- Added a wave announcement banner that appears during the short cooldown between waves.
- The banner shows "WAVE COMPLETE", the number of the incoming wave, and a countdown so you know exactly when the action resumes.
- Gives you a moment to breathe and mentally prep for the next rush of alien soldiers.
- Added a kill-streak score multiplier: chain kills without taking damage to boost your score up to 4x
- The multiplier rises every 5 kills (2x, 3x, 4x) and resets to 1x the moment you take damage
- Your current multiplier is shown in gold at the top of the screen when active, giving aggressive players a clear target to chase
- Enemies now explode into a colorful burst of fragments when defeated, making every kill feel more satisfying.
- The screen now shakes briefly when you take damage, giving hits real impact.
- The level timer now actually matters! When the clock hits zero, you lose a life and respawn with a fresh timer. Run out of lives and it's game over — so don't dawdle.
- Added floating score popups: a "+100" appears when you stomp an enemy and a "+200" pops up when you collect a star, drifting upward and fading out so every pickup feels rewarding and clearly tied to its source.
- Added a countdown timer to the HUD so you can see how many seconds are left to earn the time bonus on each level
- The timer flashes red when fewer than 10 seconds remain, warning you to hurry
- Upgrades now apply to your active monster only, not the whole team — choose wisely who benefits
- Between-duel healing greatly reduced — manage your team's HP carefully
- The game no longer auto-picks the best type matchup; you must manually switch to exploit weaknesses
- Later enemies (duels 5-8) are significantly tougher with higher HP, attack, and special stats
- Enemy AI is smarter: they press type advantages with specials and heal more aggressively at low HP
- Upgrade power bonuses reduced so progression feels more gradual and earned
- Damage numbers now float up from monsters when they take a hit, making attacks feel more impactful
- Healing amounts float up in green when a monster heals
- Super effective hits show yellow damage numbers, weak hits show grey
- Burn damage displays as orange floating numbers
- Fixed a bug where burn and stun status effects on your monsters would persist unfairly into the next duel instead of clearing at the start of each new fight.
- Migrated input handling to the platform's unified input system for better compatibility with mobile, gamepad, and custom keybinds
- Gameplay is unchanged: same hex grid strategy, same units, same win conditions
Turret Siege — Balance Update
- Enemies are tougher across all waves: HP boosted by roughly 20-25% so early attackers no longer melt under starter towers.
- Gold rewards have been tightened: kill payouts are about 25% lower, boss bounties are smaller, and the "send next wave early" bonus is reduced.
- Starting gold has been lowered on every difficulty so your opening moves matter more.
- Late-game difficulty scaling has been steepened: enemy health now grows faster relative to income, forcing careful tower placement and smarter upgrade choices deep into the 100-wave gauntlet.
- Each difficulty tier (Easy / Medium / Hard) now applies a stronger HP multiplier, making Hard a real endurance test.
- Tower graphics now rotate to face the enemy they are currently shooting at. Rapid, sniper, and pierce turrets visibly swivel their barrels toward their targets, making combat feel more alive and giving clearer visual feedback about what each tower is aiming at.
- Fixed tower icons and text overlapping in the sidebar panel. Tower names, costs, and stat lines now sit cleanly to the right of the swatch icon instead of colliding with it, making each tower button much easier to read.
Bone Wager — Update Notes
==========================
- Added full support for the platform's unified input system, so your keybinds, mobile action buttons, and gamepad mappings now work out of the box.
- Added a Rest hotkey (Space by default) — skip a turn and regain a life without hunting for the Rest button.
- Added a Cancel hotkey (J by default) — instantly deselect a card you no longer want to play.
- Mobile players now get on-screen Rest and Cancel buttons mapped to the same actions.
- Cleaned up the game-over moment so the platform's built-in results screen appears without the old in-canvas overlay getting in the way.
- Gameplay balance, card pools, combat rules, and scoring are unchanged — only the controls got an upgrade.
- Each tower type now has its own unique visual design at a glance, replacing the plain letter markers:
* Rapid Fire shows a twin-barreled autoturret
* Sniper shows a long barrel topped with a scoped crosshair
* Area shows a mortar cannon surrounded by a dashed blast ring
* Frost shows a six-pointed snowflake
* Pierce shows an upward-pointing arrow with fletching
- The side-panel build buttons now display the same matching icons inside each color swatch, so selecting and recognising towers on the battlefield is much easier.
- Rebalanced wave gold rewards: payouts now grow alongside enemy strength instead of staying nearly flat, so you stay challenged but never starved
- Trimmed early-wave bounties so the opening rounds no longer flood you with surplus gold
- Boss bounties now scale with how deep into the run you are, keeping milestone waves rewarding without breaking the curve
- "Send Wave Early" bonus now scales with wave progression — small early on, increasingly generous as the run gets harder
- Rebalanced the base Frost tower so enemies aren't locked into a near-standstill: its slow is gentler (about 45% slower instead of 70%) and wears off sooner. Upgraded Frost towers still apply their full chilling and poison effects.
Turret Siege — Changelog
- Migrated all keyboard input to the platform's unified input system so that custom keybinds, mobile button mapping, and gamepad support now work.
- Space still starts the game from the title screen and toggles pause during play.
- New Cancel action (default: J) clears the current tower placement or deselects a tower — works on mobile via the Cancel button and is rebindable on desktop.
- Tower hotkeys 1–5 (Rapid, Sniper, Area, Frost, Pierce) are now rebindable in the keybinds menu.
- Gameplay, wave progression, tower balance, pricing, and map layouts are unchanged.
- Reworked controls so the game now uses the platform's unified input system, with full support for keyboard, mobile touch buttons, and gamepads.
- Movement now works with both arrow keys and WASD, plus the on-screen virtual joystick on mobile.
- Shield bash moved off the mouse click and onto a dedicated J button (or its own action button on mobile), so it works the same on every device.
- Rage explosion is now triggered with K instead of R, freeing up R for the standard restart shortcut.
- Updated the start screen and on-screen hint to reflect the new control scheme.
- Players can now rebind any action through the platform's keybind menu.
Cap Dash — Changelog
--------------------
- Controls now fully support rebinding: set your own keys for Jump and Restart from the platform's keybinds menu.
- Added WASD support alongside the arrow keys for movement — pick whichever feels natural.
- Mobile players now see proper on-screen buttons (Jump, Restart) that match the game's action labels.
- Gamepad support is now available on platforms that expose a controller — stick and face buttons are wired automatically.
- No gameplay changes: same 8 hand-crafted levels, same stomp/star scoring, same 3 lives, same physics.
Rail Rush — Update
- Controls now integrate with the platform's unified input system, so the
Start and Restart buttons are fully rebindable from the keybinds menu and
are mirrored as labeled buttons on the mobile touch overlay.
- Gamepad and custom keybinds are now supported for starting and restarting
the round in addition to the classic keyboard defaults (Space to start,
R to restart).
- Gameplay, level pacing, scoring, combo multiplier, and visuals are
unchanged — this pass is a controls refresh only.
- Rewired controls to work seamlessly across desktop, mobile, and gamepad.
- Movement now responds to arrow keys, WASD, and the mobile virtual joystick equally well.
- Firing uses Space or the on-screen action button, and is fully remappable in the platform settings.
- On mobile, aim now follows your direction of motion so you can return fire without a mouse.
- Desktop mouse aiming continues to work exactly as before.
Rune Gauntlet — Update
- Added keyboard shortcuts! Press 1-5 to instantly play the matching rune card from your hand.
- Press Space to end your turn once you have played at least one card.
- In the reward phase, pressing Space also skips the reward and heals you.
- Keybinds are now fully customizable from the platform's keybind menu.
- Mobile players now get dedicated action buttons for End Turn and quick card plays.
- Updated the in-game hint text so new players discover the keyboard shortcuts.
- No gameplay balance changes — same enemies, same combos, same scoring.
- Keyboard controls now use the platform's standard input layer so they can be rebound from the keybinds menu and mapped to the on-screen action buttons on mobile.
- Primary keyboard shortcuts during battle are now Space (Attack), J (Special), and K (Heal) — these also select the first or second upgrade card between duels.
- Gamepad and mobile touch buttons (A/B/X) now work for Attack, Special, and Heal automatically.
- Clean, identical turn-based gameplay — same damage numbers, same type advantages, same 8-duel run, same scoring.
- Controls now work with the platform's unified input system, so you can rebind keys in the keybinds menu and play with a gamepad or the mobile on-screen buttons.
- New aim options: aim with your mouse, touchscreen, WASD, the arrow keys, or a gamepad stick.
- Plasma cutter now fires on Space (or the on-screen Shoot button). Ripper blade now fires on J (or the on-screen Ripper button).
- Cleaner start screen and HUD labels reflect the new controls.
- Gameplay, enemy behaviour, wave structure, pickups and scoring are unchanged.
Bone Wager — Changelog
- Updated input handling so the game works cleanly with customizable keybinds, mobile buttons, and gamepads on the platform.
- Restart is now handled directly by the platform's game-over screen, so there's no duplicate R-key logic getting in the way.
- No changes to gameplay, scoring, or card behavior — every round plays exactly as before.
- Updated input handling so the game now works with the platform's customizable keybinds, mobile touch buttons, and gamepad support
- The Charge action button can now be remapped from the platform's keybind menu and is shown as a labeled action button on mobile
- Gameplay, speeds, scoring, and course layout are unchanged
- Controls are now fully rebindable from the platform keybinds menu
- Mobile players get clearly labelled Swap and Fire buttons
- Gamepad support now works out of the box
- Default keys: Left/Right to change lane, Space to swap riders, J to fire your item
- Gameplay, speeds, and scoring are unchanged
Augment & Advance — Changelog
=============================
- Controls are now fully customizable through the platform's keybinds menu.
- Added WASD as an alternative movement scheme alongside the arrow keys.
- Mobile players can now use the on-screen joystick and action buttons to
play the full game, including a dedicated "Use Aug" button and a
"Next Aug" button for cycling between Cloak, Hack, and Takedown without
needing to tap the HUD slots.
- Tapping or clicking the augmentation slots at the bottom of the screen
still works exactly as before for direct selection.
- Gamepad support is now available through the platform input layer.
- Updated the on-screen control hint to reflect the new options.
- No changes to level layouts, scoring, guard behaviour, or difficulty —
this is purely a controls refresh.
Chicken Blaster — update notes
------------------------------
- You can now aim the crosshair using arrow keys, WASD, or a gamepad/mobile
joystick in addition to the mouse and touchscreen.
- The Shoot button is now fully rebindable from the keybinds menu, so you can
pick your own favorite shooting key.
- Mobile players get a proper on-screen Shoot button for tap-to-fire action.
- Controls feel more consistent across desktop, touch, and gamepad — the
game itself plays exactly the same: same 60-second rounds, same scoring,
same cheeky chickens.
Cargo Dash - Changelog
=======================
- Controls now support the full platform input stack: arrow keys, WASD, mobile
virtual joystick, and gamepads all work seamlessly for steering and driving.
- Added a dedicated "Gas" action button (Space on desktop, on-screen button on
mobile) so you can drive forward without needing the Up arrow.
- Controls are now user-rebindable through the platform's keybinds menu.
- Same tight city deliveries, same time bonuses, same turns — only the input
plumbing changed. Your routes still play exactly the same.
Trench Runner — Changelog
- Modernized controls to work with the platform's unified input system:
* Move left/right with arrow keys, WASD, or the mobile joystick
* Space is now Jump (rebindable from the keybinds menu)
* J is now Action — used to push crates, cut wire, and rescue allies
* Mobile players get proper on-screen Jump and Action buttons
* Gamepad support now works out of the box
- All gameplay (speeds, scoring, multipliers, streak bonuses, hazard behavior)
remains exactly the same — this update is purely a controls upgrade.
Spire Descent — Update
- Modernised input handling so controls can now be rebound from the platform's keybinds menu.
- Mobile players now receive proper on-screen action buttons for End Turn, Deck, and Cancel.
- Default desktop keys refreshed to friendlier defaults: Space ends your turn, K opens your deck, Escape closes any popup. You can change these at any time.
- The deck button in the corner now shows a book icon for clarity.
- Deck viewer's hint text updated to describe tapping outside / pressing Close instead of a hardcoded keyboard shortcut.
- No gameplay rules, card stats, enemy behaviour, rewards, or scoring were changed — this is purely an input and interface polish update.
- Controls now support full key rebinding from the keybinds menu
- Mobile players get a proper on-screen Jump button and virtual joystick
- Gamepads are now recognized for movement and jumping
- Arrow keys and WASD both work for left/right movement out of the box
- Gameplay, timings, and scoring are unchanged
- Modernized control handling: move with arrows, WASD, or the mobile joystick.
- Added a dedicated Interact button (Space by default) for talking to NPCs, turning in tasks, and opening the Final Gate.
- Mobile players now get a proper on-screen Interact button.
- Controls are fully rebindable through the platform's keybinds menu.
- Gameplay, balance, and level layout are unchanged — same speed, same enemies, same faction goals.
- Pickups now fly toward you automatically after dropping, so you can always collect them no matter where enemies die
- Killed enemies now have a chance to drop collectible pickups
- Health pickups (green cross) restore 1 HP when collected
- Ripper charge pickups (orange diamond) restore 1 ripper blade charge mid-wave
- Pickups blink and disappear after a few seconds, so grab them quickly!
- New enemy type: Fast (green) - moves much faster but is smaller
- New enemy type: Armored (blue) - slower with extra limb health, shown by white dots
- New enemy type: Crawler - has no arms, only tough legs to sever, moves quickly
- Later waves introduce more enemy variety for a greater challenge
- Added a third upgrade tier to all tower types, unlocked after reaching wave 50
- Tier 3 upgrades cost $175-$200 and provide significant stat boosts for the late game
- Towers show a locked indicator with the wave requirement until wave 50 is reached
- Tier 3 upgrade pips display in a distinct pink color to stand out from earlier upgrades
- Gives late-game players a meaningful way to spend accumulated gold
- Killing a boss now triggers a celebratory screen flash and a large floating golden "+$X BOSS SLAIN!" text
- Boss kill rewards feel much more satisfying with the visual feedback