← All updates
DEVELOPMENT UPDATE #1

A fairer battlefield and smoother late-game combat

Spirebreak now simulates one canonical battlefield across screen formats, and a dedicated performance pass has cut the worst repeated frame-time stalls in dense combat.

Fixed

  • Desktop and portrait no longer change spawn positions, tower position or enemy approach distance.
  • Active window resizing changes presentation only; the underlying combat state remains the same.

Performance

  • Reduced repeated severe frame-time stalls in dense late-game and mixed-weapon diagnostic scenes.
  • Reused more effect resources and consolidated equivalent mesh surfaces to reduce runtime churn and render submissions.
  • Kept authoritative combat outcomes unchanged across the performance comparison suite.

Combat development

  • Clearer enemy introductions, earlier threat warnings and more varied spawn sequences are under evaluation.
  • Adaptive encounter work remains in testing while balance is recalibrated on the corrected arena.

Arsenal

  • Experimental weapons such as Reaper Disc, Thermite Projector and Helios Array broaden build geometry beyond simple stat upgrades.