v0.13b - in-run HUD polish + a new unified notification stack. Tree health bar moved up next to the player bar. Heal numbers no longer overlap the HUD. Loot text auto-fits its box. Boss bonuses and the checkpoint banner now share one stacked notification area under the tree bar.
Cleaner Top HUD
- Tree health bar now sits at the top next to the player bar so both bars read as one paired group.
- Tree heal numbers spawn low on the trunk instead of high above the tree, so the big greens stop overlapping the HUD.
- Loot tray text auto-shrinks to fit its box. "CRYSTAL CORE WAVES x N" no longer bleeds outside the row.
Unified Notification Stack
- New in-run notification stack tucked under the tree bar holds up to 3 cards at once. Boss bonus reveals and the extract / checkpoint banner both live here now.
- Newer cards push older ones down and the oldest fades off the bottom. Two boss kills in quick succession show both cards stacked instead of one after the other.
Controller Quality of Life
- D-pad no longer cycles through pause / loot / quest tracker / advance-wave buttons during play. Stops accidental pausing when pressing A. Bag-slot D-pad cycling still works.
v0.13a: Previous release
v0.13a - reliability and earning fixes. Runs extract cleanly again. The Adventurer's Guild starter is now earned by a real run in the Great Tree. Crystal Core conversions have a per-wallet daily cap.
Runs Extract Cleanly
- Fixed runs failing to submit at the end.
Adventurer's Guild Starter Is Earned
- Reach level 30, beat 5 bosses, and heal the Great Tree to full in one run to unlock the G License + Crystal Core starter.
- Players who already have their G License keep it.
Daily Crystal Core Cap
- A per-wallet daily cap on Crystal Core conversions and sell-back. Boss-wave bonuses are separate and don't count against it.
v0.13: Previous release
v0.13 - Quests: the Adventurer's Guild release. Boss-wave kills now pay Crystal Cores straight to your wallet on extract. New Unlocks tab in Character menu where boss-wave milestones live as persistent achievements. Pause-and-quit now reads "Run Aborted" instead of looking like a death.
The Adventurer's Guild Works
- Pre-existing bug since the Quest System v3 deploy meant every accept attempt silently failed. Fixed. You can now actually take contracts.
Boss-Wave Bonuses
- Every fifth wave (5, 10, 15 … all the way to 200) drops a one-time Crystal Core bonus straight to your wallet on extract. Wave 5 starts at about 1.4 CC; deep-wave kills pay hundreds or thousands of CC each. Each boss-wave pays once per wallet, ever - depth-of-run reward is cumulative.
- Boss bonuses feel like achievements: new on-screen reveal mirrors the Advance Wave panel, gold accent for the CC amount, brief scale-in pop, queued cleanly when several reveals fire in a row, stays on screen long enough to read without rushing.
- You need a G License to earn boss-wave CC. Sign up at the Adventurer's Guild first.
Unlocks Tab
- New tab in the Character menu. Persistent home for everything you've earned across runs. Shows your G License status and a 40-cell grid of boss-wave milestones (locked grey for waves you haven't reached, lit gold + CC amount for cleared waves). Skins, cards, pets coming to this tab in future builds.
Recent Completed Quests
- The Quests panel now shows your last five turn-ins right under your active contracts. Green for normal payouts, amber for cap-hit refunds.
Run Aborted
- Pause and tap Main Menu and the end screen now says RUN ABORTED in amber instead of YOU DIED in red. Same consequences (the run is forfeit), clearer framing.
Daily CC Cap
- Daily CC mint cap raised from 10,000 (project-wide) to 75,000 per wallet. You'll never see it under normal play.
- If a quest payout would push you past the daily cap, the Guild refunds your accept fee instead of paying out - you break even on that cycle.
Quest Detail Modal
- Tap any card on the Adventurer's Guild board to open a full parchment detail page: lore, cost, reward, hint, and an ACCEPT button. Tap outside or DECLINE to back out.
Loud CC Notifications
- Accept or turn in a quest and a big bordered card pops up with the exact CC change. Stays visible for 7 seconds so the +/- balance is unmissable. Now labeled as Tax so you can see what the Guild kept.
In-Run Quest Tracker
- Top-right corner of the screen during a run: one row per active contract with live progress (12 / 20) updating as samples drop. Hidden when you have no active contracts; collapsible to a counter.
Quest Economy
- First-time sign-up at the Guild credits 80 CC (40 for the license, 40 for clearing the Proving Quest). Convert MC → CC at the Bank to top up to the 100 CC needed for the first Slime Cull contract.
- Every CC flow that ends with the Guild is labeled "Tax": accept fees and the Guild's payout cut at turn-in. No hidden fees.
- CC balance now visible in every Guild submenu (Hub, Bank, History, Quests).
Boss Progression
- Slime boss (Mana Blight) now owns waves 5, 10, 15, 20, 25. Five fights to learn the pattern.
- Wave 26 is the first Mushroom (Sporekin) wave, with mushrooms taking over the spawn list.
- Wave 30 is the first Mushroom King (Sporeking) boss. He continues every five waves after.
New Enemy Debut Waves
- When a new enemy appears for the first time, that wave is now ~70% the new monster (instead of being buried under the older roster). Sporekin's debut wave actually feels like Sporekin's wave.
v0.12T6: Previous release
v0.12T6: Punch is now a real combo. Bow rebuilt to fly off screen, stick, and explode. Big bosses hittable from the visible edge. Busy combat noticeably smoother.
Punch is a Combo Now
- Lv 1 is a single jab. Lv 2 is a 1-2 (jab + cross). Lv 3 adds a curved hook finisher. Higher levels keep extending the combo. Lv 10 keeps swinging as long as enemies are in range.
- Each hit deals full level-scaled damage so leveling Punch is a real DPS upgrade.
- Manual fire is always one snappy single punch with full level damage. Combos are auto-fire only.
Bow & Arrow Rebuilt
- One arrow per shot. Arrows fly well off the screen so distant enemies are reachable.
- Lv 3+ arrows stick into the enemy at the tip, follow them while damaging over time, then explode in a flame burst. Arrows ride through death animations and corpse smashes.
- Auto-aim only targets enemies you can actually see on screen. No more phantom shots at off-screen targets.
You Can Hit Big Bosses Again
- Auto-attack now triggers when you reach the visible edge of a boss or portal, not their center. Big enemies were previously unhittable until you were standing inside them.
- Hit effects appear on top of bigger enemies instead of getting buried inside the body.
Smoother Combat
- Boomerang spinning on a wave of slimes plus splitters cascading no longer micro-stutters. Damage and hit counts unchanged, just the framerate.
- Splitter children now reuse instead of being recreated. The big "King dies, eight Smalls appear" hitch is gone.
Quest Drops
- Splitter samples no longer drop when you only have the slime quest accepted. Each sample type only drops while a contract for it is active.
UI Polish
- Run results devnet footer fits inside the column instead of bleeding off the left edge.
v0.12T5: Previous release
v0.12T5: Portals start friendlier and open up over the course of a long run. Rush waves moved later with a big rainbow announcement when they hit. Hunters now spawn one at a time instead of pairs.
Where Portals Open
- Until wave 30, enemies only come from the bottom of the arena (south side). No more being ambushed from behind early on.
- From wave 31 to 50, all sides are open but multiple portals stay clustered together so you can defend one wedge at a time.
- From wave 51 on, gaps between portals slowly grow. Eventually anything goes.
How Many Portals
- Slower ramp than before. By wave 100 you'll see 4 portals; by wave 200 all 8 are open. Early game has more breathing room between portal counts.
Rush Waves
- First rush moved from wave 11 to wave 41. Then every 11 waves after that. Early game gets to find its feet without the chaos beat.
- When a rush hits, RUSH WAVE drops in from the top of the screen in animated rainbow text. Camera shake, screen flash, audio sting. You will know.
Hunters
- Used to come out as half-size pairs every spawn tick. Now they spawn one at a time like every other enemy. Same total count per wave, just steadier pacing.
Carries Forward From v0.12T4
- Wave system built around an enemy-debut roster, bosses every 5 waves, splitters at 15, sporekin at 25
- Pure Water restores 200 HP to the Great Tree on use
- Adventurer's Guild history scrolls and shows your CCORE conversions alongside runs
Carries Forward From v0.12T3
- Sporekin enemy + Tree-Defender Proving Quest + Training Chest behind the Tree
- Contracts HUD on every aspect ratio; sign-in end-to-end fixed; drop shine on Android
Carries Forward From v0.12T / T2
- Adventurer's Guild quest contracts, sample bottle drops, sword arc, Boomerang dual-tip trails
- Max-tier Cores neon gold, max-tier XP neon purple, diagonal shine sweep on maxed drops
- Damage number color scales with damage
v0.11d: Previous release
v0.11d: Dying in a run now actually costs you Cores. The version-required modal has a Continue Offline option so you can keep playing without wallet features when an update is pending.
Risk vs Reward
- Dying in a run halves the Cores credited to your bank instead of crediting the full amount
- The death payout line shows the halving so you can see where the missing half went
Update Prompt
- Out-of-date version shows two buttons: Update Now (download page) or Continue Offline (keep playing without wallet features)
v0.11c: Earlier release
Enemies materialize through portals with a magical reveal, portal-killed waves launch enemies farther, and a sweep of small polish fixes from the audit pass.
Portal Spawn
- Enemies materialize through portals with a glowing energy reveal
- They're protected for a beat while they appear so AoE no longer wipes fresh spawns
Portal Collapse
- Killing a portal mid-wave launches the remaining enemies farther toward the tree
v0.11b: Earlier release
Wave pacing rework. Waves grow meaningfully from the first one, portals collapse with full impact, and launched enemies survive their flight arc.
Wave Flow
- Kill every portal on a wave to end it instantly. Remaining enemies burst out and charge the tree
- Or clear the field and press the ADVANCE WAVE button during the breather
- Boss waves still need a full clear
Safer Purchases
- Crystal Core purchases now reserve and roll back. If the chain transfer fails, your Crystal Cores come back instead of vanishing
- Monster-to-Crystal conversions refund your Monster Cores if the chain transfer fails
- Per-item stack limits enforced consistently
- Selling Monster Cores counts toward the same daily earn cap as runs - no more endless liquidation loops
Save Portability
- Stat XP lives on the server. Reinstall, switch phones, keep your progress
- Equipped pet syncs across devices too
- Finished two runs in a row during a network outage? Both now queue up and submit in order
Stat Gem
- Confirmation modal shows what the reset will cost before you commit
- Still free on devnet
- Cooldown between resets
Session Security
- Old client builds are gently nudged to update
- Network blips no longer cause double-charges on retries
- New privacy policy
v0.11: Previous release
Crystal Core Economy (Devnet)
- Crystal Core - our on-chain Solana token - live on devnet with name, symbol, and icon
- Earn Monster Cores in-game, convert them to Crystal Cores at the Guild Bank
- Daily earnings cap with a multi-day buffer in the Guild Vault
- Server-side validation on every run
Dual-Currency Shop
- Every item priced in both Monster Cores and Crystal Cores
- Crystal Core purchases save you on every item - a reward for on-chain holders
- Clear wallet panel in the top-left corner
- Confirmation modal on Crystal Core purchases (non-refundable)
Character Screen
- Preview now plays the idle animation
- Drag with touch, mouse, or right analog stick to rotate
- Character faces the camera on open
- See-through silhouette through walls and trees
Polish
- Main scene brightness and lighting fixed
- Damage and heal numbers larger with a cleaner fade
- Shop UI cleanup, shopkeeper repositioned
- Attack VFX performance pass
- Many bug fixes across stat allocation, core balance, and UI