying combat engineer. HP 120 · ATK 11 · DEF 6. Accent yellow.
  • 💥 3 Abilities — Drone Strike (burst 3.5×, 8s) · Swarm Volley (burst 4.0×, 10s) · Field Repair (heal 35%, 14s).
  • 🛠️ 3 Skills — Overclock (+companion dmg%) · Hardened Chassis (% DMG Reduction) · Scavenger Protocol (+material drop%).
  • 🎨 8 Combat Sprites — Full front + back view sprite sheets (idle, attack, hurt, walk, holo portrait).
  • ⚙️ Hardened Chassis — % damage reduction from drone plating. Stacks with boon/armor/chrome DR.
v0.27.1·2026-04-29

Gender Selection & Gendered Portraits

  • ⚧ Gender selection added to character creation & race picker
  • 🎨 10 new gendered metatype portraits (male + female for each race)
  • 🔧 Race picker save bug fixed
v0.27.0·2026-04-29

Metatype System + Character Creation Overhaul

  • 🧬 5 Metatypes — Human, Replicant, Chromer, Wraith, Golem — each with unique passive bonuses.
  • 🛡️ Race Passives — HP/ATK/DEF multipliers, dodge, crit, attack speed, XP boost, loot luck, and HP regen.
  • 🧙 New Creation Wizard — 4-step flow: Race → Class → Handle → Confirm with live stat previews.
  • 🎨 Race Portraits — Unique AI-generated cyberpunk portraits for each metatype.
  • 📋 Legacy Characters — Existing operatives get a one-time metatype selection prompt (default: Human).
v0.26.0·2026-04-28

Pet Arena — PvE Trainers & PvP Battles

  • 🏟️ PvE Arena — 5 tiers of NPC trainers to challenge (15 total). Beat all in a tier to unlock the next.
  • ⚔️ PvP Arena — Set a defense companion and challenge other players asynchronously.
  • 🏆 Win/loss tracking and match history for PvP battles.
  • 💀 Injured sprites — companions show damage when HP drops below 25%.
  • 🎁 Arena rewards: Soul Shards + Data Cores for first-time trainer defeats.
v0.25.5·2026-04-28

Sprite Overhaul + 2 New Species

  • 🎨 Sprite Fix — All companion sprites now have proper transparent backgrounds (no more black boxes!)
  • 🦊 Neon Wraith — New Thermal/Synth digital spirit, a spectral fox wreathed in neon-pink flames
  • 🕷️ Gridlock — New Volt/Chrome sentient drone, a six-legged chrome spider that spins electrified webs
  • ⚔️ All 12 attack pose sprites cleaned up and resized to match idle proportions
  • 🖼️ AI-powered background removal applied to all 24 companion sprites for clean transparency
v0.25.4·2026-04-28

Battle VFX & Attack Poses — 2 New Species

  • 💥 Move VFX — Each attack type now has a unique visual effect: fire bursts, ice shards, electric bolts, claw slashes, poison clouds, and more!
  • ⚔️ Attack Poses — All 10 companions now switch to a dynamic attack sprite when using a move, then return to idle
  • 🐍 Phantom Eel — New Hydro/Cryo digital spirit, a translucent cyber-eel with devastating special attacks
  • 🪲 Siege Beetle — New Chrome/Toxic sentient drone, a heavily armored tank with corrosive acid mandibles
  • ✨ Status VFX — Heal pulses, buff arrows, debuff indicators all have distinct particle effects
  • 🎯 Wild retaliations now show the enemy's attack VFX too
v0.25.3·2026-04-28

Pet Battle Overhaul — Pokémon Perspective, Battle Music & Core Fixes

  • 🎮 Pokémon-style battle view — your companion in front, enemy across the field with depth perspective
  • ⚡ Wild encounter transition — glitch text announcement + screen wipe before battle starts
  • 🎵 Exclusive synthwave battle music that plays during wild encounters
  • 💫 Idle bob & attack shake animations for battle sprites
  • ⚖️ Wild companions now scale to your companion's level (no more one-shots from floor-based levels)
  • ⏸️ Dungeon combat fully pauses during pet battles
  • 🔧 Data Core throws now properly deduct and display balance in real-time
  • ⚔️ Failed captures trigger wild retaliation only (no more self-damage from Struggle)
v0.25.2·2026-04-28

Companion Polish — Nicknames, Level-Up Alerts, Void Visibility

  • ✏️ Companion Nicknames — Name your companion on capture, or tap its name in the roster to rename anytime.
  • 🆙 Level-Up Alerts — After pet battles, see level-up notifications and newly unlocked moves in the battle log.
  • 👁️ Void Enemy Visibility — Brightened all void-biome enemy sprites so they pop against the dark tileset.
v0.25.1·2026-04-28

Companion Dungeon Sprite + PvE Wild Encounters

  • 🐾 COMPANION IN DUNGEON — Your active companion now follows you through the dungeon as a trailing sprite. Watch your Chrome Beast pad behind you through the corridors.
  • ⚔️ PvE PET BATTLES — Wild companions appear on F50+ after room clears! Pokémon-style turn-based combat: 4-move selection, type effectiveness, stat stages, status effects (burn/freeze/paralyze/poison), STAB, crits.
  • 🔮 CAPTURE MECHANIC — Throw a Data Core to capture wild companions mid-battle. Lower their HP first for better odds. Captured creatures join your roster instantly.
  • 📊 Full Battle Engine — Damage formula with ATK/DEF/S.ATK/S.DEF scaling, speed-based turn order, PP management, recoil moves, healing moves, AI opponent with move priorities.
v0.25.0·2026-04-28

Companions — Chrome Beasts, Digital Spirits & Sentient Drones

  • 🐾 COMPANIONS SYSTEM — 8 unique cyberpunk creatures across 3 categories: Chrome Beasts, Digital Spirits, and Sentient Drones. Hatch from Data Cores, level 1-50, bond system, 4-move loadout.
  • 💎 Data Core Drops — Enemies on F50+ have a 5% chance to drop Data Cores. Spend them to hatch companions from the new Companions hub.
  • ⚔️ Companion Auto-Attack — Your deployed companion fights alongside you in dungeon runs, striking every 2.5s with damage based on its stats.
  • 🧬 7-Type Chart — Thermal, Hydro, Volt, Synth, Toxic, Chrome, Cryo — Pokémon-style effectiveness system for the upcoming PvP Pet Arena.
  • 🔧 Companion Gear — Equip Chip and Plating modules to boost companion stats. Fusion shards from duplicate hatches.
  • 🎨 8 New Creature Sprites — Razorfang, Glacial Stalker, Voltgeist, Hydra.exe, Bloomfang, Scorch Unit, Spore Cloud, and Null Hound — all with unique cyberpunk art.
v0.24.1·2026-04-27

Tiered Mythic Drops · Void Map Fix · Null Harbinger Sprites

  • 🔴 MYTHIC DROP OVERHAUL — Each prestige now unlocks a new mythic grade and boosts all lower grades. P1: Eclipse 1%. P2: Eclipse+ 0.5% + Eclipse 2%. P3: Singularity 0.25% + Eclipse+ 1% + Eclipse 3%. Roll from highest grade down; first hit wins.
  • 🎯 Mythic Find scales per-grade — MF bonus halves per grade tier (10% MF → +10% grade 0, +5% grade 1, +2.5% grade 2, …). Higher grades are rarer but rewarding.
  • 🗺️ Void Map visibility fix — Brightened floor/wall tiles and reduced vignette in Nullspace & Deep Void biomes so the map is visible on all screens.
  • 👾 Null Harbinger sprites regenerated — Corrupt 175-byte placeholder sprites replaced with proper animated boss art.
v0.24.0·2026-04-27

Nullspace Sprites · The Deep Void · Void Maps

  • 🎨 NULLSPACE ENEMY SPRITES — All 7 Nullspace enemies (F50-80) now have dedicated full-body sprites. No more recycled Corrupted Core portraits — Null Harbinger, Reality Shear, Paradox Twin, Void Angel, Echo Sovereign, Glitch Deity, and The Architect of Silence are fully rendered with crimson void art.
  • 🌌 NEW BIOME: THE DEEP VOID (F81-100) — A purple abyss beyond the Nullspace. Six new enemies: Abyssal Crawler, Entropic Shade, Memory Leech, Recursive Knight, Stack Overflow, and Quantum Wraith. Boss: VOID://NULL — the ultimate test. Entropy Well ability drains 2% max HP/sec.
  • 🗺️ VOID MAP OVERHAUL — F50+ dungeons now use an entirely different tileset: cracked void floors with energy veins, crystalline wall formations, and floating energy wisps replace the cyberpunk corridors.
  • 🏟️ Arena-style rooms on F50+ — fewer obstacles, more open layouts to match the void aesthetic. Heavier vignette + void shimmer replace CRT scanlines.
  • ⚔️ NO BALANCE CHANGES — Same enemy curves, drop tables, gear formulas, and reward economies as v0.23.0. The new biome inherits Nullspace-tier scaling.
v0.23.0·2026-04-27

Push Notifications · Kill Leaderboards

  • 🔔 PUSH NOTIFICATIONS — Opt in from the Hub banner or Account page. Get notified when auto-runs finish, friends ping you, or you receive a DM. Works on desktop and mobile (PWA on iOS). Per-category mute controls in Account → Push Notifications.
  • 🏆 KILL LEADERBOARDS — Two new leaderboard categories: "Most Kills" (red, Crosshair icon) tracks total enemies eliminated across all runs, and "Boss Slayer" (purple, Skull icon) tracks total boss kills from hunts and dungeon bosses. All-time rankings.
  • ⚙️ NO COMBAT/BALANCE CHANGES — Same enemy curves, drop tables, gear formulas, and reward economies as v0.22.0. Push notifications are fire-and-forget — they never block gameplay.
v0.22.0·2026-04-27

Boon Rerolls · Scaling Boons · Loot Overhaul

  • 🔁 UNLIMITED BOON REROLLS — The first reroll on each boon offer is FREE. After that, rerolls cost credits that scale: ¢100 → ¢200 → ¢400 → ¢800… The button shows the cost (or "FREE") and greys out when you can't afford it. No more one-and-done rerolls.
  • 📈 SCALING BOONS PAST F34 — Every 5 floors from F35 onward (F35, F40, F45, F50…), you are offered a choice of three powerful scaling boons: +% Crit Chance, +% ATK, +% Boss Damage, or +% HP & DEF. These stack infinitely and grow in power every 20 floors — deep divers keep getting stronger.
  • ⚔️ GEAR DROPS USE HIGHEST FLOOR — Equipment drops now scale to your character's highest floor ever cleared, not the current floor. A veteran who conquered F50 will always get F50-quality loot even on a fresh F1 run. Farm early floors for mats without sacrificing gear power.
v0.21.6·2026-04-27

First-Run Tutorial · Help & FAQ

  • 🎓 FIRST-RUN COMBAT TUTORIAL — Brand-new operatives now get a 5-step coachmark the first time they enter a run: Welcome / HP & Death / Auto-Attack Rhythm / Abilities / Loot & Floor Advance. Magenta-bordered panels with positioning hints (top-left for HP, left-rail for abilities) so the relevant UI element is always in view. Skip + Next on every step; clearing step 5 marks the tutorial done server-side.
  • 🔁 REPLAY FROM CHARACTER CREATION — On `/create`, veterans see a "Replay combat tutorial" toggle (default off) and rookies see "Show combat tutorial" (default on). Tick to (re)arm the tutorial; uncheck to skip on this run. Your preference is synced before the operative is created so no mistimed launches.
  • 📖 HELP & FAQ MANUAL — A new HELP tile (cyan, HelpCircle icon) was added to the Hub menu, after the Account tile. Opens a scrollable cyan-bordered dialog covering Getting Started, Combat, Gear, Forge & Shop, Progression, Bosses, Auto Run, Social, Achievements, Boost & Cosmetics, and Troubleshooting. First three sections default-open; rest collapse to keep scroll surface light. Searchable visually, with deep links to each subsection.
  • ⚙️ NO COMBAT/BALANCE CHANGES — This release is pure UX. Same enemy curves, drop tables, gear formulas, and reward economies as v0.21.5. The tutorial overlay is auto-disabled during Auto Run so bot-runs don't get interrupted.
v0.21.5·2026-04-27

Rate Us Prompt · 2-Hour Threshold

  • ⭐ RATE US AT 2 HOURS — Once a player has racked up 2 hours of total in-app time (tracked via the existing 30-second heartbeat), a magenta-bordered modal appears in the Hub asking "Are you enjoying this, Choom?" with three options: Hell yeah → opens the Closed Testing rating page · Send Feedback → opens the feedback form · Maybe later → snoozes for 7 days. "Never ask me again" is honored permanently.
  • 🕒 PRIVACY-FIRST PLAYTIME COUNTER — A `totalPlaytimeSeconds` Int field on User increments by 30 each heartbeat ping. The threshold check is server-side via `/api/rate-us/status`. Local-storage dedupe (`nemesis:ratePromptResolved`) prevents bouncing the modal across tabs.
  • 🔧 ENV-OVERRIDABLE TARGETS — `NEXT_PUBLIC_RATE_US_URL` and `NEXT_PUBLIC_FEEDBACK_URL` let us swap the destination without a code change once we have a public Play Store / Apple Store listing.
  • ⚙️ NO COMBAT/BALANCE CHANGES — Pure ratings/feedback plumbing. Same drops, same fights, same shard curves as v0.21.4.
v0.21.4·2026-04-27

Set Bonus Tiers in Paper Doll

  • 🛡️ SET BONUS TIERS ON PAPER DOLL — Clicking an equipped set item from the paper doll now lists the full 2 / 3 / 5-piece bonus tiers right inside the detail panel. Each row shows the piece threshold, the exact bonus (e.g. "+10% Attack Speed", "+30% Ability Damage"), and a green ✓ check on tiers your current loadout already triggers. Inactive tiers are dimmed so you can see what you're still chasing.
  • 🎨 SET BRAND COLOR — The set info card now uses the set's own brand color (Samurai = magenta, Ghostwire = cyan, Legion = yellow, Dataphage = green, Null = red) instead of generic yellow. The "{N}/5 equipped" badge tells you at a glance how close you are to completing the set.
  • 🔍 NO MORE GUESSING — Previously, set membership was only labeled with a name and tagline. Now you can plan transmogs and trade-offs without leaving the paper doll: every bonus you unlock at 2pc, 3pc, and 5pc is right there next to the item that gates it.
v0.21.3·2026-04-27

Boss Auto-Tokens · Weekly Loot Floor Raised

  • 🤖 BOSS → AUTO TOKEN REWARDS — Daily and Weekly boss wins now grant Auto Run Tokens alongside the existing shard / credit / echo / mat rewards. Daily boss = 1 + floor/10 (F1=1, F30=4, F50=6, F100=11). Weekly boss = 5 + floor/5 (F1=5, F30=11, F50=15, F100=25). Auto Tokens land on the User row (env-scoped — staging tokens stay on staging) and surface in the Rewards Claimed panel with a 🤖 Bot icon and cyan accent. Global Boost (2×) doubles auto-token grants too — parity with shards and credits.
  • ⚔️ WEEKLY BOSS LOOT FLOOR RAISED — The weekly boss now ALWAYS drops at least Legendary tier (was: rare/epic still possible at low floors). Rare and Epic tiers were removed from the weekly pool entirely. Mythic chance now scales linearly with floor: 10% baseline (F1–F10) → 20% (F20) → 30% (F30) → 50% cap (F50+). The daily boss tier table is unchanged — only the weekly was over-represented in Epic.
  • 🛡️ NO COMBAT CHANGES — Same ATK/DEF formulas, RNG, drop slots, and reward currency curves as v0.21.2. This release is reward-system additions + the weekly tier floor.
v0.21.2·2026-04-27

Prestige Wipe Fix · Quest Auto-Tokens · Boss Balance Pass

  • 🐛 PRESTIGE WIPE FIX — Tech Tree allocations + remaining cached gear are now wiped on prestige (was: only InventoryWeapon was being purged). The Tech Tree pulled rank+5/floor as its budget — after a prestige back to L0/F0 it became negative, leaving every node permanently maxed. All four cache tables (InventoryArmor, InventoryImplant, InventoryCyberdeck, InventoryDatacell) now also clear, matching the existing weapon-cache wipe. Death Echo Shrine remains persistent (intentional meta-currency).
  • 🤖 QUEST → AUTO TOKEN REWARDS — Daily quests now grant 5 Auto Run Tokens total per full daily clear (1 + 1 + 3 across easy/medium/hard) on top of the existing soul shard rewards. Weekly quests grant 15 total (2 + 2 + 4 + 7 across medium/hard/elite). Tokens are awarded atomically alongside shards on quest claim and surface in the toast / row UI with a 🤖 badge.
  • ⚖️ BOSS BALANCE AUDIT — Full Python simulation of daily and weekly bosses against realistic-progression character profiles (level + gear tier + plus tier + upgrade ladder + prestige stars + cyberdeck) confirms the v0.20.3 enemy curve nerfs landed in a healthy place: F30+ daily bosses win with 84-100% HP remaining, F40+ weekly bosses win with 100% HP, and F5-F25 is challenging but not impossible (close losses become coin-flip wins with the live ±15% jitter). No further tuning changes shipped — see BALANCE_REPORT_v0.21.2.md for the full table.
  • 🛡️ NO COMBAT CHANGES — Same ATK/DEF formulas, RNG, drop tables, and reward curves as v0.21.1. This release is bug fix + reward upgrade + balance verification.
v0.21.1·2026-04-27

Paper Doll Cleanup · Single-Source Loadout

  • 🧹 LOADOUT BREAKDOWN REMOVED — The Hub Operative panel and the in-run RIGHT column no longer duplicate the equipped-gear list. The Diablo-style PaperDoll is now the single source of truth — click any slot for full stats, affixes, set bonuses, and Upgrade/Reroll buttons.
  • 🎯 IN-RUN PAPER DOLL — The in-run "Loadout" panel now renders the same paper doll component (in compact mode) so the visualization stays consistent between Hub and Jack-In. Hovering or tapping any slot pops the full stat modal mid-run; Upgrade/Reroll are still gated to the Hub.
  • 🗑️ DEAD CODE PURGE — Old EquipmentLine + EquipSlot components were retired (~150 lines + their per-slot affix rows). No behavior change; the new doll-driven UX shows exactly the same data.
  • ⚙️ COMBAT FORMULA ALIGNMENT (carried fwd from v0.21.0) — Combat tick now uses the same ATK/DEF formulas the UI displays (base + flat-from-gear + plus mults + pct-from-upgrades). No more "I see 1500 ATK in stats but combat hits like 800".
  • 🎨 DIABLO-STYLE PORTRAIT (carried fwd from v0.21.0) — Hub paper doll uses your class's actual idle sprite (Samurai / Netrunner / Ghost) with a tinted radial glow, scanlines, and pedestal under-light.
  • 🔒 SECURITY HARDENING (carried fwd from v0.21.0) — CSP/HSTS headers via middleware, rate limits on auth + signup + admin routes, JWT 30-day maxAge, Zod validation on the character save endpoint.
v0.20.3·2026-04-26

Tempered Endgame · Gear Power Curve · Tractable F100+

  • ⚖️ TEMPERED ENEMY HP CURVE — Past F20, the per-floor HP growth rate decays from 1.22 toward a 1.045 soft floor (vs the legacy "1.22 forever" curve that became impossible past F30). F25 enemies are roughly 12× lighter, F50 about 8× lighter, and F100 several thousand× lighter than before. F1–F20 unchanged — early game is exactly as you knew it.
  • ⚔️ TEMPERED ENEMY ATK CURVE — Past F20, ATK growth decays from 1.14 toward a 1.015 soft floor (reaches floor at F36). F30 ATK is ~18% lighter than v0.20.2, F50 ~60% lighter. Mid-game builds can now survive endgame floors without mythic gear in every slot. Early-game lethality preserved.
  • 💎 GEAR POWER CURVE — All loot stats (weapon ATK, armor DEF, implant HP, cyberdeck PWR, datacell HP) now get a 1.05^(floor − 25) exponential boost past F25. F50 ≈ 3.39×, F100 ≈ 38.8×, F200 ≈ 4567× over the legacy linear curve. Gear at F1–F25 unchanged.
  • 🛒 SHOP + FORGE SCALING — Black Market loot and forge recipes pick up the same gear power curve. Shop items at F50+ are now genuinely worth the shards instead of falling off after F10 (the F10 issue from v0.16.32) AND past F25 they keep matching natural drops.
  • 🧮 NET RESULT — TTK at F100 for a properly geared P3+ player drops from "literally infinite" to ~50–80 hits per enemy. F25 → F50 felt OK before; F50 → F100 was a wall; now it is a smooth curve all the way to F400.
  • 🛡️ ZERO IMPACT ON F1–F25 — Both enemy curves and gear stats use floor-gated activation. Players running F1–F25 will not notice ANY balance change. Existing equipped gear keeps its current stat values; only fresh drops use the new curves.
  • 📈 UPGRADE TIER BUFF — Post-T7 pct upgrades now continue the escalating legacy pattern: T8=+9%, T10=+11%, T12=+13%, T14=+15%, then gently decay to a 2% floor (was a flat +0.5% that displayed as "+1%"). Cumulative T100 = +227% / 3.27× multiplier (was +38.5%). T1–T7 unchanged.
  • 🚀 NO DROP RATE CHANGES — Drop chance, tier weights, mythic gating, set chance, and affix counts are unchanged. Phase 3+5 of the v0.20.x balance audit is a pure scaling pass.
v0.20.2·2026-04-26

Cyberpunk Rebrand · Endless Upgrades · Dodge Fix

  • 🌌 CYBERPUNK MYTHIC RENAME — Mythic gear now wears thematic cyberpunk titles instead of "Mythic+". The ladder runs Eclipse → Eclipse+ → Singularity → Singularity+ → Override → Override+ → Wraith → Wraith+ → Apex Daemon → Apex Daemon+ (then Apex Daemon II / III / … past P10). Same drop slots, same affix counts, same set system — just a real identity for each grade. P9 testers stop staring at "Mythic+++++++" and now run "Apex Daemon+" gear.
  • ⚡ MYTHIC GRADES NOW MATTER — The grade-to-stat curve was switched from linear (6.0 + grade × 1.5) to exponential (6.0 × 1.18^grade). Old: P9 mythic was +25% over P1 mythic — barely. New: a P9 mythic stats ~4.4× larger than a P1 mythic. Each rebirth past Eclipse delivers an actual punch in the gear pool.
  • 👤 PRESTIGE RANK TITLES — P0–P10 now wear cyberpunk handles that show in the prestige panel: Mortal · Initiate · Awakened · Echo · Ghost · Wraith · Specter · Phantom · Daemon · Nemesis · Singularity. Past P10 runs as Singularity II / III / … for test-mode characters.
  • 📈 PRESTIGE CAP 5 → 10 — The legacy 5-cap is gone. New floor gates: P6 = F200, P7 = F250, P8 = F300, P9 = F350, P10 = F400. Mythic drop rate now scales 1%/prestige all the way to 10% at P10 (was 5% capped at P5). Five new ranks, five new chase tiers — and Apex Daemon+ as the chase grade.
  • 🎚️ DIMINISHING RETURNS ON STARS — ATK/HP star bonuses now taper past 50 stars: 100% effective up to 50, 75% from 50–100, 50% from 100–200, 25% past 200. Legacy P5 builds (50 ★ ≈ +250%) are unchanged. Prevents test-mode characters with 200+ stars from running away with +1000% multipliers. XP/Shard prestige bonuses stay linear.
  • 🔧 100 UPGRADE TIERS — Permanent upgrades (Reinforced Chassis / Neural Overclock / Spectral Aegis / Veteran Protocol) now run all the way to T100 (was T7). Cost curve hits a polynomial soft-wall past T7 to keep grinding meaningful. The upgrade table alternates flat and percent rewards with a gentle decay so each successive tier still gives a real bump.
  • 🥷 DODGE NERFED — Hard cap at 75% effective (was theoretically 100%). Past 50% raw, every additional point of dodge is worth 50% (heavy DR), so stacking dodge from gear + boons + cybernetics + class + Veil of Static caps gracefully instead of trivializing late-floor combat. Live Stats panel now shows the effective % alongside the raw stack so you can see the DR.
  • 🛡️ NO COMBAT CHANGES — Existing equipped gear, items in cache, and current prestige stars are all preserved. Old mythic items keep their old stat values; new mythic drops use the new curve. Stat formulas only change for new drops + prestige multiplier recalc.
v0.20.0·2026-04-26

Mythic Grades · Enhanced Auto Run · Paid Tokens

  • ⚔️ MYTHIC PRESTIGE GATING — Mythic gear is now locked behind your first prestige (P1 @ F20). Each additional prestige unlocks a higher Mythic grade: P2 → Mythic+, P3 → Mythic++, up to Mythic++++ at P5. Higher grades have beefier stat multipliers (6.0× base up to 12.0×).
  • 🚀 ENHANCED AUTO RUN — Toggle the new Enhanced Mode in the Auto Run modal. Costs 3 tokens per run instead of 1, but boons are auto-SELECTED (best rarity) instead of auto-skipped. Legendary boon on the table? The bot picks it for you.
  • 💳 BUY 20 TOKENS FOR $1 — New paid purchase option in the Auto Run modal: $1 via Stripe gets you 20 Auto Run Tokens instantly. Shard-based purchases still available. Staging shows a "disabled" notice; purchase only works on tinygang.dev.
  • 🛡️ ZERO COMBAT CHANGES — Same combat math, RNG, and reward formulas as v0.19.3. Mythic grades only affect display labels and stat multipliers; drop tables and existing gear are unchanged.
v0.19.3·2026-04-26

Buy Auto Tokens with Shards

  • 🛒 SHARD → TOKEN EXCHANGE — The Auto Run modal now has a Buy Tokens widget right under the inventory readout. Spend 200 Soul Shards per Auto Token, up to 25 in a single transaction. Your shard balance and the cost preview both update live as you tweak the quantity, so you can stockpile before queuing without ever leaving the modal.
  • 🔒 ATOMIC PURCHASES — Token credits are race-protected on the server: a conditional Prisma decrement guards against double-spend even if you tap Buy on two tabs simultaneously. Insufficient balance returns a clean error with the gap surfaced in the toast (no half-spend, no negative shards).
  • 🐛 BOONS-OVERLAP-REWARDS FIX — Fixed a bug where the second run of a queued auto-run could pop a boon (or cybernetics) modal over the rewards screen, hiding the aggregated summary. Floor-transition offers are now both gated against the auto-extract window (no offer scheduled on the floor that triggers extract) AND defensively re-checked at fire time so a stale modal can never paste over the rewards / hub screen.
  • 🛡️ ZERO COMBAT CHANGES — Same combat math, RNG, and reward formulas as v0.19.2. The exchange rate (200 ❖ per token) lives in `lib/auto-run-tokens.ts` and can be tuned without touching the API or UI.
v0.19.2·2026-04-26

Auto Run Queue

  • 🔁 BATCHED AUTO RUNS — The Auto Run modal now lets you set how many runs to queue back-to-back (up to 25, capped by your token balance). Spend 5 tokens, pick a target floor, and your operative chains 5 runs in a row without you tapping a thing between them. Tokens spend per-run (atomic), not upfront — if a run fails partway, only consumed tokens are debited.
  • 📊 AGGREGATED REWARDS SCREEN — When the whole queue finishes (or a run dies and stops it early), you get a single combined debrief: total shards, credits, XP gain, and every crafting material across the entire queue, plus a per-run breakdown showing what each individual dive banked. The N=1 single-run path still works unchanged — it just renders the compact single-run layout from the same screen.
  • 💀 DEATH-SAFE QUEUEING — A death mid-queue cleanly aborts the chain and routes you to the normal death screen. Rewards from prior successful runs in the queue were already banked at extract time (via the existing /run-end persistence), so nothing is lost — you keep what you earned, just stop chaining.
  • 🎛️ IN-RUN BANNER UPGRADES — When you have a queue active (totalRuns > 1), the auto-run banner shows your current run number ("Auto Run · 2/5") so you always know how deep you are into the batch. Stop & Bank still works mid-queue and ends the entire batch with a partial summary of completed runs.
  • 🛡️ ZERO COMBAT CHANGES — Same combat math, RNG, and reward formulas as v0.19.1. v0.19.2 is purely a queueing / state-machine layer on top of the existing single-run flow. Backward compatible: existing single auto-runs work exactly as before.
v0.19.1·2026-04-26

Auto Run Rewards Screen

  • 🤖 POST-RUN SUMMARY — Survive your Auto Run target floor and you now get a full debrief screen instead of jumping straight back to the hub. See exactly what you banked: soul shards, credits, XP/level gain, and every crafting material earned, all in one panel.
  • ⏱️ 10-SECOND LINGER — The summary auto-dismisses to the hub after 10 seconds, with a slim progress bar so you can see the timer drain. Hit the Continue button to skip ahead, or just sit back and watch the numbers settle in.
  • 📦 GROUNDWORK FOR QUEUEING — This summary screen is the first piece of plumbing for chained / queued auto-runs. Future builds can slot a "next run starts in Ns…" hint here and chain straight into the next dive without a hub round trip. v0.19.1 ships the screen; queueing arrives in a later patch.
  • 🛡️ ZERO COMBAT CHANGES — Pure UI / data layer addition. The rewards summary is computed by snapshotting your stats at auto-run start and diffing against post-extract values; combat math, RNG, and reward formulas are untouched. Failed auto-runs (death or pre-target extract) still go straight to the death screen / hub as before.
v0.19.0·2026-04-26

Auto Run Tokens

  • 🤖 AUTO RUN TOKENS — Spend an Auto Token from the hub to have a run play itself on the existing dungeon canvas. Pick a target floor (any you have already reached, capped at your highest), then sit back: abilities fire on cooldown, boon caches auto-skip, and loot drops auto-scrap into materials. Combat math is unchanged — your gear, boons, and tech tree still do the heavy lifting.
  • 🎯 RISK / REWARD — Survive past your target floor and you keep ALL rewards (XP, credits, materials, soul shards). Die on or before your target and shards earned that run are forfeited; you still keep XP, credits, and crafting mats. Bank conservatively, push aggressively — your call.
  • 🎁 CLOSED TESTING — Every operative gets 10 free Auto Tokens per environment to start (one-time grant; staging and prod each give their own seed batch). No spending caps, no cost gates yet — feedback first, balance later. We want to know which target floors you actually pick.
  • 🛡️ HUB-LEVEL FEATURE — The Auto Run button lives below Jack In and shows your current token balance (🤖 N badge). The in-run banner up top shows your target and a Stop & Bank exit. Auto-run state never leaks between runs — every Jack In starts clean.
v0.18.1·2026-04-26

Boost Drop Rate + Set Visibility

  • 🎁 BOOST NOW DOUBLES DROP CHANCE — Global Boost (8× run speed) now also doubles the *probability* of loot drops, on top of the existing 2× reward amounts. Equipment drop chance per cleared room: 45% → 90% (capped at 95%). Material drop chance also boosted: ~75% → ~95% per room with skewed-toward-double rolls (~30% double-drop chance during boost). Now boost windows feel like an actual loot fiesta, not just a number party.
  • 🛡️ SET ITEMS VISIBLE WHEN EQUIPPED — The "SET · Name" banner with the BONUS button now shows on the Equipped summary at the top of every Cache tab (weapon / armor / implant / cyberdeck / datacell), not just on items in storage. At-a-glance you can see which set pieces you're wearing and tap BONUS to inspect their set effects without unequipping.
  • 🛠️ NO COMBAT CHANGES — RNG, damage formulas, and boon math are untouched. v0.18.1 only widens the loot pipeline during Global Boost windows and surfaces existing set metadata in the equipped slot.
v0.18.0·2026-04-26

Endless Climb Rewards

  • 💎 SHARD REWARDS SCALE WITH FLOOR — Boss kills now scale dramatically with depth: F10 ≈ 20 shards, F25 ≈ 48, F50 ≈ 108, F100 ≈ 257, F150 ≈ 428 (was a flat ~13 at F50). Trash drops also scale: drop chance ramps from 25% (F1) → 80% (F70+) and per-drop value grows with floor. Banking at F10 is officially a thing of the past — the deeper you climb, the bigger the haul.
  • 🌌 ECHO MAX LEVELS DOUBLED — Every Echo Shrine track now goes much further: Tenacity / Edge / Fortune up to 40 (was 20), Instinct / Resonance / Persistence up to 30 (was 15), Vampiric / Harvester / Ascendant up to 20 (was 10). Same per-tier cost curve, same per-tier effect — just way more endgame headroom. Max-out everything is a long-term goal again.
  • ⚙️ PERMANENT UPGRADES → % MULTIPLIER — Reinforced Chassis is now +5% Max HP per tier (was +20 flat), Neural Overclock is +5% ATK per tier (was +3 flat). Both apply multiplicatively on (class + gear + level), so every tier amplifies your full kit instead of being a small flat number that shrinks against deep-floor gear. Tier 20 = 2× Max HP / 2× ATK on top of everything else. Veteran Protocol unchanged (+1 starting level / tier).
  • 🛌 OFFLINE SHARDS BUMPED — Idle progression shard rate now scales with the floor you parked at: F1 ≈ 0.13/room, F25 ≈ 0.45, F50 ≈ 0.80, F100+ caps at 1.50. Park deep, return rich. Online play is still always more productive (60% efficiency factor preserved).
  • 🛠️ COMBAT MATH UNCHANGED — RNG, boon system, gear stats, and combat formulas are all identical. Existing characters keep their tiers; the % bonus applies on top of stored class base + gear at runtime. Test a fresh deep climb (F30+) to feel the new shard pace.
v0.17.1·2026-04-26

Multi-Attempt Boss Hunts

  • 🔁 DAILY = 3 ATTEMPTS — The Daily Hunt now grants up to THREE attempts per UTC day. Die and you can retry until you win or burn through all 3. Each retry is a fresh fight (different RNG roll, new tick log) so the boss won't play out the exact same way twice. The lockout still triggers on a WIN — once you clear, the rest of your attempts are saved as a "rest day."
  • 🔁 WEEKLY = 5 ATTEMPTS — The Weekly Boss now grants up to FIVE attempts per ISO week. Same rules: lockout triggers on WIN or after 5 attempts consumed. Each retry is a fresh fight; your stats, gear, and Tech Tree investments compound across attempts so you can re-engage with new gear or buffs and try again.
  • 💎 REWARDS PER ATTEMPT — Every attempt that wins grants the full reward bag (currencies, mats, loot drop). No nerf. No diminishing returns. Combine with Global Boost for 2× rewards stacking.
  • 🪙 PIP COUNTER — Each panel shows magenta (daily) / yellow (weekly) attempt pips: filled = used, outline = remaining. The hub tile sublines also show "X attempts left" for at-a-glance status.
  • 🛠️ COMBAT MATH UNCHANGED — Same `resolveDailyBossFight()` / `resolveWeeklyBossFight()`. The RNG seed now varies per attempt so retries don't replay identically. Pre-existing daily/weekly records (from v0.17.0 and earlier) are treated as 1 attempt used to keep your locked-out state intact across the upgrade.
v0.17.0·2026-04-26

Weekly Hunt + 2× Boost Rewards

  • 👑 WEEKLY HUNT — A second, harder boss arena unlocks alongside the Daily Hunt. The Weekly Boss is ~2× as deadly (more HP, ATK, DEF) and resets every Monday at 00:00 UTC. One attempt per ISO week, deterministic per week (everyone faces the same boss). Tile lives next to the Daily Hunt on the operative console with a yellow Crown icon.
  • 💰 ELITE REWARDS — Weekly wins pay out ~5× the daily values: 750+25·F shards, 7500+1000·F credits, 25+F/2 echoes, AND drops TWO different mat kinds (vs one for daily). On top of that, gear loot is GUARANTEED (100% drop chance vs daily 60%) and tier-biased way harder — mythic possible from F10+, legendary common from F1.
  • 🚀 2× BOOST REWARDS — Activating the Global Boost (8× run speed) now ALSO grants 2× rewards across the board: 2× XP, 2× shards, 2× echo points, 2× material drops, 2× boss rewards (daily AND weekly). Loot drop chance is unchanged — only currency, XP, and mat amounts double. Stack with run speed to absolutely melt floors.
  • 🛠️ COMBAT MATH UNCHANGED — Same combat formulas as v0.16.x. Weekly boss reuses the same arena canvas as daily for visual consistency. The boost reward multiplier is server-authoritative for daily/weekly bosses & echoes; client-authoritative for in-run XP/credits/shards/mats.
v0.16.42·2026-04-26

Daily Hunt — Loot Drops + Arena Skyline

  • 💎 LOOT DROPS — Daily Boss wins now have a 60% chance to also drop a piece of gear, biased toward higher tiers at higher floors. Cyberdeck and datacell drops unlock at F15+; mythic chance scales in from F15+. The drop is auto-deposited to the right cache (weapon/armor/implant/cyberdeck/datacell) and surfaced on the new tier-colored Loot Drop card on the rewards screen.
  • ✨ ANIMATED REWARDS — The rewards reveal now staggers each currency/mat row in (Soul Shards → Credits → Echoes → Mat → Loot Card) for a more satisfying claim feel.
  • 🌃 DEEP-CITY SKYLINE — The arena now has a real city beyond the back wall. Three parallax layers of skyscrapers drift slowly behind the corridor, with pulsing cyan/magenta lit windows. Drag the skyline before the back wall, see depth.
  • 🔌 CEILING CABLES + ✨ EMBERS — Industrial cables sag across the top of the arena with subtle sin-driven sway; occasional magenta sparks shoot along a random cable. 12 dust/ember particles in magenta/cyan/orange drift up from the floor and fade out near the horizon.
  • 🛠️ COMBAT MATH UNCHANGED — Same `resolveDailyBossFight()`. The component API of `BossArenaCanvas` is byte-identical. Cache full? Loot drop is dropped silently — you still get the other rewards.
v0.16.41·2026-04-26

Daily Hunt — Stuck-Pose + Pink-Box Fix

  • 🕒 STUCK-POSE FIXED — The boss/operative were freezing in a single pose after the first hit (and the pink box was stuck on them). Root cause: the canvas render-loop used `performance.now()` (monotonic) to compare against state timestamps coming from the panel that uses `Date.now()` (wall-clock). The subtraction was a huge negative number, which is always less than the 380 ms hurt window, so the hurt state stuck forever. Now uses a parallel wall-clock for state-timestamp comparisons.
  • 🟪 PINK-BOX FIXED — The hurt magenta overlay was painting a solid 45%-opacity rectangle over the entire sprite bounding box (because `globalCompositeOperation = "source-atop"` on a fully-opaque canvas paints magenta over every pixel that already has alpha, which is everywhere). Now uses a cached offscreen canvas to mask the magenta tint to the sprite's alpha shape — only the character glows pink when hit, not the floor behind them.
  • 🛠️ COMBAT MATH UNCHANGED — Same `resolveDailyBossFight()`. v0.16.40's arena polish (octagonal ring + spotlights + holo-billboards + foreground props + boss translocate + player reveal) still in place.
v0.16.40·2026-04-26

Daily Hunt — Arena Polish + Engage Bug Fix

  • 🐛 BLANK-SCREEN ON ENGAGE — FIXED. v0.16.39 had a React `key` on the canvas wrapper that REMOUNTED the canvas every time anyone took a hit, which lost the canvas dimensions and presented as a blank screen during combat. Replaced with a class-toggle camera-shake that keeps the wrapper stable.
  • 🚪 NO MORE BACKWARDS WALK-IN — The character no longer walks BACKWARDS out of the back-wall door. Your operative now spawns in the foreground via a magenta-glow REVEAL (expanding rings + vertical light beam). The doors are now reserved for the BOSS's dramatic entry.
  • 👹 BOSS GLITCH-TRANSLOCATE — The boss now emerges from the back-wall doorway in 4 stepped chromatic-glitch chunks, each closer and bigger, finally landing at mid-distance. Sells the "they came through that door" choreography.
  • 🥊 OCTAGONAL FIGHT RING — A pulsing magenta neon octagon is now etched into the floor around your operative, demarcating the combat zone with cyan vertex pips.
  • ✨ SPOTLIGHTS + SIDE BILLBOARDS + PROPS — Cyan spotlight cone drops on you, red on the boss. Side walls have animated cyan holo-billboards (vertical scrolling glyphs). Foreground silhouettes (server rack on the left, hovering drone on the right) frame the action.
  • 🛠️ COMBAT MATH UNCHANGED — Same `resolveDailyBossFight()`. Component API unchanged. v0.16.38 top-down still parked as `.bak` fallback.
v0.16.39·2026-04-25

Daily Hunt — Third-Person Arena (Punch-Out!! Inspired)

  • 🎯 TRUE THIRD-PERSON — Daily Hunt now uses a Punch-Out!!-style fixed-camera third-person view. You see your operative from BEHIND in the foreground, walking AWAY into the room toward the boss at mid-distance. Methodical retry of the over-the-shoulder idiom after research into baked-perspective 2D combat games.
  • 📐 BAKED PERSPECTIVE — Trapezoidal floor with log-spaced cyan grid lines (dense near the horizon, sparse near foreground) plus magenta vertical lines converging to a vanishing point. Side walls and back wall frame the corridor like a real room — depth finally reads.
  • 🚪 EMERGE FROM THE DOORWAY — Reinforced back-wall doors slide open with hazard stripes and pulsing magenta warning lights. Your operative steps OUT of the doorway and walks toward camera, scaling up from small (~0.42×) to full (1.0×). The parallax over the floor grid sells the depth.
  • 🛠️ COMBAT MATH UNCHANGED — Same server-authoritative `resolveDailyBossFight()`. Component API is byte-identical to v0.16.38. The v0.16.38 top-down version is parked as a fallback so we can A/B compare visual approaches.
v0.16.38·2026-04-25

Daily Hunt — Top-Down Boss Arena

  • 🎮 NEW PERSPECTIVE — Daily Hunt now uses a top-down 3/4 view (matches your dungeon canvas style). You see your operative from above as they walk DOWN into the boss arena from a north-side reinforced doorway. Completely new camera angle.
  • 🚪 BLAST DOORS — Magenta-neon reinforced blast doors slide left/right open at the start with hazard stripes flanking the threshold, pulsing warning lights, and a magenta light-cast spilling onto the deck-plate floor.
  • 🟣 OCTAGONAL ARENA RING — A pulsing magenta neon ring marks the arena pit at center, with cardinal/diagonal tick marks and a soft inner glow. The boss glitch-spawns at the south end of the ring with cyan band overlay.
  • 🛠️ ENTRY ROBUSTNESS PRESERVED — All v0.16.37 phase-machine fixes (ref pattern, stable deps) carry forward. Component API + combat math are 100% unchanged — only the visuals rebuilt.
v0.16.37·2026-04-25

Daily Hunt — Cinematic Camera Pull-Back

  • 🎥 CAMERA PULL-BACK — The arena now zooms IN on the elevator at the start, then pulls back as you walk out so the boss looms into view. It feels like a movie cut, not a still frame.
  • 🛗 BIGGER, MEANER ELEVATOR — The elevator booth is ~50% larger and now dominates the frame. Doors retract clearly, character cameo is much more readable.
  • 🛠️ ROBUST ENTRY — Fixed a phase-machine bug where parent re-renders could cancel the entry timers and stall the arena on a static screen. The cinematic now always plays through to FIGHT.
  • ⚡ EXTENDED WALK-IN — Walking-in phase extended from 1.7s → 2.0s so the camera pull-back has room to breathe.
v0.16.36·2026-04-25

Daily Hunt — Transparent Sprites & Elevator Cameo

  • 🎬 ELEVATOR CAMEO — You're now visible *inside* the elevator while the doors retract. The doors slide off your shoulders and you stride out — no more empty elevator shaft.
  • 🪞 TRANSPARENT SPRITES — Cleaned up all 12 back-view sprites. No more gray boxes around your character or weird square halos during combat. Your operative blends into the floor like they should.
  • 🛡️ FALLBACK SILHOUETTE — Even on slow networks, you'll see a placeholder operative shape so the cinematic never plays out empty.
  • ⚡ Z-ORDER FIX — Doors now correctly occlude the character before they open and after they close, instead of phasing through.
v0.16.35·2026-04-25

Daily Hunt — Step Out The Elevator, Boss Drops In

  • 🛗 ELEVATOR ENTRY — Daily Hunt now opens with a full cinematic. The elevator doors slide apart with a cyan glow, your operative steps out and walks four steps into the arena, the boss spawns from a glitch-flash, and a chromatic FIGHT card pops on screen. Then — and only then — the Engage button activates.
  • 🌃 3/4 PERSPECTIVE 3RD-PERSON CAMERA — The whole arena was rebuilt as a top-down 3/4 view. You see your operative from BEHIND walking into a tiled neon floor with a vanishing-point grid, side barriers, a parked bike, and a looming boss on the far end of the room. Skyscrapers and hologram billboards still parallax in the back.
  • 🎨 BACK-VIEW SPRITES FOR ALL 3 CLASSES — Brand new back-facing idle / walk / attack / hurt sprites for samurai (magenta katana), netrunner (cyan SMG + spine cables), and ghost (purple hood + twin daggers). Each class now reads dramatically as YOUR operative, not just a portrait.
  • 🦶 PACING COMBAT — During the fight your operative actually moves. Lateral strafe between attacks, forward lunge on every swing, knockback recoil on every hit. Same server-authoritative damage rolls — just sells the choreography.
v0.16.34·2026-04-25

Daily Hunt — Boss Arena Goes Cyberpunk

  • 🌃 NEW BOSS ARENA — The Daily Hunt now drops you into a unique cyberpunk skyline arena. Three layers of parallax skyscrapers, animated hologram billboards scrolling neon slogans (TINY GANG · NEMESIS NET · 0xNEON), a glowing perspective grid for a floor, and a moonlit haze in the back. Each day's arena seed is locked to that day's boss — same backdrop for everyone.
  • ⚔️ REAL COMBAT ANIMATION — Out with the static portrait. Your operative (samurai / netrunner / ghost) now squares up against the boss with attack lunges, hurt recoils, camera shake on every hit, and floating damage numbers — the same combat idiom as your in-run dungeon fights.
  • 🦹 BOSS SPRITE 2X BIGGER — The boss now towers at ~2.6× the size of in-run enemies, with a pulsing crimson floor glow, magenta hurt tint, and a meaty silhouette that finally feels like a boss fight.
  • 📊 SAME RULES, BETTER SHOW — The fight is still server-authoritative, the math is the same, the rewards scale exactly the same way. We just dressed it up properly so winning feels like winning.
v0.16.33·2026-04-25

Daily Hunt — One Boss, One Shot, Every UTC Day

  • 💀 NEW HUB TILE: DAILY HUNT — A new magenta Daily Hunt tile has joined the Operative Console. Tap it to face a single hand-picked boss every UTC day. The boss's HP / ATK / DEF scale to YOUR highest cleared floor, so it's always meaningful — F1 fledglings get a fair fight, F40 veterans get a real wall.
  • ⚔️ AUTO-RESOLVED COMBAT, ANIMATED — The fight resolves on the server using the same combat math your runs use (your equipped gear, prestige multipliers, plus enhancements all count). The client plays back an animated tick log with HP bars draining and floating damage numbers — quick, satisfying, and over in seconds.
  • 🎁 WIN REWARDS SCALE WITH FLOOR — On a win you collect: 150 + 5 × floor Soul Shards ❖, 1500 + 200 × floor credits, 5 + floor/5 Echoes ☯, and 2 + floor/6 of one random rare material (Neon Shards / Corrupted Data / Chrome Plates / Ghost Circuits). At F30 that's 300 ❖, 7,500 ¢, 11 ☯, and ~7 mats from a single fight.
  • ⏰ ONE ATTEMPT PER UTC DAY · NO PERMADEATH — You get one attempt every UTC day per character. Win or lose, the attempt is consumed and resets at UTC midnight. Losing costs nothing — your run gear / floor / shards are unaffected. The tile shows a live HH:MM countdown when it's on cooldown.
  • 🏆 KILLS COUNT TOWARD ACHIEVEMENTS — Every Daily Hunt win increments your Total Boss Kills counter, contributing toward the same achievement track as in-run boss takedowns.
v0.16.32·2026-04-25

Floor-Scaled Forge & Black Market — Same Tiles, Late-Game Relevant

  • 🔥 THE FORGE NOW SCALES WITH YOUR HIGHEST FLOOR — Same Forge tile, same recipes, same costs. But every weapon / armor / implant you craft is now rolled at YOUR highest cleared floor using the same formula natural drops use. Recipe cards show the projected stat (e.g. "+58 ATK · F23") and a yellow "F23 scale" badge sits next to your credits. Forge a Legendary at F40 and you get F40-class numbers, not F1 leftovers.
  • 💀 BLACK MARKET ITEMS NOW SCALE WITH YOUR HIGHEST FLOOR TOO — Same Black Market tile, same Soul Shard ❖ prices, same rotation timer. The fix is purely numerical: shop items that used to roll at a flat baseline now use the SAME per-slot floor formula natural drops use (weapon = 2 + 0.9 × floor, armor = 1 + 0.7 × floor, implant = 6 + 2.5 × floor, etc.). At F30 a legendary weapon now rolls ~116 ATK instead of ~27 ATK. The Black Market is finally worth spending shards on past the early floors.
  • 🪓 NO NEW TILES, NO NEW CURRENCIES, NO RENAMES — There is NO separate "Scaling Forge" tile. There is NO new daily vendor. The Black Market is still called the Black Market. Both fixes are pure stat scaling on the existing systems — nothing in your hub layout has changed.
  • 🔄 SHOP REFRESHES NATURALLY ON RUN END — Existing players will see the new floor-scaled Black Market stock automatically at the end of their next run (or by spending 10 ❖ to manually refresh). No migration needed.
v0.16.31·2026-04-25

Reforge — Re-roll Affixes, Lock the Lines You Love

  • 🎲 REFORGE — RE-ROLL ANY RARE+ ITEM'S AFFIXES — A new magenta Reforge button now appears next to ⚙ Enhance on every Rare, Epic, Legendary, and Mythic item — both equipped and in your Cache. One click opens a Reforge modal showing every current affix line, lets you toggle a 🔒 lock on lines you want to keep, and re-rolls everything else from the same affix pool. Affix COUNT is preserved, the rolled values can land higher OR lower than what you have — true gambling.
  • 🔒 LOCK LINES, RAISE THE COST — Each affix line has a Lock toggle. Locked lines never re-roll. Locking lines multiplies the credit + material cost: 0 locks = base, 1 lock = ×2.5, 2 locks = ×4.0, 3 locks = ×5.5. At least one line must remain unlocked. Set bonuses are always preserved server-side and never count as a lockable line.
  • 💰 FLAT PER-TIER COSTS — Reforge fees are flat per tier: Rare = 500 credits + 5 Corrupted Data. Epic = 1,500 + 10 CD + 3 Neon Shards. Legendary = 5,000 + 15 CD + 8 NS + 4 Ghost Circuits. Mythic = 12,000 + 25 CD + 15 NS + 8 GC + 4 Chrome Plates. No "+N" enhancement penalty — you only pay the tier base × the lock multiplier.
  • 🔁 RE-ROLL AGAIN WITHOUT CLOSING — After the first reforge, the modal stays open and the new affixes become the "current" view. Hit Re-roll Again to spin again with fresh locks (you can toggle which lines to lock between rolls). Cancel becomes Done so you can leave knowing the last result is what's saved.
  • 🔓 EQUIPPED + CACHE BOTH SUPPORTED — From the Operative panel each equipped slot row gets a 🎲 button alongside its ⚙ enhance button. From the Cache, every Rare+ item card gets a full magenta "Reforge" button next to Enhance. Reforging is gated to out-of-run only — same rules as enhancement.
v0.16.30·2026-04-25

Item Enhancement +1/+2/+3 — Boost Your Best Gear

  • ⚙️ ITEM ENHANCEMENT — Rare, Epic, Legendary, and Mythic items can now be enhanced up to +3, multiplying their base stat (ATK / DEF / HP / PWR / HP) by +10%, +25%, then +50%. Enhanced items show a "+1/+2/+3" suffix on their name and live in the Live Stats panel as part of the slot total.
  • 💰 COSTS SCALE WITH RARITY — Enhancing reuses the same forge materials you already farm (Corrupted Data, Neon Shards, Ghost Circuits, Chrome Plates) plus credits. Rare items only need credits + Corrupted Data. Mythics demand all four materials at the highest rates — luxury upgrades for endgame builds.
  • 🛡️ AFFIXES UNTOUCHED — Enhancement is a pure base-stat boost. Your rolled affixes (crit chance, lifesteal, etc.) stay exactly as they are. Combine a perfect-affix roll with +3 enhancement to push gear to its absolute peak.
  • 📦 ENHANCE FROM EQUIPPED OR FROM THE CACHE — A new ⚙ button now appears next to Equip + Discard on every eligible item card in the Weapon Cache. Boost stash items to +1/+2/+3 without first equipping them. Enhancements travel with the item through equip swaps.
  • 🛡️ SET ITEM BADGE + BONUS PREVIEW — Set items in the Cache now wear a glowing "SET · " banner above the item name, color-matched to the set. Tap the BONUS button on the banner to see all 2/3/5-piece bonuses in a popup before deciding what to keep.
  • 📊 GEAR SCORE + LIVE STATS UPDATED — Gear Score now factors enhancement level into the comparison. The ATK row in Live Stats now correctly splits Class Base, Soul Shards Neural Overclock tier, and the Prestige multiplier — and the HUD ATK number is synced to the in-combat formula (now factors prestige + weapon-affix bonusAtk that were previously missing).
v0.16.29·2026-04-25

Live Stats Polish · Plate Flavor Text · Plate Grants Visible

  • 📊 LIVE STATS — CLEARER LABELS & FORMULAS — Several Live Stats rows have been reworded so the label tells you what the stat actually does. Crit Damage is now "Crit Multiplier" and reads as `1.75× (+75% bonus)` so it stops looking like a flat 75% damage stat. The four conditional offense stats were renamed to remove jargon: "Boss Damage" → "Damage vs Bosses", "Elite Damage" → "Damage vs Elites", "First-Hit Bonus" → "First-Hit Damage", and "Low-HP Bonus (<30% HP)" → "Damage Below 30% HP". Each of these now has a one-line formula in italics underneath so new players know exactly when the stat applies.
  • 🐛 LIVE STATS — VISUAL GLITCH FIXED — Cleared up a visual glitch where the Live Stats modal could cut off long stat lists at the bottom on shorter screens. The modal now scrolls cleanly all the way through every section regardless of how much your build is stacking.
  • 🪪 PLATE DESCRIPTIONS REWRITTEN AS FLAVOR TEXT — The descriptions on Operative, Enforcer, Legend, Founder, and Edgerunner plates have been rewritten from cosmetic-appearance prose into short, evocative flavor text that actually feels like an in-world badge. Operative — "Comms-net authorization. Active runner status confirmed." Enforcer — "Strike-team uplink. When the alarm trips, you answer first." Legend — "Reserved for runners who set the meta. Your handle is already a warning." Founder — "Logged in before the city went neon." Edgerunner — "Off-grid. Off-script."
  • 🎟️ FOUNDER & EDGERUNNER NOW LIST THEIR WEEKLY GRANT IN THE DESCRIPTION — Permanent plate cards on /account now explicitly show the weekly token grant (5×60-min + 10×30-min, never expires) right in the description. Buy Now shoppers see exactly what they're getting before they click.
v0.16.25·2026-04-25

Permanent Plate Weekly Tokens · Live Stats Breakdown

  • 🎟️ FOUNDER & EDGERUNNER NOW EARN WEEKLY BOOST TOKENS — Permanent plate owners now receive a free weekly grant of 5×60-min + 10×30-min boost tokens on top of any active subscription. The grant rolls over the same Monday-aligned ISO week as subscription grants and stacks separately, so a Founder + Legend owner gets BOTH bundles. Buy a permanent plate and you receive your first week of tokens immediately, no need to wait for Monday.
  • 📊 LIVE STATS BUTTON — DETAILED BREAKDOWN BY SOURCE — A new "Live Stats" panel is now available in BOTH the hub Operative panel AND the in-combat Stats panel. Tap it to open a real-time breakdown showing every stat (ATK, ATK%, DEF, DEF%, HP, dodge%, crit%, crit dmg, attack speed, lifesteal, cooldown reduction, credit%, XP%, healing%, set-piece bonuses, etc.) with per-source attribution: each stat shows you exactly which boons, gear affixes, tech-tree nodes, echoes, set bonuses, cybernetics, crew buffs, and class skills are contributing what value. Pick up a +40% ATK boon mid-combat and the panel updates instantly.
  • 🔍 EVERY STAT TRACED TO ITS SOURCE — Six stat sections (Offense, Defense, Procs/Crits, Rewards, Multipliers, Meta) with color-coded source badges (Boon, Tech, Echo, Set, Crew, Cybernetics, Class Skill, Affix, Equip). No more guessing why your Crit% is 47% — see the exact +5 from a Boon, +10 from a Tech node, +12 from a weapon affix, +5 from your Set 3-piece, all summed live.
v0.16.24·2026-04-25

Buy Plates Live · Subscription Plate Glow-Up · Set-Drop Highlight

  • 💳 FOUNDER & EDGERUNNER BUY NOW IS LIVE — Both permanent plates are now wired to Stripe Checkout. One-time $35.99 purchase opens a Stripe-hosted page; on success the plate appears in your locker within seconds and never expires. The customer guard returns a friendly "You already own this plate" if you click Buy Now twice. Receipts land in the same Stripe Customer Portal as your subscription receipts.
  • 🪪 OPERATIVE / ENFORCER / LEGEND PLATES — FULL NERV-SPEC GLOW UP — All three subscription plates have been visually upgraded to match the Founder/Edgerunner/Closed-Tester aesthetic: engineered cable-loom border, corner brackets, glitch-text handle, animated sheen, tag panel. Each retains a unique palette + decoration so they remain visually distinct: Operative (cyan/teal grid + cyber tag font), Enforcer (hazard yellow chevrons + glitching tag), Legend (purple/magenta chevrons + full glitch on tag AND handle).
  • 🖼️ LIVE PLATE PREVIEWS ON SUBSCRIPTION CARDS — The Operative / Enforcer / Legend cards on /account now show a live preview of the actual plate at the top — same renderer used in chat & the leaderboard. WYSIWYG: what you see on the card is exactly what you wear when subscribed.
  • ⟦ SET ITEM ⟧ ALERT BANNER — When you roll a Set piece (Samurai, Ghostwire, Legion, Dataphage, Null) the loot screen now opens with a glitching orange "SET ITEM" banner showing all three set bonuses (2/3/5-piece) and your current pieces equipped. Active bonuses get a green check; the next tier you'll unlock if you equip this drop gets a glowing orange arrow + "UNLOCKS ON EQUIP" label. No more wondering if a Set drop is actually progressing your build.
v0.16.23·2026-04-25

Operative Account Tile · Founder & Edgerunner Plates · Compact Picker

  • 🛰️ ACCOUNT TILE LANDED IN THE OPERATIVE CONSOLE — The character's in-run hub now has a sixth column module called "Account" that jumps straight to /account. No more leaving the dungeon hub and hunting for the picker — one tap from your Operative Console takes you to your plates, subscriptions, and billing.
  • 🪪 NAMEPLATE PICKER NOW LIVES INSIDE COSMETIC PLATES — The "Chat Nameplate" panel was merged into the "Cosmetic Plates" section on /account. The picker is a compact grid (2 columns mobile, 3-4 desktop) showing each owned plate as just a preview tile + label — click to wear, no descriptions, no clutter.
  • 🎖️ FOUNDER & EDGERUNNER REPLACE NETRUNNER & PRESTIGE — The two permanent plates have been renamed and visually overhauled with the full NERV-spec aesthetic seen on the Closed Tester plate: glitch text, chevron blocks, engineered cable border, corner brackets, animated sheen, and a tag panel with serial-style label. FOUNDER is gold-amber with a Star end icon. EDGERUNNER is crimson with the cyber-eye glyph.
  • 💳 BUY NOW BUTTONS ON PERMANENT PLATES — Each non-subscription plate has its own "Buy Now" CTA (currently a soft hand-off — Stripe products for FOUNDER and EDGERUNNER are being finalized; checkout will go live next sprint). Subscription plates still flow through the existing /api/stripe/checkout path.
v0.16.22·2026-04-25

Identity Hub · Nameplate Picker · Cleaner Hub

  • 🪪 NAMEPLATE PICKER MOVED TO /ACCOUNT — Switch your chat nameplate from the new "Chat Nameplate" section on the Account page (no more digging into the in-run Settings dialog). Owned plates appear with a one-click WEARING toggle, including the per-user UNIT-### tester plate. Subscription and permanent plates are listed below with prices and ownership badges so you can see at a glance what's in store.
  • 🎯 SAVED OPERATIVES PROMOTED ON THE HUB — The character grid is now positioned right under the leaderboard, above Boost Locker and Buy Boost Tokens. Picking your operative is the first action you see when you land on the hub. Paid panels (Boost Locker, BoostShop, Account) all sit below the character list now where they belong — accessible but not gating play.
  • 🔧 SETTINGS DIALOG CLEANUP — The /game Settings dialog is now audio + display tuning only (Music, SFX, HP-bar mode, Extract button position). Identity controls (handle, profile icon, nameplate) live exclusively in /account, where they belong. One mental model: "in-run knobs" vs "who I am as a player" — clean separation.
  • 🛡️ CLOSED TESTER PLATE STILL PROMINENT — The Closed Tester plate selector moved with the rest of the picker, so testers can still flex their UNIT-### serial in chat with one tap from /account.
v0.16.21·2026-04-25

Account Hub · Self-Serve Subscriptions · Cosmetics

  • 🪪 ACCOUNT HUB — A new "Account" tile sits between Buy Boost Tokens and your operative list. One tap opens /account, where you can change your handle, pick a profile icon (10 lucide-styled cyberpunk options), manage cosmetic plate subscriptions, and review the last 10 receipts. All consolidated, all one click away from the hub.
  • 💎 SELF-SERVE PLATE SUBSCRIPTIONS — Operative ($2.99), Enforcer ($14.99), and Legend ($19.99) monthly plates are now buyable directly from /account. Subscribe → Stripe Checkout → plate granted via webhook within seconds → weekly boost tokens credited every ISO week while subscription is active. No admin grants required, no waitlist.
  • 💰 LEGEND PRICE DROP — Legend went from $29.99/mo → $19.99/mo to align with the boost-token math (10× 60m + 20× 30m at pack rates ≈ $18; the $1.99 plate-cost delta is pure cosmetic upside).
  • 🧾 PURCHASE HISTORY — A live list of your last 10 Stripe transactions on /account, denormalized into the StripeEvent table so it loads in a single query. Token purchases, subscription charges, refunds — all visible with timestamp + USD amount.
  • 🛡️ STRIPE CUSTOMER PORTAL — One-click "Open Stripe Portal" button on /account lets you cancel, swap plans, update payment method, or pull invoices via Stripe's hosted portal. Nothing custom for us to maintain; Stripe handles the compliance.
  • 🔒 ANTI-FRAUD RATE LIMIT — Checkout sessions are now rate-limited per user (5 sessions per 5 minutes) to prevent abuse and runaway Stripe API spend. Friendly "Try again in Xs" message when the throttle kicks in.
  • 🎭 PROFILE ICONS — 10 cyberpunk-flavored icons to pick from: Samurai (Swords), Netrunner (Cpu), Ghost (Crosshair), Circuit, Terminal, Signal, Watcher, Reaper, Pyro, Surge. Stored on your user, rendered next to your handle. Free for everyone.
  • ⚡ BOOST LOCKER UNCHANGED — Locker, weekly grants, and the BoostShop carry forward exactly as before. Subscription cancellation respects the period boundary: your plate (and weekly tokens) stay active until the end of the billing window you already paid for.
v0.16.20·2026-04-25

Boost Locker · Weekly Grants · Buy Boost Tokens

  • 🔓 BOOST LOCKER ON THE HUB — A new panel between the leaderboard and your character list shows your current 30-min and 60-min Global Boost token inventory plus dedicated Fire buttons. One press = the same server-wide 8x hypercode window the admin fires. Solo run or Crew lobby, everyone on the grid benefits simultaneously.
  • 🎁 WEEKLY SUBSCRIBER GRANTS — Paid plate owners now earn boost tokens every ISO week, auto-credited the first time you sign in during a new week. Operative: 4× 30m. Enforcer: 12× 30m + 4× 60m. Legend: 20× 30m + 10× 60m. Use them or save them — they don't expire mid-subscription.
  • 💳 BUY BOOST TOKENS — A "Buy Boost Tokens" panel ships directly below the locker. One-time Stripe purchases, no subscription required, tokens credited within seconds of payment. Single 30m token $0.50 · Single 60m token $1 · 5-pack of 30m tokens $2 (save 20% vs retail) · 5-pack of 60m tokens $5.
  • 🛡️ SAME STACK CAP, SAME GATES — Token fires obey the existing 3-hour ceiling. A 30m fire requires ≤2h 30m remaining on the boost; a 60m fire requires ≤2h. Buttons return a friendly "try again in X" message when gated — you never burn a token unfairly.
  • 🌐 NO PAY-TO-WIN — Every boost is GLOBAL: every active operative gets the 8x window at the same time, whether the token was granted weekly, purchased, or admin-fired. Non-subscribers can now access the hypercode window without a monthly commitment; subscribers get a generous free allotment on top.
v0.16.18·2026-04-25

Cosmetic Plates · 8x Combat · Tech Tree Unit Fix

  • ⚡ 8x COMBAT NOW SCALES FOR REAL — Previously 4x and 8x capped at the same 0.20s attack speed floor for heavy attack-speed builds, so 8x felt identical to 4x. The attack cadence floor drops from 200ms to 100ms at 8x specifically — your pip visibly halves when the hypercode window is live and your build is stacked.
  • 🎯 ABILITY COOLDOWNS SCALE WITH COMBAT SPEED — Big one: every ability (Cyber Strike, Stealth, Heal, Ultimates) now recharges faster at higher combat speeds. A 30s cooldown becomes 15s at 2x, 7.5s at 4x, 3.75s at 8x (hard-floored at 500ms so buttons stay clickable-not-spammable). Your ability uptime now actually matches the chaos of the hypercode storm.
  • 🛡️ TECH-TREE "DAMAGE REDUCTION" (AND MOST OTHER %) NODES NOW ACTUALLY WORK — A units-convention bug meant every percent-based tech node (Pain Tolerance, Hardened Shell, Iron Core, Cloak, First Strike, Payload, Hot Swap, Cold Injection, Contagion, Hunter's Mark, Execute, Neural OC, Smoke Grenade, EMP, Tripwire, Neural Feedback, Demolitions Expert, etc.) was silently contributing ~1/100 of its displayed value. A "+15% Damage Reduction" node was actually giving you 0.15% DR. Fixed: every node now fires at its advertised %. Expect dramatically tankier tech-tree builds and finally-noticeable damage/crit/freeze/burn procs from Berserker / Firewall / Stalker / Sniper / Saboteur paths.
  • 🧰 SOCIAL MENUS AUTO-CLOSE ON BOON OFFER — Extended the v0.16.16b Settings auto-close to Chat, Crew, and the Network (Friends + DMs) panel. If any of those are open when you level up mid-run or cross a shrine floor, they close themselves so the boon-select overlay stays clickable. No more getting stuck because a DM dialog ate your pointer events.
  • 🎨 COSMETIC-ONLY PAID PLATES — Operative / Enforcer / Legend plates no longer grant %XP, %Credits, or %Crit buffs. Those P2W side effects are retired. Your plate is pure chrome-identity flair in global chat and the player list — nothing more, nothing less.
  • ⚡ BOOST TOKEN ECONOMY (NEXT RELEASE) — Subscribers will instead earn WEEKLY GLOBAL BOOST TOKENS: Operative 4× 30m/week, Enforcer 12× 30m + 4× 60m/week, Legend 20× 30m + 10× 60m/week. Each token fires the server-wide 8x hypercode window — everyone on the grid benefits simultaneously. Token inventory + fire UI ships in v0.16.19.
  • 💳 INDIVIDUAL BOOST PURCHASES (COMING SOON) — Non-subscribers (and subscribers who burn their weekly allotment) will be able to buy single boosts and 5-packs via Stripe. Pricing: $0.50 per 30m, $1 per 60m, $2 for 5× 30m pack, $5 for 5× 60m pack. Lands together with v0.16.19.
  • 🛡️ WHY — Fair play. Free-to-play operatives should never feel outscaled on stats because someone else paid. Boost windows affect everyone equally — co-op hypercode vibe without a paywall ladder.
v0.16.17·2026-04-25

Global 8x Boost · Hypercode Window

  • 🔥 GLOBAL 8x BOOST EVENT — During closed testing, admins can now trigger a server-wide 8x speed window that affects every active operative simultaneously. When it fires, combat, movement, and ability cooldowns all run at 8x across the entire grid. Think of it as a hypercode broadcast storm — everyone cranked to overclocked speed at the same time.
  • 🟣 HUD BANNER — A glitching violet/magenta pill appears bottom-left on both the Hub home and inside the dungeon, with a live countdown and a holo-sheen animation. It only shows while a boost is active and quietly vanishes the moment the window ends.
  • ⚡ NEW 8x CHIP SLOT — The speed-control chip on the run view extends to 1x · 2x · 4x · 8x while a boost is live. The 8x slot auto-selects when the boost goes live, but you keep full manual override (drop to 1x for boss fights, come back to 8x whenever).
  • 🛡️ STACKING + 3h CAP — Additional boosts stack onto the current one with a 3-hour hard ceiling. 30-minute fires when ≤ 2h 30m remain; 60-minute fires when ≤ 2h remain. Ignored (with a friendly "try again in X") when the cap would overflow. The in-dungeon chip re-selects 8x cleanly when a stack extends the window.
v0.16.16·2026-04-24

Second Wind Indicator · Stacking Revives

  • ❤️⚡ ON-CANVAS PIP — A compact heart + lightning icon now sits right of the HP bar whenever you have a Second Wind charge available. Colored + pulsing while armed, greyed out when spent — you always know your safety-net state at a glance, no menus required.
  • ×N STACKING COUNTER — Multiple Second Wind sources now STACK. Samurai with the Undying tech-tree + a Second Wind boon pickup gets TWO revives per run (previously silently capped at one — fixed). The pip shows ×1 / ×2 / ×3 and ticks down as each charge fires.
  • ⎋ EXTRACT BUTTON POLISH — The "Above Dungeon" Extract placement now renders in its own row above the canvas instead of overlapping the play area. Clean gap between the quest tracker and combat frame.
  • ⚙️ SETTINGS UX FIX — Settings now auto-closes the instant a Boon cache or Cybernetic Shop opens, so boon cards are always clickable. No more focus-trap lockouts when picking your boon.
v0.16.15·2026-04-24

Extract Button · Pick Your Position

  • ⎋ 3 POSITIONS — The ⎋ Extract button now has three placement options, selectable in Settings: (A) Canvas Bottom-Right (current default, with the hardwired chaos-cable strap), (B) Between Canvas & Abilities (clean right-aligned button in the strip between the dungeon canvas and your ability grid), and (C) Above Dungeon · Top-Right (original v0.1 floating overlay). Pick whichever fits your muscle memory.
  • 💾 PERSISTS PER-BROWSER — Your choice saves to localStorage and survives reloads, same pattern as the HP Display setting.
  • 🎨 CONSISTENT VISUALS — Button style/color/contrast stays identical across all three variants; only the position (and the cable-strap ornament for Variant A) changes. Non-disruptive — existing players keep the v0.16.12+ default.
v0.16.14·2026-04-24

Closed Tester Plate · NERV Theme + UNIT-### Serials

  • 🎨 NEW PALETTE — Closed Tester plate redesigned in Theme 3 (EVA / NERV): amber-orange hero + blood-orange warning + pure obsidian base, with chevron decoration. Drops the purple/cyan clash of 0.16.13 for a cleaner test-pilot mecha read. Cable loom colors tuned to the new palette too.
  • 🔢 PERSONAL SERIALS — Every tester now gets a unique, permanent unit number. The tag reads "UNIT-### · TESTER" (e.g. UNIT-007) — your serial is assigned in signup order and stored on your account so it never changes. 14 serials assigned so far.
  • 🛠️ BACKEND WIRING — New `testerSerial` field on the User model (nullable, non-destructive migration). `resolveChatNameplate()` injects the personalized tag server-side so every chat message carries the right UNIT-###. Settings dialog preview shows your own serial too.
v0.16.13p·2026-04-24

Tester · Zero-Bleed + PNG-Faithful Cable Loom

  • 🩹 TRUE ZERO BLEED — Fixed the root cause of the side-cable bleed-through. SVG is a replaced element, so `top: 0; bottom: 0` without an explicit `height` still stretched it to the viewBox's intrinsic aspect (10:100 at width 7 = 70px), overflowing 50px below every plate. Side overlays now use `height: 100%` so the SVG matches the parent plate height exactly. Cables stop where the plate stops — no dangling.
  • 🧵 THICKER CABLE LOOM — Per the reference PNG, the engineered border now renders 5 parallel cables per top/bottom band (was 3) layered on a dark rubber-mesh conduit backdrop. Reads as a proper "wire loom" bundle instead of a few thin runs. Same treatment on the side spines for consistency.
  • 🔩 CORNER BOXES + DECALS — Junction boxes at all 4 corners with LEDs, bolt dots, and distinct decals (graffiti tag, yellow hazard triangle, vent slats, blank access panel) stand out clearly against the new dark conduit backdrop. Matches the PNG reference cleanly at the tiny chat render size (~160×18px).
v0.16.13n·2026-04-24

Tester · Cable Frame Variants + Bleed-Through Fix

  • 🧪 CABLE STYLE PICKER — The Tester plate can now swap between THREE different cable-frame looks via a new `cableStyle` field: (A) "engineered" — reference-style smooth braided cables with 4 big corner boxes, discrete mounted neon tubes + graffiti/warning/vent decals; (B) "industrial" — minimalist dark conduit rails + big corner junction boxes (no cables); (C) "chaos" — the existing Bézier-noise chaos-cable design. Live picker with mini chat simulations is at `/nameplate-preview/tester-variants`.
  • 🩹 BLEED-THROUGH FIX — v0.16.13m side cables were extending -5px past the plate vertically, visibly dangling INTO the chat row below. Tightened the overflow to -4px on the new engineered/industrial side overlays so the cables stay contained. Chat messages no longer have cable remnants bleeding into them.
  • 🔧 DETERMINISTIC RENDERING — The new "engineered" and "industrial" cable styles use `useId()`-seeded deterministic trigonometric paths (smooth sines) instead of RNG-driven noise. Zero hydration risk, pixel-perfect repeatable rendering across SSR + client, and a much cleaner reading at the plate's tiny ~160×18px size.
v0.16.13m·2026-04-24

Tester · Full-Frame Cables + Glitch Tag

  • 🔌 FULL-PERIMETER CABLES — Tester plate is now wrapped in cables on ALL FOUR SIDES. Added vertical cable bundles on the left + right edges (with their own neon tubes, zip-ties, and signal pulses) that meet the existing top/bottom bands at the corner junction-boxes. The plate now reads as a completely enclosed overclocked signal unit, matching the reference.
  • 🏷️ MOUNTED TAG PANEL — "Closed Tester" is no longer buried behind the top cables. It now sits in a small dark LED-display backdrop with a thin orange neon border, little mounting-bracket stubs on the bottom corners, and z-index 20 (always above the cable frame). Visually bolted-on instead of floating text.
  • 🆎 RUBIK GLITCH FONT — Switched the tag face from Orbitron to Rubik Glitch — a typeface whose letterforms are literally torn + offset by design. Combined with the existing CSS chromatic-aberration animation (RGB splits, 3 bursts / 2.8s) the tag now reads as a live corrupted terminal label even before it animates.
v0.16.13l·2026-04-24

Closed Tester · Orbitron Tag

  • 🏷️ TESTER TAG REVISED — The dynamic CTR-### serial has been replaced with a clean, static "Closed Tester" label on the top-right of the plate. Rendered in Orbitron — a classic geometric cyberpunk typeface — in the same chromatic-orange color for maximum clash against the violet bar. No more confusion about what the number means.
  • 🎨 ORBITRON FONT — Added the Orbitron font family via next/font (weights 500 / 700 / 900) and wired it up as a `font-cyber` Tailwind family. Plates can now opt in via the new `tagFont: "cyber"` + `tagAlign: "right"` fields.
  • 🧹 SERIAL CLEANUP — Removed all dynamic serial logic: `formatTag()` + `computeTesterSerial()` helpers gone, chat + settings APIs no longer fetch the full tester cohort. Faster queries, fewer moving parts.
v0.16.13k·2026-04-24

CTR-### · Chaos-Cable Tester Plate

  • 🔌 TESTER PLATE REBUILT — Quantum Violet bar now wrapped in a chaotic black-industrial cable bundle with amber-orange + deep-purple neon tubes threaded through. Splices expose bright inner wires in random spots (cyan, magenta, yellow, red, acid-green, electric-blue). Zip-ties, branch offshoots, junction-boxes at corners. Reads as "overclocked, overheating, one crash away from a reboot."
  • 🏷️ DYNAMIC SERIAL — Every tester now gets a unique 3-digit serial (CTR-001, CTR-002, …) assigned in signup order. The CTR label is cyberpunk-orange against the violet plate for maximum chromatic clash. Open Settings → Nameplate to see your personal number.
  • 🛠️ CRACKED CYBERDECK EMBLEM — Bespoke silhouette of a fractured dev-console at the end of the plate, replacing the cyber-eye. Reads as "this device was in the hands of someone who helped build it."
  • 💀 BOSS GLITCH TEXT — Boss enemy names in combat now flicker with chromatic aberration (RGB splits, 3 bursts every 2.8s). Regular enemies stay clean so the glitch remains a boss signal, not noise.
  • 🔻 EXTRACT BUTTON — Moved from center-bottom to bottom-right of the dungeon canvas and shrunk ~20%. A tiny red+orange cable strap now sits above it, making the key feel hardwired into the canvas.
  • ✨ GLITCH HANDLE — Tester handles themselves continue to flicker with the same glitch animation used on boss names, so the whole plate feels unstable/alive.
v0.16.13j·2026-04-23

Cyber-Eye Tester · Cyborg-Face Legend

  • 👁️ TESTER plate now wears the "cyber-eye" glyph — a detailed HUD/scanner eye silhouette imported from game-icons.net and tinted with the plate's orange → purple → green palette.
  • 🤖 LEGEND plate now wears the "cyborg-face" glyph — a full cybernetic head silhouette that replaces the generic flame, giving the top-tier plate a much stronger identity.
  • 🎨 Both glyphs are applied via CSS mask-image so the artwork automatically inherits each plate's dynamic color and glow.
  • 📜 Credit: game-icons.net · Delapouite · CC BY 3.0 (attribution in /nameplate-icons/ATTRIBUTION.md).
v0.16.13i·2026-04-23

Lucide Icon Nameplates

  • 🎨 LINE-ART ICONS — the unicode glyphs from 13h have been upgraded to proper tech-UI SVG icons (Lucide). Cleaner stroke weight, crisper at 14px, and much more on-brand for a high-tech roguelite.
  • 📡 TESTER Radar · 💎 OPERATIVE Cpu · 🛡️ ENFORCER ShieldAlert · 🔥 LEGEND Flame · ▣ NETRUNNER Terminal · 💠 PRESTIGE Gem · 👑 KING Crown · 🥈 RANK 2 Medal · 🏆 RANK 3 Award.
  • 🧩 NEW NAMEPLATE PIPELINE — plates can now specify an `endIcon` (Lucide), `endGlyph` (unicode), or `endSvgSrc` (custom SVG) — highest-priority wins. SVG path renders via CSS mask so bespoke emblems inherit the plate color automatically.
  • 🔬 PREVIEW PAGE — internal /nameplate-preview page compares four icon-style options (Lucide / detailed SVGs / AI-gen / bigger plates) side-by-side. Not linked from any nav — for design feedback.
v0.16.13h·2026-04-23

Themed Nameplate Glyphs

  • 🎴 PLATE-THEMED END GLYPHS — the generic "[___]" terminal bracket at the end of every nameplate has been replaced with a unique themed glyph per plate, each color-matched and glowing with a layered neon shadow.
  • 🛰️ TESTER ⊠ — HUD targeting reticle glyph (orange).
  • 💎 OPERATIVE ◇ — clean diamond outline (teal).
  • ⚠️ ENFORCER ⚠ — hazard warning triangle (yellow).
  • ✦ LEGEND ✦ — four-pointed burst (purple).
  • ▣ NETRUNNER ▣ — squared terminal-window icon (green).
  • ✹ PRESTIGE ✹ — twelve-pointed star burst (magenta).
  • ♛ KING ♛ — royal crown for the #1 floor runner.
  • ★ / ◈ RANK 2 & 3 — solid star (silver) and diamond-with-dot (bronze).
  • ℹ️ All plates keep their bars, colors, decorations, and TAG labels exactly as they were — only the end glyph changed.
v0.16.13g·2026-04-23

EVA HUD Tester Plate

  • 🛰️ HUD TESTER PLATE — the closed-tester nameplate has been rebuilt to look like a proper cyberpunk HUD readout. Tri-color gradient flows from EVA purple → neon orange → bio green with a layered multi-color glow. Four tiny L-shaped corner brackets frame the bar like a targeting reticle, and the end-bracket [___] now glows orange to match.
  • 🔶 UNIT-03 TAG — the TAG label above the bar has been changed from "EVA · TESTER" to "UNIT-03 · TESTER", leaning harder into the Evangelion call-sign aesthetic.
  • 🎨 NEW NEON ORANGE — a new --neon-orange HSL variable has been added to the palette (hot amber-orange) so the tester plate can tap a color the rest of the UI doesn't use, making it stand out at a glance in chat.
  • ℹ️ OTHER PLATES UNCHANGED — operative / enforcer / legend / netrunner / prestige and leaderboard king plates all render exactly as before. This update only polishes the free closed-tester plate.
v0.16.13f·2026-04-23

EVA Tester Plate · Canvas Extract · Cybercode Plates

  • 💜 EVA TESTER PLATE — the closed-tester nameplate has been upgraded from plain cyan to a Neon Genesis Evangelion EVA-01 purple→green gradient with sliding sheen + chevron stripes. A small thank-you to everyone helping me test Nemesis before launch.
  • ⎋ EXTRACT ON CANVAS — the Extract button now floats semi-transparent at the bottom-center of the dungeon canvas itself. Always where your eyes already are during combat, never occupying space between the canvas and Abilities, and never overlapping with loot cards (it hides during loot + biome transitions).
  • 🎴 CYBERCODE-STYLE NAMEPLATES — chat handles now wear full-width gradient tier bars inspired by Cybercode Online. Each plate has a small TAG label above, a bold handle in the colored bar, decorative patterns behind (barcode, chevrons, stars, grid), and a [___] terminal glyph at the end. Premium plates animate with a sliding sheen.
  • 📐 STACKED CHAT LAYOUT — names no longer push messages to the right. The nameplate and timestamp now sit on their own row ABOVE the message body (like Discord), so long handles never squish your text.
  • 💎 NEW TIER CATALOG — closed testers keep their free TESTER plate. Store now shows: OPERATIVE ($2.99/mo teal), ENFORCER ($14.99/mo amber with barcode + sheen), LEGEND ($29.99/mo purple with chevrons + sheen) for subscriptions; NETRUNNER ($35.99 one-time green) and PRESTIGE ($35.99 one-time magenta with stars) as permanent unlocks.
  • 👑 LEADERBOARD PLATES — the current #1 / #2 / #3 deepest-floor runners still auto-wear KING / RANK 2 / RANK 3 plates, now in full Cybercode-style gold / silver / bronze bars.
  • 🛒 STORE LAYOUT — Settings → Chat Nameplate now splits purchasable plates into SUBSCRIPTIONS and PERMANENT UNLOCKS sections, with prices shown alongside each preview.
v0.16.12·2026-04-23

Crew Synergy · Boon Reroll · Safer Extract

  • ◈ CREW SYNERGY — every crew member now grants a passive buff to the whole crew while in a run. +1% XP, +1% Credits, and +0.5% Crit per member, capped at 10 members (so a full squad is +10/+10/+5). Solo runs are unaffected. A compact badge shows the bonus above the dungeon, and the Crew panel now lists exact synergy values next to ROSTER / SCORE.
  • 🎲 BOON REROLL — every run gives you 1 free reroll on the boon-offer screen. Don’t love the three options? Hit REROLL to roll a fresh trio at the same rarity bias for your current floor. Skip is still there if the new three still don’t tempt you.
  • 🛡️ SAFER EXTRACT — the EXTRACT button has been moved out of the cramped speed-control row and now lives as a dedicated full-width button directly above the Abilities bar. Far less chance of a stray mis-tap ending your run.
  • 📝 APPLY WITH A NOTE — when browsing crews to join, each card now has an optional 200-char note input so you can tell officers why you want in. Shows up in their APPS tab on the crew side.
v0.16.11·2026-04-23

Tidier Biome Transitions

  • ✨ CLEAN BIOME TITLE — the "ENTERING CHROME BAZAAR" / "ENTERING CORRUPTED CORE" overlay that flashes between floors now sits centered on the canvas at a smaller size with tighter letter-spacing on mobile, so long biome names no longer overflow or get their ◈ decorations orphaned to a second line.
v0.16.10·2026-04-23

Find a Crew

  • 🔍 BROWSE CREWS — the Crew panel now has a Find a Crew button when you’re not in a crew. See every public crew with its tag, motto, roster size, and score, and search by name or tag.
  • ✉️ REQUEST TO JOIN — tap REQUEST on any crew to apply. Withdraw anytime if you change your mind. Your pending requests stay listed right above the Found-a-Crew form so you never lose track.
  • ✅ OFFICERS REVIEW APPS — a new APPS tab appears for officers, senior officers, and leaders with a red badge counting incoming requests. Applicants show their highest floor, prestige, and optional message. Tap the green check to accept, red X to decline.
  • 🔒 GUARDRAILS — you can’t apply while already in a crew, to a full crew (50/50), or after joining another crew (all your pending apps auto-clear the moment you become a member).
v0.16.9·2026-04-23

Stable Enemy Badges

  • 📏 ENEMY BADGES STAY PUT — the HOSTILES / ELITE / behavior / modifier pills under the enemy name now have fixed minimum widths, so shield counters ticking down (SHIELDED 2 → 1) or ENRAGED !! flipping on no longer reshuffle the content below them.
  • 🧹 NO MORE LAYOUT JITTER — when you kill a hostile in a pack (2 → 1 HOSTILES) the row no longer yanks itself left. Attack bars and combat log stay rock-steady in place.
  • ⬇️ CLEANER WRAPPING — when badges overflow to the next line (long enemy names), they now wrap predictably instead of snapping in and out as state changes.
v0.16.8·2026-04-23

Cleaner Gear Comparison

  • ⚖️ NEW DROP vs EQUIPPED — the stat-delta (e.g. "-44") and GS-delta now live on the NEW DROP side, right next to the raw number you're evaluating. No more reading left-to-right and getting misled.
  • 🎨 RAW STATS ARE NEUTRAL — the new drop's raw "+11 ATK" is no longer painted green by default. Only the delta is colored (green = gain, red = loss).
  • 🧹 EQUIPPED SIDE IS THE BASELINE — the old stat on your equipped item is just the reference number now; no red/green badge there to add confusion.
v0.16.7·2026-04-23

Readable Damage Numbers

  • 🎯 REWARD TICKER — kill rewards (XP, CR, shards, boss trophies, material drops) are now a compact side-ticker at the top-right of the playfield. No more number jumble over enemies at kill moments.
  • 💥 DAMAGE NUMBERS STAY ON TARGET — hits still pop over the enemy, now with per-hit random jitter so rapid combos fan out instead of stacking in one illegible blob.
  • ⚡ CRITS EXPLODE — crit hits now render in 3x larger text with a satisfying scale-pop animation. You'll know when you cook something.
  • 🏷 STATUS LABELS (DODGE / BLOCKED / FROZEN / SHIELDED) are smaller + less flashy so they don't steal focus from the hit numbers.
  • 🧹 POLISH — rewrote the floating-number animation so centering + jitter work together cleanly; no more drift or weird anchoring glitches on boss heads.
v0.16.6·2026-04-23

Ability Light Show & Non-Intrusive DMs

  • 🎸 ABILITY LIGHT SHOW — every ability you fire now slams a full stage-light burst across the dungeon canvas: a radial flash in your ability's color, shooting light bars, diagonal sparks, and a huge ability name banner. Runs feel LOUD.
  • 💥 PER-ABILITY COLOR & FLAVOR — banner text is color-keyed (cyan / magenta / purple / yellow) and flavored by type: crits show ⚡ + "CRITICAL STRIKE", heals prefix "+" + "VITALS RESTORED".
  • 📨 DMs DON'T GET YOU KILLED ANYMORE — incoming DMs mid-run no longer slam a big "INCOMING CALL" modal over your Extract button & abilities. Instead, you get a small top-center toast that auto-dismisses in 6s and never covers combat UI.
  • 🖱️ TOAST = ONE-CLICK OPEN — tap the toast to jump straight into the DM thread; tap × to dismiss. Full modal is still used when you're back in the hub.
  • 🧹 POLISH — renamed the Crews button label (it was showing the raw icon name in release notes 🙈).
v0.16.5·2026-04-23

Crews

  • 👥 CREWS — found a crew for 1,000 shards. Name it, tag it (3-5 chars, A-Z0-9), and add a motto. Open the new purple Crews button (bottom-right, above Friends).
  • 🏅 FOUR ROLES — Leader → Senior Officer → Officer → Member. Officers and above can invite accepted friends. Leaders can promote/demote/kick.
  • ⏰ AUTO-ROTATION — if a Leader goes idle for 14+ days, the longest-tenured Senior Officer auto-takes the throne (falls back to Officer, then Member). No more dead crews stuck on an inactive founder.
  • 💬 CREW CHAT — private channel just for your crew, with 15s live-poll updates.
  • 📊 CREW SCORE — sum of your top 10 members' highest floors. Basis for the upcoming crew leaderboard.
  • 🧑‍🤝‍🧑 50-MEMBER CAP — one crew per user; you'll need to leave before joining another.
v0.16.4·2026-04-23

Friends, DMs & Keep Both

  • 👥 FRIENDS NETWORK — new green Users button (bottom-right) opens your Network panel. Invite by handle or email, accept/decline incoming requests, and see who's online right now (green pip = heartbeat in last 3 min).
  • 💬 DIRECT MESSAGES — 1:1 DMs between friends. Full threads, typing, Enter-to-send. Unread counts badge every conversation and pulse on the Network button.
  • 📨 "YOU'VE GOT MAIL" POP-UP — when a new DM arrives, a cyberpunk INCOMING-CALL modal slams to the center of your screen with the sender's avatar/handle and a body preview. Includes a short notification chime.
  • ❓ UNKNOWN TRANSMISSIONS — DMs from non-friends (yes, anyone can invite you) appear in a separate red-glitchy "UNKNOWN TRANSMISSION" frame with a mysterious "?" glyph — you decide whether to Accept Signal or Dismiss.
  • 📦 KEEP BOTH (loot) — gear drops mid-run now have a third option alongside Equip and Scrap: KEEP BOTH stashes the item in your per-slot inventory cache (12 slots each) so you can try it on later without losing your current gear.
  • 📡 PRESENCE HEARTBEAT (from v0.16.3) — the site now stamps your last-active time every 30s to power online indicators across Friends, Messages, and the admin dashboard.
  • 👑 ADMIN · ACTIVE PLAYERS (from v0.16.3) — admin-only live dashboard (yellow Crown, bottom-left) of who's online 5/15/60 min.
v0.16.3·2026-04-23

Under-the-hood: Presence & Admin Tools

  • 📡 PRESENCE HEARTBEAT — a lightweight background ping now stamps your last-active time every 30 seconds while you're on the site. Zero UI changes; purely foundational.
  • 👑 ADMIN · ACTIVE PLAYERS — the dev team now has a live dashboard (admin-only, yellow Crown icon, bottom-left) showing who's online in the last 5/15/60 minutes, their class, floor, prestige, and whether they're in a run.
  • 🧱 GROUNDWORK FOR FRIENDS & CREW — this release wires up the plumbing for upcoming v0.16.4 Friends & DMs and v0.16.5 Crews. Your profile is now visible to the infrastructure that will power "friend online" pips and crew member presence.
  • 🔒 PRIVACY — presence data is session-scoped. Guest accounts never expose identifying info beyond their handle.
v0.16.2·2026-04-23

Gear Score & Weekly Quests

  • ⚖️ GEAR SCORE — every weapon and cell now has a computed Gear Score (tier + main stat + affixes). Shown on every loot card, the inventory grid, and on equip slots.
  • 🆚 LOOT COMPARISON — when you pick up a drop, the card now renders side-by-side: new item vs your currently equipped piece. A big UPGRADE / SIDEGRADE / DOWNGRADE header tells you instantly if it's worth taking.
  • 📋 QUEST TRACKER IN DUNGEONS — a compact collapsible overlay on top of the dungeon canvas shows up to 3 active daily quests + 2 weekly quests and their progress. Green "Ready" badge when a reward is claimable. No more returning to hub to check progress.
  • 🗓 WEEKLY QUEST BOARD — new hub panel (magenta, calendar icon) with 4 quests that roll over every Monday at UTC midnight: 2 Medium (500 shards), 1 Hard (1200), 1 Elite (2000). Kill counts, boss slayings, floor reaches, runs completed — same mechanic as dailies, bigger payouts.
  • 🧠 SMART STAT DIFF — the comparison cards highlight stat deltas in green (+) and red (-), so you can see at a glance if that new dagger actually beats the legendary you've been rocking.
  • 🔔 NEW HUB BADGES — Weekly quest unclaimed count pulses the magenta button, same behavior as the daily yellow badge. Ready rewards are always visible.
  • 📜 PATCH NOTES HISTORY — flip through the last 5 releases with the ◀ Prev / Next ▶ arrows at the bottom of this modal. Catch up on anything you missed.
v0.16.1·2026-04-23

Daily Quest Board

  • 📆 3 DAILY QUESTS — every UTC day you get Easy / Medium / Hard quests drawn from a seeded pool. Complete them for Soul Shards (50 / 150 / 300).
  • 🎯 QUEST TYPES — kill counts, elite/boss slayings, scrapping sprees, boons picked, floor reached in a run, runs completed. Fresh mix every day.
  • 🔥 STREAKS — chain daily claims to build a streak counter (shown in the panel header). Skip a day and it resets — stay consistent, choom.
  • ⏱ RESET AT UTC MIDNIGHT — the hub panel shows a live countdown. Progress made before midnight is locked in; new quests drop right at 00:00 UTC.
  • 🎁 NEW HUB BUTTON — "Daily Quests" (yellow ⚠ calendar icon) with a badge showing how many rewards are ready to claim.
  • 🛠 TECH TREE POLISH — long path names (BLADEMASTER, OVERCLOCKER) no longer clip on mobile; respec dialog now has a visible "Confirm Respec" button next to Cancel.
v0.16.0·2026-04-23

Tech Tree

  • 🧬 TECH TREE — a brand-new permanent progression system on top of the Skill Tree. Three class-specific paths per class (9 paths total, 45 nodes), each with 5 tiered nodes.
  • ⚡ EARN POINTS FOREVER — +1 tech point per level and +1 per every 5 floors of your highest run. Retroactive: high-level characters get all their earned points at once.
  • 🎯 FLEXIBLE DIPPING — spend points across any of your class's 3 paths. Tier 2 needs 1 earlier node in that path, Tier 3 needs 2. No other locks.
  • ♾️ PERSISTS ACROSS RUNS — unlike boons + cybernetics, tech buffs stack permanently. Your runs start fully powered up.
  • 🔄 FREE RESPEC DURING BETA — hit the respec button at the hub to refund all tech points instantly (no cost). Runs must be ended first.
  • 🧰 9 FLAVOR-DISTINCT PATHS — Netrunner: Neural Overclock / Quantum Hacking / Ghost Protocol · Samurai: Blade Mastery / Fury Combat / Iron Body · Enforcer: Heavy Arsenal / Tactical Systems / Combat Trance.
v0.15.9·2026-04-23

Loot Drop UX Polish

  • 🪟 EQUIP BUTTONS ALWAYS VISIBLE — mythic drops with 4 affixes + set label + weapon tagline no longer push the Equip/Scrap buttons off the bottom of the screen. The drop card now grows naturally with its content on every device.
  • 📐 COMPACT ICON SIZING — the loot icon was shaved from 96px to 80px so smaller phones have more vertical breathing room without losing the neon halo glow.
v0.15.8·2026-04-23

Affixes On Every Drop

  • 🎁 EVERY TIER, EVERY SLOT — weapon, armor, and implant drops now roll affixes just like cyberdeck & datacell. No more "naked" dropped gear. Forge is still premium for guaranteed rolls.
  • 🎲 OPTION D LADDER — affix count scales with rarity: Common 0 · Rare 1 · Epic 1–2 · Legendary 2–3 · Mythic 3–4. Each tier has a floor + 50% bonus roll, so perfect rolls are worth chasing.
  • 👁️ SEE-BEFORE-YOU-EQUIP — the loot drop screen shows the full rolled affix list for every slot (not just deck/cell), so keep-or-scrap decisions are informed.
  • 🧪 TEST-MODE PARITY — force-rolled test loot uses the same ladder, so QA drops now mirror live drops exactly.
  • 🔒 FUTURE DROPS ONLY — existing gear in your cache is untouched. Only newly-dropped items get the upgraded rolls.
v0.15.7·2026-04-23

Affixes Speak For Themselves

  • 🏷️ AFFIX LABELS EVERYWHERE — every affix now shows icon + NAME + value (e.g. "⏱ CDR +12%") so you can tell at a glance what each one does. No more mystery icons.
  • 👁️ LOOT DROP AFFIX PREVIEW — cyberdeck & datacell drops now reveal their rolled affixes BEFORE you equip, letting you make an informed keep/scrap call.
  • 📦 HUB + IN-RUN LOADOUT — Operative panel (hub) and in-run Loadout panel now show affixes on every equipped piece (weapon, armor, implant, cyberdeck, datacell).
  • 💾 INVENTORY CACHE — affix badges redesigned to match the rest of the app (icon + NAME + value) instead of icon-only.
  • 🎴 SET MEMBERSHIP ON DROP — loot screen now shows the set name (e.g. "⟦ Netrunner Nexus ⟧") right next to the item, before you equip it.
v0.15.6·2026-04-23

Endgame Expansion

  • 🔴 MYTHIC TIER — new rarity above Legendary. Red pulsing glow, 4 affixes per item, 6× common base stats. Drop-only chase content (not forgeable). Base 0.01% drop chance, scales with prestige count up to 5% cap.
  • 🌌 NULLSPACE BIOME — new endgame zone F50-80. Reality-tear enemies: Null Harbinger, Reality Shear, Paradox Twin, Void Angel, Echo Sovereign, Glitch Deity. Boss: The Architect of Silence.
  • ⚙️ CORRUPTED CORE RETUNED — now capped at F25-49 (was open-ended). Tightened enemy pacing so Nullspace takes over cleanly at F50.
  • ♻️ REBIRTH PROTOCOL REWORKED — floor-gated unlocks (P1 at F20, P2 at F50, P3 at F80, P4 at F120, P5 at F160). Hard cap of 5 prestiges total. Each prestige grants +5% max HP permanently.
  • 🎭 5 SYNERGY SETS — Netrunner Nexus (cyan, tech/crit), Samurai Edge (magenta, attack-speed/bleed), Ghost Protocol (purple, stealth/evasion), Titan Bulwark (yellow, HP/defense), Entropy Harvester (green, shards/loot).
  • 🧩 2 / 3 / 5-PIECE BONUSES — each set has stacking tier bonuses. Full 5-piece unlocks a signature mechanic (e.g. Titan Bulwark = 15% damage reduction, Nexus = +25% chain lightning).
  • ⚔️ NEW AFFIXES — Multi-Strike (% chance to hit twice), Regen/s (flat HP per second), Death Save (once-per-run 50% revive on lethal damage), Mythic Find (+% mythic drop chance), XP Boost (+% XP gain).
  • 🖥️ IN-RUN LOADOUT PARITY — Cyberdeck + Datacell now visible in the right-side Loadout panel during combat (previously hub-only).
  • 📜 ROLLING UPDATES — new "What's New" modal shows changelog once per version. Admin broadcasts auto-fire in the top ticker after every deploy. No reinstall needed.
// broadcasting from the digital undercity