Project White Sands
Recent builds — download and run.
Screenshots
Loading…
v0.35.02026-07-13 13:25 UTC
- Fixed a real bug: SENTINEL kills no longer also roll a bonus Enhancement Chip right alongside the guaranteed Field Promotion - they were landing together and reading as one reward.
- Bullet Time now has its own distinct sound effect instead of silently reusing Freeze's - it was working correctly all along, just easy to miss.
- Removed the redundant Salvage Magnet passive - Tractor Beam alone already maxes out the pickup pull radius, making it pointless once picked.
- Mission pacing overhauled into 5 named escalating phases instead of just piling on more enemies over time: Recon, Interception, Containment Breach, Black Project Deployment, and the Boss encounter. Each phase brings a distinct enemy mix, and the SENTINEL miniboss waves/direction changes now announce the new phase as they trigger, right on their existing 3-minute cadence.
v0.34.02026-07-13 06:17 UTC
- The extra weapon slots from AUXILIARY HARDPOINTS (R&D) no longer show as a locked placeholder - they're now completely invisible until you actually unlock them, unlocking right to left as you buy them.
- Shields (yours and elites') now trace an actual outline around the ship's real shape instead of a plain circle.
- Ship selection screen now shows full classified "dossier" art for each airframe instead of the small info card.
- Repaired the ship selection roladex's up/down arrows - they now have a proper visible button box and clearer hover/press feedback.
v0.33.02026-07-13 05:06 UTC
- Fixed a real bug: toast notifications (new pilot unlocked, achievements, etc.) could double up and overlap their chime sound after finishing back-to-back missions.
- Shields (yours and elites') are now shown as a glowing blue outline around the ship instead of a circular orb - elites no longer have a separate "always on" ring, they're now identified by this same shield glow.
- Shield charge and Bullet Time/Freeze drop rates have been reduced - they were showing up too often.
- Escort Drones' final upgrade level now has the pods fire your ship's own signature weapon at full power, as their own ability.
- Codex: click any weapon to expand it and see every upgrade level's details.
- New R&D Upgrade: AUXILIARY HARDPOINTS - spend a large amount of Telemetry to permanently add up to 2 extra weapon slots, shown to the left of your normal loadout in the HUD.
- Multiplayer's ship selection screen has been rebuilt to match solo's, minus the Daily Challenge button.
- Fixed a real bug: every passive reward from an Enhancement Chip showed an unlabeled icon with no way to tell which passive you got. Reveals now show the reward's name. Also added two power-ups that were missing from the Codex entirely (Field Promotion and Bullet Time).
v0.32.02026-07-13 03:17 UTC
- Missed pickups (Element 115, Telemetry, shield cells, power-ups) now truly persist offscreen - they'll always be there when you turn around, no matter how long it takes.
- Turn-around animation simplified to a clean 180-degree flip instead of a full extra 360 spin.
- Enemies are easier to kill, and losing your combo only sets it back halfway instead of wiping it out.
- Fully-ramped combos hit much harder - built-up momentum now feels genuinely overpowering.
- Elites now have a shield that soaks a few hits before their hull takes damage, just like your ship.
- Dive Bomber enemy reskinned into an armed attack drone.
- Several weapon projectiles (tracer rounds, missiles, discs, plasma orbs) got extra shading for a more dimensional look.
- Codex fixes: missing enemy icons, an unreadable boss name, and a placeholder weapon name are all corrected.
v0.31.02026-07-13 00:32 UTC
- Turn-around reworked: instead of a prompt asking you to confirm, killing a SENTINEL now automatically warns "PREPARE FOR MANEUVER" and your ship flies a real scripted loop maneuver (no controls, no weapons, fully invulnerable) before flying the other way.
- Fixed weapon firing direction after a reversal - all your weapons now correctly fire toward the new direction instead of the old one.
- Enemies and their bullets are now 25% slower across the board.
- New power-up: Bullet Time. Slows every enemy's movement, fire rate, and bullets for 6 seconds - nothing is exempt, not even bosses. Fairly common drop.
v0.30.12026-07-12 23:06 UTC
- Tuning pass on the turn-around mechanic based on player feedback:
- Escort Drones now correctly re-lock to the trailing side of the ship after turning around, instead of floating out in front.
- Enemies and the boss now visually flip to face the direction they're traveling after a reversal.
- Missed Element 115 capsules and other power-up drops now stay collectible for a while after leaving the screen, so turning around and going back actually gets them.
- Reined in pickup-pull-radius stacking (Salvage Array, in-run growth, Tractor Beam) so it stays a small, minimal range; Mega Magnet is unaffected and now properly reaches pickups that drifted off-screen.
- Minor ship select screen layout nudges.
v0.30.02026-07-12 22:03 UTC
- Every ship now starts its signature weapon at level 1 (was level 2 for everyone) — this also fixes Ordnance Doctrine's R&D upgrade to match its own description.
- New: a turn-around mechanic. After defeating a SENTINEL (miniboss), a prompt lets you reverse the mission's flow direction — enemies, pickups, and the boss/miniboss now spawn from and drift toward the opposite side, with a real visual U-turn for your ship. Works solo and in co-op.
- Note: this is an early pass on the turn-around feature — most weapons already track the nearest enemy correctly regardless of facing, but a handful of straight-shot weapons (Plasma, Flak, Harpoon, and a few others) still fire in the original direction after a turn-around. A follow-up pass will fix this.
v0.29.02026-07-12 20:48 UTC
- Fixed a real bug where changing resolution in Options while the game was already running left the screen rendering in a small corner with black dead space around it instead of filling the new window.
- Added more resolution options: 1366x768, 1920x1200, 2560x1600, and 3440x1440 (ultrawide), alongside the existing 1280x720 / 1600x900 / 1920x1080 / 1440p / 4K.
- Shrunk the oversized Daily Challenge / Log Flightplan / difficulty-modifier buttons on the Ship Select screen.
v0.28.02026-07-12 09:43 UTC
- New: rebuilt ship selection into a "roladex" screen with real background art. Use UP/DOWN to cycle through airframes, with the current ship sitting on the launch platform.
- New: rebuilt mission selection into a world-map screen. Missions appear as interactive nodes on a classified map, reached via ship select's LOG FLIGHTPLAN button.
- Difficulty modifier toggles now use proper card-art badges instead of plain buttons.
v0.27.12026-07-12 07:35 UTC
- Fixed: mouse and touch controls didn't work in multiplayer at all.
- Fixed: the new boss special-attack bullets (rockets, dark spread, discharge bolt) rendered as a plain dot for multiplayer clients instead of their proper look.
v0.27.02026-07-12 07:04 UTC
- New: mouse now flies the ship, alongside keyboard/touch.
- Telemetry HUD counter moved next to the weapon rack, caption dropped.
- Missions lengthened 10 to 12 minutes with a 3rd SENTINEL wave at 9:00. All 3 waves are now visibly distinct instead of the same miniboss repeated.
- Every mission boss now has its own special attack: White Sands' JUGGERNAUT fires smoke-trailing rocket barrages, plus unique attacks for the other 3 bosses.
v0.26.02026-07-12 06:07 UTC
- Weather: environmental hazards last roughly twice as long and are much more noticeable (moving sand/ash, stronger tint). New storm hazard on Deep Storage: rain, real lightning strikes, and thunder.
- Escort Drones lvl 6+: pods now also fire the ship's other equipped weapon.
- Fixed Hydra Lock: it was silently reusing Tesla Coil's lightning effect instead of firing its own rockets.
- Telemetry pickup is now a glowing yellow diamond, drop rate raised 25%, and a new HUD counter tracks Telemetry gained during the run.
- New smoke effects for rockets and for ships that are exploding or critically damaged.
v0.25.02026-07-12 04:02 UTC
- Multiplayer: boss/SENTINEL music now plays for clients (was silent before).
- Multiplayer: new co-op respawn system — a downed player gets a 10s countdown and a grayed-out REJOIN button that becomes clickable once it hits zero. If every remaining teammate goes down first, it's game over for the squad.
- Blue Book's CIWS Pod now deals real damage instead of almost none.
v0.24.12026-07-12 03:18 UTC
- Settled the shield bar's position offset after a few rounds of visual tuning
v0.24.02026-07-12 03:01 UTC
- Adjusted HUD panel positions and scale
- Removed the pause button - tap or click the mission clock to pause instead
- The HUD now fades translucent wherever your ship flies behind it
v0.23.22026-07-12 02:09 UTC
- Fixed the hull/shield readout to actually match the reference: one shield band split into 3 pieces, no end-cap decorations
- Weapon slots are now square, unslanted, and larger
- Pause button moved beside the mission clock and enlarged
- Notifications moved into the freed-up space near the clock
v0.23.12026-07-12 01:51 UTC
- Recreated the hull/shield readout as a new instrument with a segmented gradient hull band and shield-charge segments
- Weapon slots are now half size and centered under the hull bar
- Mission clock no longer shows the mission length, and the pause button is smaller
- The clearance level bar now doubles as the XP progress bar
v0.23.02026-07-12 01:23 UTC
- Added studio splash screens before the title screen
- Redesigned the in-run HUD with slanted panels, a segmented gradient hull bar, and a consolidated score/clearance/combo readout
v0.22.22026-07-12 00:01 UTC
- Shield cells now drop by kill tier: a small chance on regular kills, a real chance on elites, and always on Sentinels and bosses
- The pickup magnet starts weaker but grows a little with every pickup you collect during a run
- New Mega Magnet pickup: for 7 seconds, every shield cell, Telemetry pickup, health kit, and Element 115 capsule on screen pulls in to you from anywhere
v0.22.12026-07-11 23:23 UTC
- Reverted the v0.22.0 combo change: taking damage while shielded no longer resets your combo, only real hull damage does
v0.22.02026-07-11 22:58 UTC
- Enemy spawns now pause almost entirely during miniboss and boss fights, resuming the instant they die
- Unlock requirements raised across the board for airframes, and the ship menu now displays in unlock-difficulty order
- Elite Hunter achievement now requires 20 elite kills, and World Tour correctly requires clearing all 4 mission bosses
- Elite kills now have a 25% chance to drop Telemetry instead of a guarantee
- Combo now resets on any damage taken, including shield-absorbed hits, not just hull damage
v0.21.02026-07-11 12:08 UTC
- SENTINEL minibosses now have a separate 75% chance to drop an Enhancement Chip on top of their normal drops
- Every ship now starts a run with exactly one weapon, its own signature at level 2 - Plasma Shot is Aurora's signature now, Flak Battery moved to the level-up pool
- Full weapon catalog rebalance: stronger early levels across the board, plus extra late-game power for Cryo Beam, Dragon's Breath, Chupacabra Ray, and Chrono Field
- Enemy roster reworked: drones sometimes arrive in 3-ship formations, walkers lurch, turrets hover and hold fire, the paratrooper now dive-bombs, and two new hostiles join the fight - Zigzag Interceptor and Siege Crawler
- R&D Upgrades expanded to 16 total with 5 new upgrades, and every upgrade costs more Telemetry than before
v0.20.02026-07-11 10:11 UTC
- Title screen menu redesigned: smaller, moved lower on the left
- Bosses and minibosses are now immune to the nuke and freeze
- Miniboss HP +300%, boss HP +500%
- Mystery Box renamed to Enhancement Chip with a new microchip icon
- Luck/Nuke/Enhancement Chip drop chances cut to 0.1%, Freeze/Health to 0.5%
v0.19.32026-07-11 08:31 UTC
- Shrunk and repositioned the notification banner (boss/SENTINEL incoming, weather warnings, pickup toasts, kill callouts) to a small toast under the XP bar
v0.19.22026-07-11 08:21 UTC
- Luck pickup made extremely rare and its bonus cut to +1% per pickup (capped at +10% total)
- Mystery Box reveal overlay moved to true screen-center
- Every ship's signature weapon now starts at level 2 instead of level 3
v0.19.12026-07-11 08:08 UTC
- UNLOCKS button renamed to CODEX
- Every Codex tab now shows the actual in-game sprite next to each entry, same as the Ships tab
- Weapons & Powerups tab now also lists the weapon-category R&D upgrades
v0.19.02026-07-11 07:47 UTC
- Drop rates redesigned: Mystery Box/Luck/Nuke/Freeze/Health share one small per-kill roll, modified by a new Luck stat
- Ram Lance replaced with Chupacabra Ray: a sustained leech beam that heals you on hit
- Aegis Barrier replaced with Chrono Field: a time-dilation bubble that slows and rebounds enemy fire
- Unlocks screen rebuilt with 4 tabs: Ships, Enemies, Weapons & Powerups, Achievements
- Stage 4 'Deep Storage' endless mode removed in favor of a real 10-minute mission + boss
- Nuke reworked into 5 telegraphed orbital strikes with bright flashes before the payout
v0.18.12026-07-11 05:39 UTC
- Fixed the jackpot reveal rendering half off-screen -- it's properly centered now.
- Elites drop fewer things at once: large capsule and Telemetry are still guaranteed, but health/freeze/nuke/jackpot are now a smaller chance instead of always dropping.
- Plasma Pinball's orbs now bounce only once.
- Element 115 capsules are 50% bigger.
- Removed the UNLOCKS button from the title screen.
v0.18.02026-07-11 05:02 UTC
- Element 115 capsules restyled to a neon purple glow.
- Telemetry now drops as its own collectible pickup instead of an invisible credit, and the amount you earn from elites/minibosses/bosses has been lowered.
- Freeze and Airstrike power-ups drop less often; Systems Repair fills the gap.
- New rare JACKPOT pickup -- grants 3 to 5 random weapon/passive rewards at once with a slot-machine reveal.
- Multiplayer join/create fixed.
v0.17.02026-07-11 04:38 UTC
- Fixed: multiplayer HUD was completely frozen — mission clock, hull bar, score, combo, XP and shield pips now update live again
- Fixed: parallax background now scrolls in multiplayer matches
- Fixed: client-side prediction now uses your ship's real speed, so flying feels the same in co-op as it does solo
- New: SQUADRON panel in the bottom-right of the co-op HUD — see every teammate's callsign and live hull bar
- Multiplayer lag reduced: snapshots are encoded once per tick (not once per player), stripped to render-only data, and the server tick rate is raised from 20 Hz to 30 Hz
- New regression test covers the full server-to-client snapshot pipeline (668/668 passing)
v0.16.02026-07-11 04:06 UTC
- Added a new R&D Upgrades screen in the hangar -- spend Telemetry (earned from elites, SENTINEL minibosses, and mission bosses) on permanent upgrades to your systems, weapons, and airframe.
- Renamed scrap to Element 115 Capsules, now in two sizes -- elites and minibosses drop a bigger, more valuable one.
- 6 new weapons -- Tesla Coil, Railcannon, Mine Layer, CIWS Pod, Ram Lance, and Hydra Lock -- for 32 total, and every weapon now has its own unique icon.
- 10 new airframes for 20 total, including Fire and Lightning: a 1979 Honda Civic with a jet engine bolted to it.
- Added an EXIT GAME button to the title screen.
- R&D Upgrades and Telemetry now work the same in co-op as they do solo.
- Fixed ground enemies floating above the terrain instead of standing on it.
v0.15.02026-07-10 20:14 UTC
- Fixed: the "< BACK" button did nothing on the Multiplayer, Ship Select, Create Server, and Join Password screens. A full-screen invisible layer was added on top of the button and was silently swallowing the click before it reached it -- Esc/gamepad B already worked, only the on-screen button was affected.
- Added scroll bars to the ship roster (Hangar, Unlock Archive, MP Ship Select) and the Soundtrack jukebox so they won't clip or squish as more ships/tracks get added.
- Redesigned the HUD loadout rack: it's now a fixed 4x2 grid that always shows all 8 weapon slots (occupied slots glow gold at star tier, empty ones show as dim placeholders) instead of a single row that used to visually overlap the score panel once you had more than ~5 weapons.
- Redesigned the level-up upgrade cards with a rarity-colored accent stripe, an icon badge, and a level-progress pip strip showing where each pick sits in a weapon's 8-level arc.
- Level-up draws are weighted more heavily toward weapon picks -- passives and the one-time support system offer show up noticeably less often than before.
v0.14.02026-07-10 06:42 UTC
- New 6th "support system" slot: a level-up pick separate from weapons/passives, offered once per run. Radar Jammer (-25% damage from enemy projectiles), Tractor Beam (+120px pickup magnet range), Decoy Flare (knockback+damage pulse every 6s).
- Pre-launch difficulty modifiers in the hangar (solo only, stack freely): Ironman (no shield pickups, +25% score), Bullet Storm (faster spawns/-20% enemy HP, +20% score), Glass Cannon (+30% damage dealt/-30% max hull, +30% score).
- New stealth enemy: Phantom. Cycles visible/cloaked on a timer -- can't be hit or deal contact damage while cloaked, but moves 60% faster to close in.
- Per-mission environmental hazards: sandstorms in White Sands shrink homing-weapon range, ice patches in Groom Lake slow you down, ash-fall in Blackout Zone shrinks the pickup magnet. Deep Storage stays clear. Synced in co-op so everyone sees the same storm.
- New Game+: once you've beaten a mission's boss, replay it with raised enemy HP/spawn rate, an alternate boss palette, and a new full-circle ring-burst attack.
- New in-game achievements gallery on the Unlocks screen: Flawless Victory, Ghost Run, Weapon Master, Elite Hunter, Combo Master, World Tour. Purely observational, with toast notifications when you earn one.
- Now playable straight from the browser -- hit "Play in browser" on this page, no download required.
v0.13.02026-07-10 05:38 UTC
- 4 more multiplayer bugs fixed: Android touch controls now actually work in co-op (previously you couldn't move at all), server snapshot pacing no longer drifts under the intended rate, a finished match's room now clears out of the server browser immediately instead of showing as full and stuck, and per-player broadcasts no longer leak your pending upgrade offers/raw input/stats to everyone else in the room.
- Combat rebalance: outgoing damage now scales with your kill streak the same way score already did (up to +60%), resets the moment you take hull damage. Carry up to 8 weapons at once (up from 5). 3 new passive field mods: Shield Capacitor, Nano Repair, Blast Shielding. Level-up cards are weighted now so passives don't crowd out real weapon picks as often.
- New weapon: Mole Charge — a bomb that drops from your ship and crawls the ground ahead of you until it hits something.
- New in Options: a VIDEO section — windowed / fullscreen / exclusive fullscreen, plus a resolution picker.
v0.12.12026-07-10 03:01 UTC
- Fixed the multiplayer client pointing at the wrong server endpoint (was silently hitting an old incompatible test server). Co-op should now connect correctly — same v0.12.0 content otherwise.
v0.12.02026-07-10 02:52 UTC
- Multiplayer is now merged into the main build — one game, not a separate Z fork. PVP has been removed; co-op is the only multiplayer mode.
- Co-op networking overhaul: your own ship now responds instantly to input instead of waiting on the server (client-side prediction), and everyone else — enemies, bullets, the boss, other players — moves smoothly between server updates instead of teleporting (snapshot interpolation).
- New: pick your ship before joining a co-op server (previously it silently reused whatever ship you'd last flown solo).
- Controls screen overhaul: Confirm, Cancel, and a new dedicated Pause button (Start on gamepad, P on keyboard) are all remappable now, not just movement. Every multiplayer menu screen now supports B/Esc back-navigation and full gamepad focus navigation. Pausing mid-match (B/Esc/Start) now opens a menu instead of instantly dropping you from the game.
- New 4th mission: Deep Storage — no boss, no time limit, just endlessly escalating difficulty. Unlocked after beating all 3 story bosses.
- 3 new music tracks: a Stage 4 theme for Deep Storage, a Ship Select theme, and a Game Over sting.
- New: weapon evolutions. Max out Coilgun + Auto Sentry, or Flechette Fan + Swarm Rockets, and a fusion option appears on your next level-up, combining both into a stronger new weapon.
- Fixed: the Freeze power-up wasn't affecting the mission boss. Fixed: the HUD mission clock showed "/ 15:00" instead of the actual 10:00 mission length.
v0.11.0Z2026-07-10 00:37 UTC
- Multiplayer is here, built on top of v0.11.0: log in or create an account from the new MULTIPLAYER menu, then browse a live server list for CO-OP or PVP — every server shows its name, player count, and whether it's password-protected.
- Host your own game: name your server, set a max player count, and optionally lock it with a password. Multiple servers can run side by side, so you and your friends can run a private match while other players run their own public ones.
- Co-op and PvP are the exact same game as solo — same 23-weapon arsenal with full upgrade trees, same enemy roster, same SENTINEL mini-boss at 3:00/6:00, same boss fight, same level-up cards. Nothing was simplified or cut down for multiplayer.
- Progression is tracked per player: everyone levels up, picks their own upgrades, and racks up their own kills/score independently, even in the same shared world.
- PvP adds friendly fire on top of the co-op world — hostile AI, mini-boss, and boss are all still there, but now your fellow pilots can shoot you too. Last pilot standing (or the team that drops the boss) takes the match.
- New global leaderboard with separate solo/co-op/pvp boards, browsable without logging in.
- Dedicated server runs 24/7 at whitesands.debo.lt over a secure (wss://) connection — no extra ports, accounts are stored with salted/hashed passwords, never plaintext.
v0.11.02026-07-09 20:52 UTC
- Fixed: the ship couldn't reach the last quarter of the screen in front of it — the movement clamp capped you at 65% of the width. You can now fly anywhere on screen.
- Enemy roster redone to fit the fiction: you're flying top-secret test aircraft, and the opposition doesn't know what's shooting back. Enemies are now conventional foreign military hardware — fighter jets, tanks, attack helicopters, paratroopers, and a heavy gunship — instead of the old alien/cryptid designs.
- Renamed the White Sands boss: XM-40 "SANDWORM" is now XM-40 "JUGGERNAUT", a hovering armored siege dreadnought to match its new look.
v0.10.02026-07-09 19:26 UTC
- Fixed: drag-to-fly wasn't reaching the ship on most screens — a full-screen invisible layer was swallowing the touch drag before it got to the plane, so only taps (menus, cards, buttons) worked. Dragging now flies the ship everywhere it's supposed to.
- Added a pause menu: hit the II button in the HUD (or Esc / gamepad B) to freeze the mission in place. From there you can adjust music/SFX volume, jump into Controls & Gamepad, or Exit to Menu — all without losing your run until you choose to leave it.
- Added a MUSIC screen from the title screen: browse every soundtrack in the game (Main Theme, all 3 stage themes, both boss themes) and preview any of them on demand, even if music is turned off.
v0.9.02026-07-09 17:09 UTC
- Android is here: every release now ships an installable APK alongside the Windows and Linux builds
- Built for older tablets — works on Android 7.0 (2016) and up, includes both 32-bit (armeabi-v7a) and 64-bit (arm64-v8a) ARM, and uses the GLES3 compatibility renderer so no Vulkan support is required
- Touch controls: drag anywhere on the screen to fly (the ship follows your finger); all menus, ship cards, mission cards, and level-up choices respond to taps; landscape orientation with immersive fullscreen
- The game now has a proper app icon (cropped from the title artwork) on Android and desktop alike
- To install on a tablet: download the APK, allow "install from unknown sources" when prompted, and open it — the same signing key will be used for all future releases so updates install right over the top
v0.8.02026-07-09 16:12 UTC
- Soundtrack fixed — the composed WAV tracks (title, 3 stage themes, 2 boss themes) were importing without loop points, so forcing them to loop played pure silence; they now loop the full file and actually play in menus, missions, and boss fights
- Menu rebuilt: the start screen is now PLAY / UNLOCKS / OPTIONS; the new Options screen has sound settings (music on/off, music volume, SFX volume — all saved) and houses the controls/gamepad screen; the old procedural "Comms Channel" hum and its menu are retired
- 6 new weapons, and every level of each one changes how it behaves: SCYTHE BOOMERANG (out-and-back blades that learn to hover and shred), SKYFALL DESIGNATOR (telegraphed orbital beams that leave burning ground), AUTO SENTRY (self-aiming cannon, later shells ricochet off screen edges), AEGIS BARRIER (a projected wall that blocks — then reflects — enemy fire), DRAGON'S BREATH (fire cone with a burn that spreads between hostiles), PLASMA PINBALL (screen-caroming orbs that shed shards and grow with every bounce)
- Weapon catalog is now 23 strong; all weapons keep the 7-level + level-8 star mega-upgrade structure
- Ship unlocks rebalanced to be a real grind: 5:00 survived, 150 kills, clearance 8, 8:00 survived, 400 kills, 12 completed runs, and the S4 still demands the whole hangar
- Every airframe now has distinct speed and hull stats, shown as labeled SPD/ARM/PWR bars on roster cards plus exact numbers in the hangar dossier
- Controller support overhauled: the A button now reliably confirms on ship cards, mission cards, and level-up upgrade cards (focus was silently dying on rebuilt screens), and B backs out one level everywhere — hangar/unlocks/options to start, controls to options, debrief to hangar
v0.7.02026-07-09 12:49 UTC
- New composed soundtrack: hand-written title theme, 3 stage themes, and 2 boss themes, layered independently on top of the existing procedural ambient/combat hum (Comms Channel menu is unaffected -- that still controls the hum layer only)
v0.6.02026-07-09 05:59 UTC
- Title screen: fixed the top of the artwork getting cropped off (now aligns to the top and only ever crops the bottom)
- Controls screen: switched to an explicit Xbox layout (A/B/X/Y labeled on a drawn diagram) and A/B are now hard-bound in code for confirm/cancel, not just relying on engine defaults
- Every ship now carries a universal Plasma Shot alongside its unique special weapon
- Aurora re-armed with a new special: Flak Battery (forward shells that burst into shrapnel at range)
- 6 new weapons: Cryo Beam (freezing beam), Harpoon Tether (hooks and reels enemies in), Swarm Rockets (unguided fan), Void Mine (deployable pulling singularity), Shock Ring (knockback pulse), plus Flak Battery
- Missions shortened to 10 minutes; a SENTINEL mini-boss now spawns at 3:00 and 6:00, and always drops a guaranteed instant level-up
- Foo Fighter buffed: more HP, and its orbiting plasma orbs hit harder and more often
- Build hosting: publishing now supports patch notes (this list)
v0.5.12026-07-09 05:21 UTC
- Fixed the title screen background rendering far too large / cropped wrong (missing TextureRect expand_mode meant it sized itself to the full source image instead of the screen)
- Menu buttons are smaller and now sit in a column on the left, out of the way of the title art
v0.5.02026-07-09 05:12 UTC
- New title screen: hand-painted UFO/desert artwork replaces the code-drawn splash, and the whole UI's colors are retuned to match its rust-orange/cream/near-black palette
- Controller support overhaul: flight controls now use a proper input-action map (keyboard + d-pad + left stick), and every menu/card/upgrade choice is gamepad-navigable with visible focus highlighting
- New Controls screen (Start menu): shows whether a gamepad is detected, a button-layout diagram, and lets you remap the 4 flight directions to whatever your controller actually reports -- bindings are saved
- Build hosting: this site now shows patch notes per version
v0.4.02026-07-09 04:46 UTC
v0.3.12026-07-09 03:57 UTC
v0.3.02026-07-09 03:39 UTC
v0.2.02026-07-08 22:56 UTC
v0.1.02026-07-08 03:38 UTC