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DEVELOPMENT UPDATE #2

More time to think, more ways to build

A major pacing and buildcraft pass gives players more time to make decisions, adds Shield and Armor as distinct defensive tools, and makes build identity easier to understand during and after a run.

Pacing

  • Market timing was expanded so later waves no longer demand faster decisions than the opening of a run.
  • Later encounters now use more breathing room between spawns instead of relying on extreme enemy density for intensity.
  • Build windows between waves give players more time to read offers, inspect their machine and prepare for the next threat.

Defense

  • Shield, Armor and Hull now form distinct defensive layers instead of asking Repair to solve every low-health situation.
  • Shields absorb pressure before Hull and can recover after a safe window, while Armor reduces damage that reaches Hull.
  • Repairs restore Hull only, and repeated emergency repairs in the same wave become progressively more expensive.

Build identity

  • BUILD and run results now summarize the identity of the machine, including active synergies and defensive direction.
  • Upgrade previews show which owned weapons are actually affected instead of presenting isolated abstract bonuses.
  • Important build-online moments receive restrained feedback so major synergies are easier to notice without adding visual noise.

Playtest readiness

  • Telemetry now separates run provenance and can connect multiple runs from the same playtest session.
  • Engineering verification covers deterministic combat, desktop/portrait parity and the new defensive pipeline.
  • Human pacing, balance and voluntary replay remain open until normal-speed playtests are completed.