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Changelog

What's new

Version 0.82.0

25 August 2026
  • The game installs on your computer: Windows, macOS and Linux. Download it from the site's "Download" page, double-click, and it opens in its own window, with its icon in the dock or the taskbar.
  • On Mac, two files: one for Apple Silicon chips, one for Intel Macs. The page says which to take, and how to find out.
  • The installed game opens full screen.
  • A "Quit game" button really closes the application, from the title screen and from the pause menu alike. It asks for confirmation before leaving.
  • The game tells you when a newer version is out, and opens the download page in your browser. It never downloads anything on its own.
  • "Full screen" leaves the title screen and joins the settings, where it already had its place.
  • Multiplayer works from the installed game exactly as it does in the browser.
  • Nothing is signed: the first launch needs a right-click on Mac, and getting past a warning on Windows. The download page explains how.

Version 0.81.1

23 August 2026
  • On iPhone and iPad, "Support the project" now opens the campaign page: the button did not respond.

Version 0.81.0

23 August 2026
  • Big waves run far smoother: with three hundred creatures on screen, the game asks the graphics card for three times less work than before.
  • The picture does not change: same colours, same silhouettes through the trees, at all three quality levels.

Version 0.80.0

23 August 2026
  • A playable demo in the browser: the whole forest, its ten waves and its guardian, with nothing to install and no account to create.
  • Nothing is held back during those ten waves: every weapon, the shop, the progression.
  • Once the guardian falls, the forest's closing scene plays in full, then a screen invites you to take the rest with you.
  • The full game is unchanged: the five places follow one another as before, and endless mode is still there.

Version 0.79.0

22 August 2026
  • The parked bicycle no longer keels over like a clump of grass when you walk past it.
  • House gables finally carry their material straight, instead of a sheared texture.
  • The game gives back a place's graphics memory when you leave it: a long session no longer piles it up.
  • The village costs far less in multiplayer: the neighbourhood map was rebuilt twenty times a second on both ends of the wire, when it never changes for the whole run.
  • Shadows are back everywhere in the village: past the middle of the map nothing cast one any more β€” not the houses, not the cars, not the creatures.
  • Vegetable plots, washing lines and swings now stand straight; only benches and flower beds keep their little tilt.
  • Every house has ITS garden, behind it: the vegetable plot at the far end, the washing line in the middle, the bench against the wall and flowers either side of the door. Everything lines up with the house, and no two neighbouring gardens look alike.
  • Planters and street furniture now sit square, in the middle of the pavement: they used to be crooked and half on the road.
  • The gardens are a real lawn green now, with daisies and patches of bare earth.
  • The village houses cast their shadows again: built by hand, they had arrived without any, and the whole neighbourhood looked flat.
  • Street lamps no longer cast light: they are posts now, like a low wall. The village runs smoother for it, and loses the warm pools of light on the tarmac.
  • Fixed a fault introduced the same day: the village stuttered in violent bursts, with frames close to a second, as soon as you walked along the street.
  • The ground in the gardens and backyards finally has a material of its own: dry grass, bare earth, gravel β€” instead of the street's asphalt tinted green.
  • Doors now reach the ground, and window sills no longer overhang so far that they read as badly fitted shutters.
  • The houses now have real materials: cracked render, stone, brick, flaking paint, and clay or slate roofs.
  • The windows finally look like windows β€” sill, lintel, glazing bars, a reflection in the glass β€” and the doors like doors, with a fanlight, panels and a handle.
  • Street lamps no longer switch on as the player walks up: they are already lit when they come into frame, and fade out off screen.
  • The house roofs are no longer pierced: their gable ends were built inside out, so invisible, and you could see in under the roof.
  • The ground behind the houses now carries its own grain instead of borrowing the road's, and its grass and earth tones finally read apart from one another.
  • The village houses are now built by the game instead of being loaded: walls, a gabled roof, a chimney, four facade finishes, and windows that follow the storey count.
  • The village sheds close to a quarter of the scene's triangles β€” room to breathe on tablets and phones, where the old models' detail could not be seen anyway.
  • No house stands on the pavement or the roadway any more: one in eleven did, always at the corner of an alley, and that is what broke the line of the facades.
  • A block is now laid BETWEEN two crossroads, clearing the roadway at both of its ends.
  • The facades of a street are dead straight β€” and a setting can stagger them for an old-town look, without a house ever moving towards the road.
  • The village finally has CITY BLOCKS: facades follow one another along the street, four at a time, instead of being scattered one by one across the neighbourhood.
  • The houses are now townhouse-sized, and there are far more of them: the street reads as a town rather than a crossroads lost in the middle of a wasteland.
  • Here and there a plot is left empty: that is the way through to the back of the houses, and it goes all the way through.
  • Buildings no longer turn each other away: two neighbouring houses could fail to stand side by side even with plenty of room between their walls, and one facade in three vanished without anything saying so.

Version 0.78.0

21 August 2026
  • The campaign now opens on a three-screen prologue: the night the village is emptied, the morning you wake up alone, and your sister answering without saying where she is.
  • The prologue now says what actually happened: three hundred people walked out of their houses in silence, and the voice talking to you is your sister's.
  • On a dialogue screen the lines arrive one at a time, with the portrait of whoever is speaking, and they wait: nothing fades until you move on.
  • The dialogue frame has changed: the character portrait is welded to the text box, and the hero and his sister now read apart at a glance.
  • The prologue's third screen is now ANIMATED: it plays once, then freezes on the hero's face while you read on.
  • A "Skip" button jumps the whole prologue in one go.
  • In combat, a long line now stays on screen longer than a short one.
  • A screen's exit button now says what you are about to do: "Continue" in the prologue, "Enter" outside a place, "Descend" when leaving it, "Finish" at the very end.
  • On touch, tapping a dialogue screen now advances a single line: it used to skip two on tablets and phones.
  • On tablets the weapon column no longer covers the gauges in the top-left corner: it now sits below them, whatever the screen size.
  • On a dialogue screen the text no longer shifts a fraction of a second after appearing: the frame is settled at first glance.
  • Once a screen is closed its illustration is released from memory instead of staying there for the whole run.
  • Resuming a saved run no longer replays any screen you have already read: the run remembers what it showed, and you go straight back to the fight.
  • Runs saved before this version can no longer be loaded: a save now remembers the screens you have read. The game says so and offers a fresh start.
  • A line's frame now hugs the length of the text instead of stretching across the whole screen β€” on dialogue screens and on lines spoken in combat alike.
  • On phones a dialogue frame takes far less room: it used to cover almost half the screen in landscape, now it covers a quarter. The illustration has room to breathe.
  • On iPad and Safari the game now opens in a few seconds instead of about thirty, and the menu responds as soon as it appears.
  • The arena no longer freezes as it opens: the scenery's materials are prepared during loading, and the bar keeps moving while they are.
  • THE VILLAGE IS FAR SMOOTHER, especially on tablets and phones: it was asking the graphics card for three times more work than it needed, and the scenery looks exactly the same.
  • YOU CAN FINALLY SHOOT INTO THE VILLAGE CORNERS. Bullets used to vanish mid-flight there, stopped by an invisible round wall well before the real one: a fifth of the district could not be fought in.
  • A grenade or rocket thrown from a corner no longer explodes at your feet.
  • THE VILLAGE NO LONGER STUTTERS. The street is lit exactly as before, but the game no longer pays for twenty-four street lamps when only four are on screen.
  • The village roadway finally has the GRAIN of real tarmac: aggregate, patches, dust. The markings stay crisply painted on top.
  • AT THE END OF THE STREET, THE BELFRY β€” a concrete tower, the tallest thing in the neighbourhood. It stops bullets and bodies: you can take cover behind it.
  • The campaign finally leaves the forest: past the tenth-wave guardian you reach your own village, and the scenery changes underfoot without the run stopping β€” same weapons, same purse, same health.
  • The village is a street, not a scattering: houses lined up on both sides of a roadway, a second row of buildings behind them, and alleys running through. It is the first place where you can break contact by stepping behind a wall.
  • The village is a SQUARE quarter, half again as large: one main street, alleys crossing it, and houses lined up along both.
  • The street is PAINTED on the ground: tarmac, dashed white centre line, pavements and cross alleys. You can see where the road runs before you run down it.
  • Street lamps line the pavements and they are STILL LIT. You arrive at grey dawn, and nobody thought to switch them off.
  • Garden walls separate the houses, and there is always a way through.
  • The houses are the size of real houses, and the quarter has two- and three-storey buildings among the bungalows.
  • Cars and vans are parked along the kerbs. They stop bullets and bodies: the first scenery in the game you can actually take cover behind.
  • Concrete, corrugated metal, render, skips, street cabinets, planters, rubble, abandoned bicycles and parked vehicles β€” fifteen new pieces of scenery, and not one thatched cottage.

Version 0.77.0

20 August 2026
  • The campaign now stops after its fiftieth wave and ends with a choice between two epilogues before returning to the title screen.
  • Settings now fill the whole screen: the list of sections on the left, the chosen setting on the right. No more floating panel, and no more fighting a scrollbar on a phone held sideways.
  • Sound effects and music mute separately, with one tap, each next to its own slider. Pushing a slider turns its channel back on.
  • Language and graphics each get their own section: you no longer brush against one while looking for the volume.
  • On a computer, every control can be reassigned β€” moving, firing, weapon ranks and items. A key already taken is removed from its previous action, a button restores the original keys, and your choice is kept from one session to the next.
  • On a narrow screen held upright, the list of sections takes the whole page and the chosen section replaces it; "Back" returns to the list.
  • On a computer, "Quit the game" sits at the bottom of the title menu and in the pause menu, instead of being buried in Settings.

Version 0.76.0

20 August 2026
  • Big waves run smoother: the health bars above the monsters now cost next to nothing to draw, even when the horde runs into the hundreds.

Version 0.75.2

19 August 2026
  • You no longer walk through the tips of a fallen tree: the wood you see at both ends stops you, just like the rest of the trunk.
  • Games saved before this version can no longer be loaded: the way an obstacle is described has changed. The game says so and offers a fresh start.
  • To play online together, everyone needs this version.

Version 0.75.1

19 August 2026
  • In multiplayer, the arena you land in is the right one from the start. The scenery no longer changes completely a second after you get in.
  • When the match keeps you waiting, the loading screen says so instead of sitting on a full bar.

Version 0.75.0

19 August 2026
  • Obstacles now have a real shape: you can walk the whole length of a fallen tree without being stopped by thin air around it.
  • A bullet fired at a long obstacle stops on contact, whether you aim at its middle or at its tip.
  • Monsters walk around a long obstacle instead of sticking to it.
  • Fallen trees finally look like tree trunks: no more grey shape lying on the ground, and they are far slimmer than before.
  • You can shoot over a low enough trunk, and so can the horde β€” but nobody walks through it. A thick trunk still stops every bullet.
  • Games saved before this version can no longer be loaded: the way an obstacle is described has changed. The game says so and offers a fresh start.

Version 0.74.0

19 August 2026
  • Waves no longer stutter as they open. Monsters walk into the arena without making the picture hitch, from the very first wave and on modest phones.
  • The price of that comfort is a slightly longer preparation before entering the arena β€” the loading bar shows it.

Version 0.73.1

19 August 2026
  • On iPhone and iPad, the Music slider finally works: the music gets quieter as you lower it, and falls silent at zero.
  • The mute button now silences the music as well, not just the sound effects.
  • Leaving a run for the home screen fades out the combat music and hands over to the menu theme.

Version 0.73.0

18 August 2026
  • The first launch is no longer a black screen: an illustration, a message and a bar immediately show that the arena is being prepared.
  • The menu becomes usable while monsters and bosses finish loading; starting a game straight away clearly shows the remaining wait.
  • A missing model falls back to its simple shape, and a fatal failure offers a retry instead of leaving the page frozen.
  • Music, sound effects and the offline cache no longer compete with the first screen for bandwidth.

Version 0.72.0

18 August 2026
  • Monsters know how to go around. A rock or a tree standing between them and you no longer stops them: they walk around it.
  • No more creatures bunched up behind an obstacle, pushing into it while you watch.
  • Shooters no longer park behind a rock and fire into it: they reposition until they can see you.
  • A boss backed against the wall frees itself instead of staying stuck there while it telegraphs its attack.
  • Cover now buys you time rather than making you unreachable.

Version 0.71.0

18 August 2026
  • A graphics quality setting in Settings: High, Medium, Low.
  • On a phone that stutters, stepping down a notch lightens the image without changing the game: same enemies, same weapons, same rules.
  • "Medium" drops the shadows cast by gunfire β€” their light stays β€” along with those of the creatures and the player. The scenery keeps its own.
  • "Low" drops every shadow and renders at plain resolution.
  • The notch is remembered, and changing it reloads the page.

Version 0.70.0

18 August 2026
  • A seventh weapon at the counter: the "Volt" electric cannon.
  • It is not a gun: you HOLD the trigger, and a real electric arc leaps from the barrel. Its damage is the time you keep it on a target.
  • The arc spreads: it leaps from one enemy to the next β€” up to three β€” and the bolt is drawn from body to body.
  • Everything it crosses starts crawling for a few seconds, bosses included. A charge already under way keeps its momentum.
  • It kills badly, and that is the price: you buy it to take a wave back under control, not to clear it.
  • It cannot touch you, nor your teammates: nothing bounces.
  • Two modifications at its counter: the extended chain, which links more enemies, and multiple arcs, which fires several arcs at once.
  • A creature under an effect now LIGHTS UP its surroundings: blue when electrocuted, orange when burning, green when poisoned. You can tell at a glance what is eating away at it, even from a distance.

Version 0.69.0

18 August 2026
  • The game has music now, and it follows what happens to you.
  • One track on the title screen, another in the arena, a third one for as long as a boss is alive, and a last one between waves.
  • Tracks cross-fade into one another: the music never cuts out.
  • Pausing leaves the music running, quieter β€” you can hear you have not left your game.
  • Settings now carry two separate sliders, Sound effects and Music: you can turn one down without touching the other.

Version 0.68.0

17 August 2026
  • The shop sells the rocket launcher a heavy explosive charge: the blast covers a lot more ground.
  • Damage at the centre does not change β€” you hit wider, not harder.
  • Your own blast now reaches you from further away: the mark on the ground still shows exactly where it stops.
  • The grenade explodes exactly as it did before.

Version 0.67.0

17 August 2026
  • Hidden behind a tree, a rock or the wall, your character stays visible: their silhouette shows through, in whatever pose they are holding.
  • The surrounding wall now runs all the way around the arena, crenellations and buttresses included β€” the nearest edge used to have an invisible boundary.

Version 0.66.0

17 August 2026
  • The wall stops being a grey tube: it now carries a crenellated crest of stones, gaps where it has crumbled, and buttresses running down to the ground.
  • It is still a boundary, in exactly the same place: you stop where you used to stop, without a dent or a bulge.
  • The scenery behind the wall no longer hides your character when you hug the near edge: whatever grows there stays low.

Version 0.65.0

17 August 2026
  • The world no longer stops at the wall: behind it stretch a forest, standing stones and the broken towers of a dead city.
  • What is far away is smaller, paler and colder, and eventually dissolves into the mist: the arena now sits somewhere, instead of floating in the void.
  • The scenery stays outside: you can neither reach it nor mistake it for an obstacle, and its shadow never falls on the battleground.
  • The backdrop stays filled on a phone in landscape as on a very wide screen.

Version 0.64.0

17 August 2026
  • β€œPlay” now opens a choice of three save slots: three runs carried side by side, each resumed where you left it.
  • The arena now has a time and atmosphere: a gradient sky, light mist, glow, vignette and grain add depth without hiding the horde.
  • Health bars and the aim line stay readable whatever the hour: the mood colours the scenery, never what tells you where you stand.
  • The development panel can compare five moods, from full moon to high noon and blood moon, without changing or saving the run.

Version 0.63.0

17 August 2026
  • The arena floor is no longer a uniform flat colour: grass, dirt, stone, paths, puddles and roots now form a terrain without a repeating pattern.
  • Light reveals the material relief without stealing focus from the player, creatures, ground loot or hazardous areas.

Version 0.62.0

16 August 2026
  • The game now keeps its sounds and images on the device instead of downloading them again on every visit. On phones, where the browser clears them out after a few days, that is the end of runs that start silent or bare.
  • The title screen quietly reports that housekeeping while it happens, and the line clears itself. Nothing waits: you can start a run in the meantime.
  • A new version properly replaces what was kept: no more sounds or models left over from an earlier one.
  • No effect in the iOS and Android app, whose sounds and images ship with it.

Version 0.61.0

16 August 2026
  • The in-game interface has been rebuilt. A single block in the top left now gathers the portrait, health, armour, the weapon in hand and its magazine.
  • The health bar now drops in two stages: the red goes at once, a white trail lingers for a moment on what was just lost, then catches up. You see the size of the hit, not only what is left.
  • Armour has its own bar, in steel blue, below health.
  • The portrait frame flinches on every hit taken: red when flesh takes it, blue when armour absorbed it all.
  • Score and purse no longer jump from one figure to the next, they roll up to their new value.
  • The top of the screen announces the wave, how many enemies are left in it, and its progress.
  • Run time is shown next to the score.
  • Ammunition keeps its rounds drawn one by one: you can count them, where a continuous bar cannot be counted.
  • On desktop, a locked slot appears below the skills: the room the column will have.
  • The home screen has artwork: a ruined necropolis under moonlight, with the horde at the far end of the causeway.
  • Panels and buttons are now chamfered metal plates. A button sinks when you press it.
  • The shop has been rebuilt in the same material. Tabs are keys that light up, items are engraved plates, and the price is a stamped tag.
  • An item you cannot afford now dulls rather than merely fading: what is out of reach reads at a glance.
  • Coin, health, armour, time and enemies left are now drawn icons instead of system symbols.
  • Every shop item is illustrated. Weapons and the grenade show the very model you will be holding; the rest is drawn in the same spirit.
  • The between-waves counter is now a pedlar's cart: teal canvas, crimson crates, spoked wheels. A golden lantern hangs from a gibbet arm above the treeline, and that is what you spot first.

Version 0.60.0

16 August 2026
  • Particles are back. Smoke, explosions, blood and muzzle flashes had quietly vanished from the screen: each one had shrunk to a single invisible pixel.
  • The rocket now leaves a real smoke trail behind it, flaring out and drifting away instead of evaporating on the spot.
  • Explosions have a white core that cracks, a fireball that swells and a column of smoke rising behind it.
  • Creatures bleed, each in its own colour, and dust lifts where they fall.
  • Every gunshot lights a bloom of burning gas at the muzzle and leaves a wisp of powder behind.
  • The flamethrower spits a widening cone of fire, where it used to throw only a handful of sparks.
  • The grenade is a real grenade: an olive-green model that tumbles through the air, instead of a glowing pellet.
  • Bullets are bullet-shaped β€” an ogive at the front, a flat base at the back β€” where they used to look like cylinders.
  • Explosions hit harder: a shockwave runs along the ground, debris is torn from the dirt, and the screen shake is sharper.

Version 0.59.0

15 August 2026
  • Online, your shot now leaves the tip of your weapon instead of wherever you were a moment ago. It shows most when you are running.
  • The gunshot answers the click: the flash and the sound no longer wait for a round trip to the server.
  • Trajectory, damage and hits are still the server's call β€” nothing you see is made up.

Version 0.58.2

14 August 2026
  • Fixes a regression: multiplayer suffered from regular stuttering, worse than before. The server was timestamping its frames unevenly, and no amount of smoothing on the player's side could make up for it.

Version 0.58.1

14 August 2026
  • The "What's new" screen now exists in English like the rest of the game, and follows the language you pick without reloading.
  • It only shows recent versions now, written for players rather than for coders. Older ones stay available in the repository.

Version 0.58.0

14 August 2026
  • Online stuttering is fixed at the source. Enemies and other players would sometimes slide, then snap back into place: that is now three to five times rarer.
  • The game now accepts losing a frame rather than holding everything back to wait for it. The next one arrives twenty times a second, and it is complete.
  • If your network blocks this new route, the game quietly falls back to the old one.

Version 0.57.2

14 August 2026
  • In the online shop, buying finally updates your purse and the list. The item you paid for disappears, the count goes down.
  • Clicking the same item twice no longer shows an error for a purchase that actually went through.
  • When the connection gets choppy, the picture takes a little slack until it passes, then gives it back as soon as things settle.

Version 0.57.1

14 August 2026
  • Online, the game responds much faster. The lag between what you do and what you see used to grow through the match and never come back down.
  • It now holds steady from start to finish.

Version 0.57.0

14 August 2026
  • The game exists in English, all of it: screens, weapons, shop, bosses.
  • You can switch language without reloading, and everything follows as you watch.
  • On first launch, the game opens in your device's language.
  • A gear icon in the top right of the title screen opens Settings: sound, language and what's new.

Version 0.56.0

13 August 2026
  • The end screen is no longer just a score: wave reached, bosses downed, and a breakdown of what everyone did.
  • The scoreboard now shows in solo too. Kills, damage dealt, damage taken, downs, allies revived.
  • A new line: the longest run of waves cleared without taking a single hit.
  • Runs saved before this version can no longer be resumed, and everyone must be up to date to play together.