Bosses fight back, aim assist, all nine fighters rebalanced
Stacked split upgrades could flatten a boss in one throw. Extra projectiles now lose most of their damage on a target the same attack already hit, a boss's guard needs sustained pressure to break, and Survival bosses grow with your level. Arrow keys no longer walk one way while your fighter faces the other, and without a mouse your attacks aim at the nearest enemy ahead.
Extra projectiles now deal 35% to an enemy another projectile of the same attack already hit. Against a crowd every projectile still hits for full. Covers Extra baggage, Pocket change, Second draft, Extra tube, Parallel jobs and Zcat's extra shots.
100%→35%
Split limit
Every fighter can take six. Zcat and Ansem had no limit.
No limit→6
Boss guard
One burst can no longer break a guard. Hits wear at most 40 guard at once, refilling at 26 a second, or 140 a second while the boss is EXPOSED. Keep the pressure on, or hit it while it is exposed.
Adjusted
Survival bosses (solo)
Solo: the Collector, the Iron Bailiff and the Gatekeeper start tougher and gain 10% of that per level, as Road bosses already did. Co-op bosses keep their health and still scale with the size of the squad.
1,100 / 2,200 / 4,600→2,600 / 4,400 / 6,000
Aim assist
When neither the mouse nor the aim stick is aiming, attacks and skills aim at the nearest enemy ahead of you, or where you walk when nothing is in reach. Move or click the mouse and it takes the aim back.
New
Fighters
Rogue · Ranged
Zcat
Nerf
Zcat cleared District Run and the Road faster than anyone. A little less plasma per shot.
Plasma Pistol
Damage per shot
23→20
Extra shots
Now limited to six. Extra projectiles now deal 35% to an enemy another projectile of the same attack already hit.
Nerf
Juggernaut · Melee
Ansem
Buff
Ansem almost never took damage in our test runs but was the slowest to clear District Run. More damage, reach and a quicker charge help him get to the fight.
Horn Cleave
Damage34→44
Swing time0.50 s→0.46 s
Reach108→116
Bull Rush
Cooldown
8 s→6.5 s
Movement speed
192→200
Coinweaver · Control
Cate
Nerf
Cate's coins cleared District Run almost as fast as Zcat.
Coin Toss
Damage per coin
31→29
Pocket change
Extra projectiles now deal 35% to an enemy another projectile of the same attack already hit.
Nerf
Scrapper · Siege
Useless
Adjusted
Seven full-damage scrap pieces could land on one boss at once: a stacked Useless broke a boss's guard with its first throw and finished it with the second. That build now follows the split rule, and the base throw and legs get stronger to make up for it.
Extra baggage
Seven pieces on one boss: seven full hits before, one full hit and six at 35% now. Extra projectiles now deal 35% to an enemy another projectile of the same attack already hit.
Nerf
Paperweight
Damage
58→66
Movement speed
182→190
Phantom · Stealth
Zcash
Buff
Zcash and Ansem were the slowest to finish District Run, and Zcash's last boss took over a minute. Its daggers hit harder and reach further, and Zero Knowledge now spends every strike.
Twin Proofs
Damage per slash22→30
Reach82→90
Zero Knowledge
Always makes all of its strikes (8, then 10 and 12 as Zcash evolves). With fewer enemies in reach it goes round them again, so a lone boss takes every strike.
Buff
Health
105→110
Courier · Speed
DoubleZero
Buff
The lash chains through a crowd well, but a boss is one target: District Run bosses took DoubleZero three to four times as long as Zcat, Cate or MarsCoin.
Packet Lash
Damage to the first target
26→29
Architect · Support
Pons
Adjusted
Second draft follows the split rule, so the bolt itself hits a little harder.
Second draft
Extra projectiles now deal 35% to an enemy another projectile of the same attack already hit.
Nerf
Quill Bolt
Damage
24→26
Colonist · Artillery
MarsCoin
Adjusted
Only the split rule. MarsCoin stays in the middle of the pack.
Extra tube
Extra projectiles now deal 35% to an enemy another projectile of the same attack already hit.
Nerf
Conductor · Summoner
Virtuals Protocol
Adjusted
Only the split rule. The agents carry Virtuals Protocol's damage and are unchanged.
Parallel jobs
Extra projectiles now deal 35% to an enemy another projectile of the same attack already hit.
Nerf
Modes
Choose your arena
The lobby has a second step: pick District Run, Survival or The Road from full-size paintings. Swipe, use the arrow keys, or tap a tab.
New
District Run: eighteen encounters
Three districts of six encounters each: a breach, a supply raid, a relay hold (stand in the ring until it charges), an ambush, a bounty elite and the district's boss. Bosses call reinforcements at half health, and each new district restores 40% of your health.
New
District Run saves
The run saves after every encounter. Quit whenever you like and continue later from the fighter screen. Signed-in players can continue on another device.
New
Bug fixes
Arrow keys
Once the mouse had touched the arena, the fighter kept facing and firing at the resting cursor, so holding → could walk right while facing left. The mouse now aims only while you use it, and a fighter faces the way it walks unless it is attacking.
Fixed
Result screen
A long result (a Road clear with relics and trophies) showed a white scrollbar inside the panel and cut it off. Now the whole screen scrolls and the panel shows in full.
Fixed
Co-op
Teammates now face the same way on every screen: toward their aim while attacking, the way they walk otherwise.
Fixed
How we measured
A test bot played every fighter six times in each mode, once stacking the same upgrade and once picking at random: 324 runs on the old version and 324 on this one. The table shows medians with stacked upgrades; boss time counts from the first hit.
Fighter
District Run clear
Survival boss lasts
Zcat
7:51 → 7:55
0.6 s → 5.1 s
Ansem
11:40 → 10:52
3.1 s → 9.7 s
Cate
7:54 → 8:04
0.6 s → 4.1 s
Useless
8:13 → 8:43
0.8 s → 7.6 s
Zcash
11:37 → 9:36
2.1 s → 7.8 s
DoubleZero
8:48 → 8:34
2.2 s → 9.0 s
Pons
8:19 → 8:30
1.2 s → 8.6 s
MarsCoin
7:56 → 8:18
0.9 s → 5.9 s
Virtuals Protocol
8:04 → 8:17
1.1 s → 9.7 s
Survival bosses now last 9.1 s after the first hit, up from 1.6 s. Before, 62% of them went down in under two seconds; now none do.
Fastest to slowest District Run clear: 7:51 to 11:40 before, 7:55 to 10:52 now.
The bot won 324 of 324 runs (323 before).
Earlier updates
The Vault
The Road ends at the Exchange gate: walk through into the Vault, survive the alarm and bring down the Hoard.
Relic cards
Road relics get painted cards with their rarity and before-and-after numbers.
Virtuals Protocol joins
Fighter 09, a conductor who launches AI agents to do the work. Playable in co-op too.
Trains
Trams run the Dead Rail Yards, and the Road gets act bosses and new enemies.
Enemies fight back
Enemy wind-ups and slams, painted boss attacks, perfect dodges, boss guard and stagger, and the Iron Bailiff's charge.
Upgrade cards
Level-up choices show a painted icon, a role and your numbers before and after.
The Road
A third mode: one long street to the Exchange Citadel, with elites, ambushes, relics and a three-phase Gatekeeper.
Co-op
Quick match for two to four players, private room codes, and reviving downed teammates.
Pons and MarsCoin join
Fighters 07 and 08: an ink-slinging bridge builder and a rocket-firing Mars colonist.
District Run
Three districts, twelve encounters, supply caches, boss routines and supply-or-arsenal rewards.
Zcash and DoubleZero join
Fighters 05 and 06: a stealth striker and a chain-lashing courier.
Cate and Useless join
A new fighter select, and Ansem trades his gun for horns.
The Last Exchange
The arena becomes a market district with cover, breakable supplies, walking animations and marked boss strikes.
Launch
Meme Surge opens on cartridge 02 with Zcat and Ansem: five-minute Survival, upgrades, two evolutions and three bosses.