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.