Skip to content

Changelog

v1.32026-04-10

Accessibility

  • VoiceOver Support — Full VoiceOver labels across all menus, overlays, and HUD elements. Screen change announcements on every scene transition. Accessible labels on upgrade cards, character select, settings sliders, pause/ability buttons, and health bar.
  • Reduced Motion — Animated effects (glitch lines, scan lines, glow pulses) gracefully adapt when Reduce Motion is enabled. Pulse actions replaced with static highlights.
  • Dynamic Type Scaling — Font sizes scale with the user's preferred text size via AccessibilityHelper.

Keyboard & Controller Navigation

  • Full Keyboard Playability — Every game screen navigable with keyboard alone. Level-up cards selectable with arrow keys + Enter, or number keys 1/2/3. Pause, settings, game over, run complete, level clear, and briefing screens all respond to keyboard input.
  • Controller Focus Extended — D-pad/stick navigation added to cosmetic shop, bestiary, run complete overlay, title screen, and level briefing. HexMapScene routes controller input to all overlays.
  • MainMenuScene Keyboard — Left/right arrow keys navigate save slots, Enter selects, Escape closes character select overlay.

Tutorial & Onboarding

  • Contextual Hint System — Non-blocking banner tips for players who skip the full tutorial. Five hints triggered by gameplay events: movement (after 3s idle), auto-fire (first kill), XP collection (first gem), level-up (first upgrade screen), and ability (when first ready).
  • Platform-Aware Messages — Hint text adapts to input method: touch instructions on iOS, keyboard/mouse on macOS.
  • Persistent Per Save Slot — Hints track via seenHintIDs in SaveSlotData; each hint shows only once per save.

Lore & Narrative

  • Deeper Integration — Neurodrift story woven more deeply into mission briefings, terminal text, and UI flavor throughout the campaign.

v1.22026-04-09

New Features

  • Corruption Zones — 3-5 lethal hazard areas spawn per level with glitchy digital noise visuals (flickering fill, CRT scanlines, teleporting noise blocks, chromatic aberration ghost borders). Deals 25% max HP/s — lethal in ~4 seconds. Forces strategic pathing around dangerous terrain.
  • Terminal Guardian — New sentinel enemy type that guards hacking terminals. Three guardians orbit each terminal, charging at players who approach. Shield-shaped with pulsing neon green visuals. Cannot be despawned by distance — must be killed or terminal must be hacked.

Balance Changes

  • Turret Reactivation Cooldown — After a turret's 30-second firing window expires, it now enters a 45-second cooldown before it can be reactivated. Turrets display a red countdown timer during cooldown.
  • Hacking Terminals Farther Away — Terminal spawn distance increased from 800-1400 to 1200-2000 units from the player, making them a more deliberate objective.
  • Magnet Pickup Nerf — Base magnet radius reduced from 150 to 80, magnet speed from 400 to 300. Magnet Core passive scaling reduced from +25% to +15% per level. Pickups no longer fly to you from across the screen at level 1.

Enemy AI

  • Sentinel Behavior — New AI behavior pattern for Terminal Guardians: orbits a guard point at 100pt radius, charges at 350 speed when player enters 200pt range, returns to orbit after charge with cooldown.

v1.12026-04-08

New Features

  • Title Screen — New cinematic title screen with logo, version display, and pulsating START button after intro crawl
  • iCloud Save Sync — Save progress syncs across devices via iCloud Key-Value Store with deterministic merge
  • Firebase Analytics — Event tracking for level complete/fail, weapon performance, upgrade choices, and difficulty balance metrics
  • Firebase Crashlytics — Automatic crash reporting with Game Center user ID grouping
  • Cosmetic Shop — New cosmetic skins purchasable with in-game currency
  • Game Center Integration — Leaderboards for score, kills, combos, and survival time; achievements for milestones
  • macOS Support — Full keyboard/mouse and game controller support; native macOS window management
  • Endless Mode — Infinite wave survival mode with escalating phases
  • Bestiary Expansion — New enemy types: Scrap Bomber, Medic Drone, Shadow Stalker

Boss Combat Overhaul

  • Charge Attack — Zelda-style bouncing dash: boss locks on, charges at high speed, bounces off arena walls
  • Bullet Hell — Dense radial + spiral projectile waves that punish long-range kiting
  • Summon Minions — Boss spawns drones around the player's position, forcing close-range engagement
  • All bosses now have at least one anti-kiting attack to prevent trivial ranged strategies

Balance Changes

  • NG+ Difficulty Overhaul — Steeper enemy stat scaling across all tiers
  • More Enemies Per Wave — NG+ wave count multipliers increased
  • Higher Elite Rates — Elite enemy spawn chance increased across all NG+ tiers
  • Enemy Shields at NG+3 — Enemies gain damage-absorbing shields from NG+3 onward
  • Titan Plating Nerf — Reduced from +15% to +10% max HP per level
  • Bio Regen Nerf — Reduced from 0.5 to 0.3 HP/s per level

UI & Polish

  • New App Icon — Frameless NEURODRIFT brain logo
  • Logo Title — Text-based title replaced with custom logo image
  • macOS Launch Fix — Eliminated white/gray flash on startup
  • HUD Fix — Fixed overlapping labels in top-center HUD area
  • Quit Button — Moved from save slot screen to title screen (macOS only)

v1.02026-03

Initial Release

  • 3 playable characters: Ghost, Tank, Hacker — each with unique weapons and special abilities
  • 19-sector hex-grid campaign from outer ring to NEXUS PRIME at the center
  • 12 weapons with 5-level upgrades and evolution system
  • 5 base enemy types + Megabot boss with multi-phase attacks
  • 6 sector bosses with unique attack patterns
  • Cyberdoc permanent upgrade shop (8 upgrade categories)
  • Procedural visuals — all sprites built from SKShapeNodes, no image assets
  • Procedural audio — all sounds synthesized via AVAudioEngine
  • 19 themed level backgrounds with unique decorations
  • Hacking terminal minigames
  • Full narrative: intro crawl, character backstories, level briefings, terminal lore, victory ending