A 23-point review of the whole game produced this release.
Gameplay & balance
- Escort and objective attackers now spawn away from your plane, and boats are moved onto water.
- Mini-bosses arrive at the half-way point of a wave, formations are skipped when they would clamp to the wall, and elites come only from mobile flyers.
- Far static ground units despawn, and missed objectives now show MISSED.
- Portals pick their own world, and no hideout portal appears in boss waves or raids.
- The last boss down ends the wave within 2.5 seconds, for a shorter boss-wave tail.
- Banning a level-up card no longer bans the weapon.
- Evolution items are three times as likely from level 6, the frailty curse never hits planes with under 4 HP, class items need a weapon of that class, and idle crate drops only appear when you are hurt.
- Wave 1 opens with a formation.
Graphics & audio
- Explosions: no more flak-ball blast sprite, a richer nuke, and no stacked craters or scorch marks.
- A thin light rim and busy-ground ring keep your own plane readable.
- Wrecks vary more: water splashes or dust depending on the ground, burning spirals and pilot parachutes.
- Boss intros lean the camera in (off with reduced motion).
- Damage numbers are sized by HP share, with a kill pop.
- Audio ducking is never cut short, big blasts are no longer dropped, voices duck sound effects and the shield has its own cue.
- Distinct CRATE TRAP, ELITE AMBUSH and DECOY FLARE banners.
Interface
- HUD declutter: objective lines stack under the modifier chip, the modifier card is shorter and shrinks into its chip, and off-screen edge arrows merge with a count.
- The HUD and nuke button hide behind the level-up, chest and shop screens.
- Coach tips sit above the TAKE OFF bar.
- The HUD respects side safe areas and cutouts.
- Menu text has an 11 px minimum, and the joystick has an outline.
- The level-up screen is compact up to 820 px wide, and the shop shows two columns in short landscape (from 760 px wide).
- The boss banner subline fits its lane, and the low-HP radio bark is no longer swallowed.
- The Achievements drawer, the World cleared screen and the Helicopters and boss-family entries are clearer.
- The Quartermaster text is honest about what it does.
Performance
- The quality governor now measures your display's refresh interval, so a 60 or 90 Hz screen on maximum frame rate no longer sinks to the lowest resolution for good. It ramps faster, and boss mood goes light as soon as it steps down.
- Boss mood is cheaper to draw, and the arena edge is drawn only when in view.
Bug fixes
- Resume: a Strike Run end screen, a mid-wave boss checkpoint and clean-wave contracts resume correctly, and plane stats are recomputed after resume.
- An error in one game hook no longer freezes the run.
- A one-time "Save failed" notice appears if saving fails.
- The game pauses when you switch apps, the Play Games check at launch is silent, and you press Back twice to exit.
- Co-op: a guest keeps their bonus after an error drop, the host has a resume grace period, and the lobby times out.
- Payments: a failed billing start retries when the Support panel opens, products that do not load show Unavailable, errors are honest and no purchase reward is lost.
- Erasing progress keeps your Supporter reward.
- The shield ripple works again, and explosion embers render again.
- Gunboats respect the coast and objectives stay dry.
- Co-op sound effects relayed by the host are throttled per name.
- Save versioning and migrations now protect old saves, and visual effects no longer change seeded daily and Even Footing runs.
- Leaderboard errors are handled gracefully.