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Release v0.2.0
[ enzed_studio // patch_notes ]

Changelog

v0.2.0

Every line of work that shipped in this release. Built. Automated. Exterminated. 412 entries.

80added // new_things
115improved // tuned
143fixed // bugs_squashed
15reworked // refactored
412total // entries
[ 01 / CONTENT ] 28 entries

Content

  1. Long Inserters available from the start while Science Laboratory progression is still being finished
  2. Ammo Depots, Repair Towers, Observatory Towers, Research Beacons, and the GREEN operator science switch as working late-game science tools
  3. Science-unlocked Orange and Red Belts that upgrade conveyor speed while preserving existing belt drag placement
  4. Science-unlocked Long, Fast, Fast Long, Very Fast, and Very Fast Long Inserters for stronger late-game automation layouts
  5. Science-unlocked Reinforced Walls, Net Launchers, Chainsaw Barricades, and Electrified Walls as late-game defensive tools
  6. Science Tree combat, production, luck, and XP nodes apply real run effects across turrets, machines, DNA gems, calibrators, and CPU choices
  7. The full five-branch Science Tree catalog with purchasable run-scoped nodes, branch gates, meta requirements, and full-tree refunds
  8. The Dual Signal Confirmed mission to unlock Science Laboratories, Steel, and GPUs after both Luck and Neural Matrix progression are proven in a run
  9. Science Tree Refunds as a mission-gated Bonus track that can grant fresh-run tree respec charges
  10. Science Laboratories that process GPUs and fuel into run-based Science Points
  11. Silicon cliffs to appear in fewer, richer clusters with more natural paired sites for double-output extractors
  12. A gold production branch with seeded Gold Ore patches, Gold Ingots, and Cognition Matrix crafting
  13. Silicon cliff veins that can now be hand-mined or harvested with Extractors, with shared depletion across both methods
  14. The cognition branch with a new Silicon Prospecting mission, Neural Networks, and a permanent run-wide XP multiplier that grows as matrices are processed
  15. A new Hold the Line mission that unlocks walls after surviving Wave 1, so early defense tools now arrive through mission progression instead of starting unlocked
  16. Wood as an alternate fuel for fueled buildings, with inserters and manual transfers now feeding the same fuel slot as coal
  17. Contextual laser mining for trees and rocks, including deterministic wood and stone rewards that fly back to the operator on completion
  18. Laser mining so trees and rocks now keep visible partial damage progress when the operator stops channeling and can be finished later instead of restarting from zero
  19. Seeded cliff terrain that now creates real plateau obstacles, blocks building and movement, and reshapes zombie approach routes in new runs
  20. Seeded rocks and trees to fresh runs so natural obstacles now shape zombie approach lanes and can be cleared by building over them
  21. Seeded natural obstacles with denser mixed patches, nearby start clutter, plateau placement, and hover targeting for future harvesting
  22. Seeded natural obstacles so plateau spawns render correctly, hover cards describe trees and rocks, and the start area now mixes sparse clutter with showcase patches at build-range edge
  23. The minimap so natural rocks and trees now appear as terrain markers, including when they sit on plateau tiles
  24. Seeded natural obstacles with far more loose scatter, a quieter center, and much heavier patching toward the outside of the map
  25. A real Bonus meta-progression loop where game-over results now granted credits once per run lineage and unlocked bonuses now affected new runs
  26. 18 upcoming buildings to the Unlocks screen with real names and descriptions, including walls, turret variants, inserter tiers, science and nuclear chains, and belt upgrades
  27. A first mission progression pass with persistent mission completion, mission-earned credits, and unlock rewards for buildings, CPU upgrades, bonuses, and the Weird-looking Dust recipe
  28. New mission-gated bonus unlocks for Skip, Reroll, Ban, Credit Rewards, and starting ingot boosts
[ 02 / BALANCE ] 9 entries

Balance

  1. Game-over credits so waves, survival time, and Max ZPM now each contribute visible rewards
  2. Zombie wave scaling so early and mid-game waves now bring much larger hordes before the final wave
  3. Coal miners require starter fuel before producing their first coal
  4. Neural Network XP growth to reward early Cognition Matrix processing more aggressively while keeping the same late-game cap
  5. Prototype Permits and Automation Spine apply their late-game science bonuses to science building costs and inserter reach
  6. Silicon vein richness so each deposit now lasts much longer for late-game cognition production
  7. Coal, copper, and iron ore density by half while keeping ore patches visually unchanged on the map
  8. Belt item pickup range from 12 tiles to 2 tiles so the operator must stand close to belts to vacuum items
  9. Run starts to use a 400 iron / 200 copper base and tuned bonus ingot tiers to scale up to +200
[ 03 / ART ] 45 entries

Art

  1. Smelter windows so their frames and active glow no longer clip into the building body
  2. The Science Laboratory window glow to match the Factory-style active orange panes while keeping the two-tier layout readable
  3. The Science Laboratory base with a flat plinth, inset machine tiers, and a smaller top lid so neighboring labs keep a visible gap
  4. Active glowing two-tier windows to the Science Laboratory so it reads closer to the Factory while processing science
  5. The Science Laboratory build icon so it shows the full five-pillar building instead of a flat placeholder shape
  6. The Science Laboratory chimney so it matches the orange machine block and sits centered on top of the building
  7. The Science Laboratory base so the orange upper block reads as a chunky machine section instead of a thin trim strip
  8. The Science Laboratory into a five-pillar branch machine with colored science gems, active branch pulses, and chimney smoke
  9. The smelter base so neighboring smelters keep a small gap when placed side by side
  10. Neural Networks with a taller factory-height base, four large processing windows, and active window glow while matrices are running
  11. The Neural Network hotbar icon so it matches the Factory and Probability Calibrator thumbnail scale and baseline
  12. The Probability Calibrator footprint so neighboring machines leave a small visible gap instead of touching edge-to-edge
  13. The Neural Network building and its previews with an inset inserter-dark machine base, a belt-brown neural deck, golden pillars, bright connection links, active signal particles, and chimney smoke while processing matrices
  14. The Gold Ingot icon so it appears brighter and less muted in item slots
  15. Gold ore, gold ingots, and gold deposit glints so the full gold chain now shares a consistent metallic color
  16. Science-unlocked support and defense buildings so their in-world silhouettes stay readable during dark late-game fights
  17. Distinct orange and red in-world belt colors plus matching hotbar thumbnails so upgraded conveyors are readable at a glance
  18. A first-pass Science Laboratory building silhouette with a metal base, glass chamber, and glowing core
  19. Gold ore and gold ingots to read more clearly as shiny metallic gold, with shimmering glints on gold deposits
  20. Extractors and Neural Networks with bespoke blue and gold machine silhouettes, including twin extractor towers, dish emitters, and clearer runtime presence
  21. Gold, silicon, and cognition branch readability with brighter gold ore, metallic grey silicon cliffs and items, and a new golden cognition matrix chip silhouette
  22. Wood on conveyor belts so logs now read clearly in motion instead of blending in like ore
  23. The alternate operator model with a refreshed export and kept an extra snapshot for future iteration
  24. The Unlocks operator portrait to match the latest default operator design
  25. The laser mining tool silhouette and destruction burst so the dish now faces the correct way and mined trees or rocks collapse with a stronger smoke pop
  26. The alternate operator laser-mining rig so the same backpack support arm now deploys a darker dish-shaped laser tool with the beam firing cleanly from its tip
  27. Laser mining impact placement so the beam now lands on the visible surface of trees and rocks instead of appearing to hit inside them
  28. A backpack-mounted support arm to the alternate operator weapon rig so the elevated gun now stays visually connected while sweeping around the operator
  29. The alternate operator backpack gun rig so its centered support arm now stays anchored to the animated upper back and leans farther away from the helmet while running
  30. The alternate operator backpack gun rig to sit lower on the back with a tighter support arm silhouette and a shorter top connector into the weapon
  31. A dev-only rock designer route for shaping low-poly boulder, shard, and cluster rock styles directly on the live map with palette controls, local patch previews, and in-world handles
  32. A dev-only tree designer route for shaping low-poly pine, round, and tall tree styles directly on the live map with palette controls, local patch previews, and in-world handles
  33. The tree designer preview trees to render at a smaller default world scale so they sit more naturally on the map
  34. An alternate operator model variant for in-game evaluation, including stronger cyan glow accents and brighter material tuning
  35. The alternate operator variant to become the default operator look, with a refreshed texture pass and tighter glow limited to the brightest cyan details
  36. The default alternate operator material pass to the latest approved in-game glow and color-grading settings
  37. Icons to the Unlocks screen, replacing placeholder letters with 3D-rendered operator and zombie portraits and generated terrain symbols for maps
  38. The Standard map unlock icon with a new low-poly isometric terrain tile showing cliffs and ore deposits
  39. Generated icons to the Bonus shop, replacing placeholder two-letter codes with proper silhouette icons matching the hotbar style, with padding for breathing room
  40. Seeded cliff terrain so some border plateaus now feel like they continue beyond the map while still cutting cleanly at the play area edge
  41. Seeded cliff terrain variety by removing the fixed cross-shaped corridor pattern that was repeating through the center of many maps
  42. Generated plateau terrain to use more natural cliff masses and interior blobs while keeping readable basin approach lanes
  43. A debug cliff palette switcher with 12 color combinations to quickly test cliff and plateau materials in-game
  44. Curved cliff corners so plateau edges now keep their shape up close and use lighter geometry when zoomed out
  45. Production chimney smoke drift so factory, smelter, probability calibrator, and nuclear reactor plumes now carry farther with a stronger wind profile
[ 04 / USER INTERFACE & EXPERIENCE ] 133 entries

User Interface & Experience

  1. The feedback admin so reports show compact full metadata and can launch saves in either the live game or preview build
  2. An in-game feedback report flow with save and screenshot attachments so playtest issues can be sent directly from the HUD or pause menu
  3. The game-over summary so Max ZPM is the main result and the credit calculation shows Wave, Survival, ZPM, and Bonus lines
  4. Locked CPU slot tooltips so they explain Bonus purchases apply to the next game
  5. RTS positional audio so factory sounds now follow the camera center instead of the operator while panning
  6. Mission-complete toasts so they now show exactly which building, recipe, bonus, or upgrade was unlocked
  7. Localized CLAIRE voice lines for the operator command tutorial step
  8. The operator command tutorial arrows with explicit select, move, chop, deposit, and unselect labels
  9. A new tutorial step that teaches selecting the operator, sending a move order, and unselecting before factory placement begins
  10. RTS operator selection so clicking the operator now exits building placement mode instead of placing the armed tool under them
  11. The coal feedback tutorial demo so corner belts now turn in the same direction as the intended in-game loop
  12. The main menu background factory save
  13. RTS pause behavior so the full pause menu now stops camera panning and zoom input
  14. Coal cold-start tutorial demos with clearer operator laser aiming, animated belts, and tree-target guidance
  15. The RTS tutorial fuel step so it mentions right-click miner deposits as an alternate shortcut
  16. RTS tutorial arrows so off-screen tree and ore objectives now point from the screen edge without hiding under HUD panels
  17. A flying item feedback effect when the RTS operator delivers resources into a building
  18. RTS order cursor icons with 120px transparent PNG sources for smoother edges
  19. RTS force-move orders so the operator can keep an active laser-mining beam while repositioning
  20. RTS control hints so they now switch between operator selection shortcuts and selected-operator order shortcuts
  21. RTS queued orders so Shift + right-click now queues any operator order, while Ctrl + right-click force-moves across ore fields without mining them
  22. RTS controls hints by replacing LMB, RMB, and MMB text shortcuts with mouse-button icons
  23. RTS order cursors with cleaner white action icons and a calmer default cursor for walk orders
  24. Pipette and unselect actions so they now also clear RTS operator selection
  25. RTS operator delivery orders with a dedicated deliver cursor and adjacent-contact building handoffs
  26. RTS operator order cursors so action icons sit closer to the pointer
  27. RTS operator order cursors for move, chop, mine, and attack targets while the operator is selected
  28. RTS resource clicks so right-clicking trees, rocks, or ore only gives an operator order after the operator is selected
  29. RTS-style operator controls as the default, with independent camera panning, manual operator selection, and right-click orders
  30. RTS building controls so construction, repair, demolition, paste, and node placement no longer require the operator to stand nearby
  31. RTS edge panning so the camera no longer moves while the cursor is over HUD panels like the top bar
  32. RTS operator move orders so the operator moves to the exact clicked point, follows smoother paths, and faces the direction of travel
  33. CLAIRE voice prompts for the coal miner cold-start tutorial steps
  34. The coal cold-start tutorial so RTS players learn camera panning, operator selection, starter wood cutting, and coal feedback automation in the right order
  35. The coal cold-start tutorial demos so the operator animation, inventory transfer, and feedback belt direction match the intended lesson
  36. The tutorial panel demos so the coal cold-start steps now look closer to real gameplay and inventory UI
  37. Tutorial onboarding so coal miners now teach the full cold-start loop: cut starter wood, manually fuel the miner, then automate coal feedback with an inserter
  38. Minimap smoothness and late-game responsiveness by keeping fast-moving markers responsive while reducing heavy horde redraw work
  39. The Defense hotbar order so Turrets appear before wall variants
  40. Leaderboard CPU upgrade icons so retired or unknown upgrade families still show readable legacy/fallback icons instead of blank slots
  41. The Building Lab prompt panel with clearer copy feedback, manual-copy fallback, and cleaner scrolling
  42. Building thumbnails to the Building Lab list so each editable building is easier to identify at a glance
  43. Building Lab active previews so smoke, steam, and Neural Network link signals now match the in-game animations more closely
  44. Underground Belts to the Building Lab so their body and flow arrow can be previewed and saved
  45. Splitters to the Building Lab so input and output pads can be previewed and saved
  46. Right-turn Belt Corners to the Building Lab so both conveyor curve directions can be edited and saved
  47. Left-turn Belt Corners to the Building Lab so curved conveyor bodies can be previewed and saved
  48. Straight Belts to the Building Lab so their body shape and color can be previewed and saved for future runs
  49. Inserter drag placement so the normal inserter tool now automatically uses long reach when Long Inserters are available
  50. Late-game item rendering smoothness in item-heavy factories
  51. A full-screen Science Tree board with branch lanes, spend gates, node details, purchase actions, and respec controls that stays usable while the factory keeps running
  52. A top-bar Science Point widget that appears once science is active and opens the Science Tree from the current run
  53. A Science Laboratory inspect panel with GPU and fuel slots, processing progress, and Science Point progress
  54. Tutorial guidance so direct-belt machine setups keep pointing to the real belt source even when unrelated inserters exist elsewhere in the factory
  55. Failed building placement feedback so the HUD now shows the full cost and exactly which resources are still missing
  56. The cognition branch presentation with a neural HUD card that matches the existing top-bar widgets and proper machine thumbnails for the new unlocks
  57. Inspect panels and HUD support for Extractors and Neural Networks, including production progress, fuel state, and neural XP progression
  58. The minimap and hover feedback so silicon cliff veins, gold resources, and cognition machines are easier to read while building out the new branch
  59. Mission-earned building unlocks so newly claimed buildings now appear in the hotbar on the next run while Unlocks notifications still show up immediately
  60. A lightweight quick pause on `P` while restoring the full pause menu to `Escape`
  61. Screenshot-friendly pause shortcuts so `Shift+P` pauses without dimming the screen and `H` hides all in-game UI
  62. Mission-complete toasts so they now show the mission title and description, keep the credit reward pinned in the top-right corner, and jump to the first unlocked reward when opened
  63. Laser mining feedback with a building-style progress bar on damaged trees and rocks, plus shared out-of-range range warnings on failed right-click attempts
  64. Laser mining rendering by slimming the active beam effects so the ring and pulse visuals keep the same look with less rendering overhead
  65. An `Inventory full` HUD toast when laser mining is blocked because the operator cannot carry the full reward
  66. A save-to-project action in the rock designer so edited rock families can be written back into the real game preset library
  67. A save-to-project action in the tree designer so edited tree families can be written back into the real game preset library
  68. The Missions screen so credit rewards now use the shared credit icon instead of spelling out the currency name
  69. A Recipes tab to Unlocks so all current machine recipes appear in the codex and mission-unlocked recipes like Weird-looking Dust can be reviewed in-game
  70. A preview for the next locked CPU slot so it now shows whether the unlock comes from a mission objective or a Bonus purchase
  71. Mission-complete toasts so they now use the same CLAIRE notification card style as other in-run alerts
  72. Mission-complete toasts so they now stay on screen longer before auto-dismissing
  73. CLAIRE alert toasts to use borderless cut-corner cards matching the rest of the in-game HUD
  74. CLAIRE alert toasts so simultaneous notifications now stack cleanly instead of overlapping each other
  75. The main-menu Unlocks panel so it now uses the same frame and close-button layout as the in-game Unlocks overlay
  76. Bonus cards so they now match the Unlocks card layout and show the exact objective required to unlock each locked bonus
  77. The building-under-attack banner into a CLAIRE alert toast matching the wave announcement style
  78. The ZPM counter to the top center of the screen as the main focal point, with a flip-board digit display and a chevron-shaped Max ZPM indicator below it
  79. Resources to the top left corner
  80. North wave warning to show two flanking arrows on either side of the ZPM counter instead of one centered arrow over it
  81. Construction range ring so it now appears when pasting a multi-building blueprint with any entity outside the operator's build radius
  82. A first-pass operator inventory with six slots, nearby belt pickup on `F`, and quick manual transfers into opened machines with `Shift+Click`
  83. A dedicated inventory panel that can stay open beside building inspect panels and updated control hints for `E`, `F`, and inventory transfers
  84. Operator inventory transfers so `Shift+Click` now pulls stored items back out of opened buildings into the operator inventory
  85. Click-to-pick, click-to-drop, and drag-and-drop item movement between the operator inventory and opened building slots
  86. A button click sound effect across all interactive UI elements: menus, hotbar, toolbar, building inspect, save/load, and copy/cut
  87. An Interface volume slider to both the main menu and in-game options for controlling UI sound levels independently
  88. The main menu leaderboard from top 5 to top 10 entries and replaced the reset label with the current game version
  89. A detail bar to the Unlocks screen that shows the selected item's icon, name, and description when clicking a card
  90. Unlocks cards to show icon-only with a scrollable grid, keeping the layout compact
  91. Unlocks building cards so locked buildings now show their real name and description instead of question marks
  92. Unlocks building cards so implemented locked buildings now show a greyed-out thumbnail instead of a placeholder letter
  93. The Unlocks detail bar always visible with a fixed height that accommodates two lines of description
  94. Full keyboard navigation to the Unlocks screen: arrow keys browse cards, Tab/Shift+Tab switch tabs, and arrow down reaches the Back button
  95. A CPU Upgrades tab to Unlocks and made unknown locked entries selectable so their details can be previewed
  96. Options now opens as a full subview panel on the main menu instead of a modal overlay
  97. Native OS dropdowns in the options screen with custom styled selects matching the game's visual style
  98. Right-click demolish so a tap now removes a single structure and a hold-drag now draws a demolition rectangle that commits on release
  99. Mouse wheel zoom/rotate hint to the controls overlay
  100. A card border around the minimap matching the tool panel style, including the cut corner
  101. Border thickness on hotbar and tool panel buttons for better visibility on hover and selection
  102. Minimap wave indicators with a thicker pulsing red border and a direction arrow showing where zombies approach from
  103. The Steam icon after the "Wishlist on Steam" label on the main menu button
  104. The Unlocks subview layout so the Back button now stays in a stable position when switching tabs with different row counts
  105. Leaderboard readability by compacting large ZPM and kill values to localized K/M notation
  106. The game-over screen to use cut-corner styling matching the rest of the UI instead of rounded borders
  107. Submit Score to the primary gold button and made Restart and View Leaderboard secondary ghost buttons
  108. A Main Menu button to the game-over screen and post-game leaderboard
  109. Arrow key navigation between buttons on the game-over screen
  110. Game-over screen layout with visual separators between results, submission, actions, and promo sections
  111. A Wishlist on Steam button and demo message to the game-over screen
  112. A rolling number animation to the game-over stats that counts up sequentially from zero
  113. Game-over stats to Wave, Belts, Kills, Max ZPM
  114. Keyboard navigation to the Missions and Bonus screens: arrow keys browse items, arrow down reaches the Back button, and Enter confirms
  115. The Bonus screen into an icon-grid layout with five cards per row and a fixed detail panel for the selected upgrade
  116. Buy and Refund actions to the Bonus detail panel, including next-cost and refund-value visibility for the selected upgrade
  117. Game-over credit breakdown lines showing base credits and Credit Rewards multiplier totals
  118. The game-over credit calculation into a polished reward card with structured rows, dotted separators, a large glowing total, and animated count-up
  119. The credit icon inline next to credit mentions on the game-over screen and the bonus shop balance
  120. The redundant "Credits Awarded" line from the game-over screen since the glowing total already conveys the reward
  121. A clickable credit balance in the top-right corner of the main menu that shows total credits and navigates to the Bonus shop
  122. CPU level-up readability by showing the current and maximum upgrade slot capacity directly in the upgrade modal
  123. The game-over summary screen with a two-column credits layout, cut-corner credits box, "DEFEAT" title in red, nickname and submit on the same line, more visible action buttons, and a separate promo panel below the main modal
  124. A Join Discord button to the game-over promo panel alongside the Steam wishlist button, using the Discord icon consistent with the rest of the UI
  125. Mission-complete toasts and an in-game Unlocks panel so rewards can be claimed without leaving the run
  126. The Unlocks and Missions screens so locked rewards now show which mission unlocks them and how far along that mission is
  127. Unlocks and Missions so locked rewards now show the actual mission objective and prerequisite missions stay fully readable in the mission list
  128. The Missions screen so each mission now lists the reward it unlocks directly in the row
  129. CPU Upgrades in Unlocks so every upgrade family now shows its own icon with larger, clearer glyphs
  130. A dedicated Bonus tab to Unlocks and moved Upgrade Slots there to prepare for more mission-gated bonus unlocks
  131. A yellow Soon badge in Unlocks for locked entries that are not yet mission-wired and cannot be claimed yet
  132. Mission reward claims so claiming credits now plays the interface click, flashes the mission card white, and updates the main-menu credit total with a white flash
  133. CPU Upgrade rewards in Unlocks so claimed upgrades now show their real effect and clearly explain they become available from the next run
[ 05 / WRITING ] 1 entries

Writing

  1. CLAIRE leaderboard quips in French-style guillemets and replaced trailing colons with periods for a citation feel
[ 06 / LOCALIZATION ] 52 entries

Localization

  1. The feedback report flow across every supported language for the release gate
  2. The Korean RTS controls, tutorial, mission unlock, game-over, and legacy leaderboard text for the release translation pass
  3. The Italian RTS controls, tutorial, mission unlock, game-over, and legacy leaderboard text for the release translation pass
  4. The Spanish RTS controls, tutorial, mission unlock, game-over, and legacy leaderboard text for the release translation pass
  5. The Japanese RTS controls, tutorial, mission unlock, game-over, and legacy leaderboard text for the release translation pass
  6. The Polish RTS controls, tutorial, mission unlock, game-over, and legacy leaderboard text for the release translation pass
  7. The Simplified Chinese RTS controls, tutorial, mission unlock, game-over, and legacy leaderboard text for the release translation pass
  8. The Brazilian Portuguese RTS controls, tutorial, mission unlock, game-over, and legacy leaderboard text for the release translation pass
  9. The German RTS controls, tutorial, mission unlock, game-over, and legacy leaderboard text for the release translation pass
  10. The French RTS controls, tutorial, mission unlock, game-over, and legacy leaderboard text for the release translation pass
  11. Localized CLAIRE voice lines for the coal cold-start tutorial, including RTS-specific prompts
  12. The English endless-wave CLAIRE voice lines so the spoken warning now matches the updated final-stand text
  13. The endless-wave CLAIRE alert across the shipped languages so the final warning now uses consistent singular phrasing
  14. The Brazilian Portuguese localization across menus, tutorial guidance, missions, upgrades, and wave alerts so the full run flow now reads more idiomatically in-game
  15. The Korean localization across menus, tutorial guidance, missions, unlocks, wave alerts, and bonus text so the full run flow now reads more idiomatically in-game
  16. The Italian catalog with more idiomatic menu, HUD, mission, unlock, and tutorial copy that better matches the factory-sim tone and CLAIRE's voice
  17. The German catalog with more idiomatic menu, HUD, mission, unlock, and tutorial copy that better matches the factory-sim tone and CLAIRE's voice
  18. The Spanish catalog with more idiomatic menu, HUD, mission, unlock, and tutorial copy that better matches the factory-sim tone and CLAIRE's voice
  19. The Polish catalog with more idiomatic menu, HUD, mission, unlock, and tutorial copy that better matches the factory-sim tone and CLAIRE's voice
  20. The main-menu credits tooltip, the no-collector defeat alert, and the full CPU upgrade flow across every supported language
  21. CLAIRE's German voice bank across the intro, tutorial guidance, wave alerts, and attack warnings so spoken lines now match the active language in more gameplay moments
  22. CLAIRE's Brazilian Portuguese voice bank across the intro, tutorial guidance, wave alerts, and attack warnings so spoken lines now match the active language in more gameplay moments
  23. CLAIRE's Simplified Chinese voice bank across the intro, tutorial guidance, wave alerts, and attack warnings so spoken lines now match the active language in more gameplay moments
  24. CLAIRE's Polish voice bank across the intro, tutorial guidance, wave alerts, and attack warnings so spoken lines now match the active language in more gameplay moments
  25. CLAIRE's Spanish voice bank across the intro, tutorial guidance, wave alerts, and attack warnings so spoken lines now match the active language in more gameplay moments
  26. CLAIRE's Italian voice bank across the intro, tutorial guidance, wave alerts, and attack warnings so spoken lines now match the active language in more gameplay moments
  27. CLAIRE's Korean voice bank across the intro, tutorial guidance, wave alerts, and attack warnings so spoken lines now match the active language in more gameplay moments
  28. CLAIRE's French voice bank across the intro, tutorial guidance, wave alerts, and attack warnings so spoken lines now match the active language in more gameplay moments
  29. CLAIRE's mission-complete announcements across every supported language and added four rotating voice variants so repeated reward toasts sound less repetitive
  30. CLAIRE's French short alerts so repeated wave-start, attack, and final-stand warnings now use distinct takes instead of repeating the exact same clip
  31. CLAIRE's Japanese voice delivery so repeated alerts and longer guidance lines now sound more consistent from clip to clip
  32. CLAIRE's Japanese voice bank across the intro, tutorial guidance, wave alerts, and attack warnings so spoken lines now match the active language in more gameplay moments
  33. The main menu live ZPM callouts and CLAIRE leaderboard quips across every supported language so those screens no longer fall back to English
  34. The Japanese localization pass so menus, missions, wave alerts, upgrades, and CLAIRE guidance now read more idiomatically in-game
  35. The Japanese game-text pass across unlocks, tutorial prompts, bonus labels, and game-over messaging so the full run flow now reads more naturally in-game
  36. The Simplified Chinese catalog pass across buildings, menus, mission rewards, upgrades, and tutorial guidance so the expanded UI batch now reads naturally in-game
  37. The Simplified Chinese game-text pass across menus, unlocks, missions, upgrades, and tutorial guidance so the full run flow now reads more idiomatically in-game
  38. The Korean catalog pass across buildings, menus, mission rewards, upgrades, and tutorial guidance so the expanded UI batch now reads naturally in-game
  39. The Japanese catalog pass across buildings, menus, mission rewards, upgrades, and tutorial guidance so the expanded UI batch now reads naturally in-game
  40. The Polish catalog pass across buildings, menus, mission rewards, and tutorial guidance so the expanded UI batch now reads naturally in-game
  41. The Brazilian Portuguese catalog pass across buildings, menus, rewards, and tutorial guidance so the expanded UI batch now reads naturally in-game
  42. The Italian catalog pass across buildings, menus, and tutorial guidance so the expanded UI batch now reads naturally in-game
  43. The Spanish catalog pass across buildings, menus, rewards, and tutorial guidance so the expanded UI batch now reads naturally in-game
  44. The German catalog pass across buildings, menus, missions, upgrades, and tutorial guidance so the new UI batch now reads naturally in-game
  45. The French mission reward claim chip so completed mission credit rewards no longer fell back to English
  46. More interface copy across leaderboards, unlock prompts, tutorial assists, quick save/load, wave alerts, and related UI overlays
  47. Full in-game localization foundations with live language switching, Steam/system auto-language support, and an in-game language override
  48. A local translation workbench and strict release-time localization checks for missing, stale, or invalid translations
  49. The French localization pass across menus, missions, bonus text, and tutorial voice so UI wording now reads more naturally and consistently
  50. Remaining main menu, tutorial-complete, mission-toast, and game-over UI strings so they now respect the active language instead of staying in English
  51. The toolbar copy, cut, repair, and demolish tooltips and added a French pass for those labels
  52. Resource and CPU upgrade tooltips so power-up slot hovers now reuse translated labels and stat copy instead of falling back to English
[ 07 / BUG FIXES ] 144 entries

Bug Fixes

  1. Feedback save launches from the preview build so reports can be opened directly from the admin page
  2. Queued RTS move orders so the operator no longer gets stuck trying to stand too close to trees or other blockers
  3. Rare finite-wave soft locks where one stuck zombie could keep a wave alive forever
  4. The tutorial starter-wood arrow so it points at a visible nearby tree instead of drifting to an empty spot
  5. RTS build previews so explored areas hidden by fog now show a red blocked ghost before placement fails
  6. Right-click handling so the browser context menu no longer appears over the game or menus
  7. RTS force-move so an active laser-mining beam keeps firing while the operator's robot repositions
  8. RTS attack orders so they stop any active laser-mining beam and use the operator gun for zombie damage
  9. RTS real shadows so they follow the camera view instead of the operator when panning away
  10. Selected RTS operator right-click move orders so available targets are accepted as soon as the button is pressed
  11. Selected RTS operator right-click move orders so quick taps no longer sometimes need a second click
  12. RTS camera drag to middle mouse and made drag panning respond instantly
  13. RTS controls so construction range no longer blocks far-away hover, selection, repair, copy, move, build, or demolish actions
  14. The RTS operator selection ring so it now follows the operator smoothly while moving
  15. A main menu crash that could happen when the demo background save used the newer quicksave format
  16. RTS edge panning so the camera can still move upward through open gaps along the top of the screen
  17. Zombie routing so nearby operators and unreachable terrain-side buildings no longer pull zombies off their selected building target at the wrong time
  18. Baited zombies so they now give up and rejoin the horde properly after their chase times out
  19. Zombie crowds so large hordes now move more calmly, spread pressure across exposed base fronts, and avoid clipping into cliffs more reliably
  20. Zombie targeting so the operator can pull horde attention when fighting near threatened buildings
  21. Zombies getting stopped by belts without attacking and clearing them
  22. Transport items getting stuck after deleting splitters or underground belts and rebuilding conveyors
  23. Inserters so they can now pick up items from both sides of splitters
  24. Inserters so they can now pull items directly from underground belt entrances and exits
  25. Right-click priority so miners placed on ore can be demolished without accidentally starting manual mining, and their hover highlight now takes precedence over the ore underneath
  26. Zombie pathing fallback checks so flow-field routing and crowd separation stay more predictable around blocked terrain and dense clumps
  27. Leaderboard submission validation so fallback Redis configuration and malformed payload rejection are easier to trust across local and hosted environments
  28. Zombie combat bookkeeping and development determinism guardrails so late-wave crowd updates stay easier to validate without changing live gameplay behavior
  29. Mission tracking so game-over persistence now preserves cumulative objectives while keeping best-per-run records from being overwritten by weaker runs
  30. The in-run Unlocks, pause, options, and playtest overlays so operator inventory and inspect panels no longer stayed visible underneath them
  31. CLAIRE voice playback so onboarding, alerts, mission rewards, and level-up calls no longer talked over each other
  32. Zombie targeting so hordes now focus a wider set of front-line defenses and switch to closer nearby structures sooner
  33. Plateau pathing deadlocks so zombies now recover from cliff-face stalls instead of getting stuck forever and blocking wave completion
  34. Plateau-edge zombie stalls so repeated cliff collisions now clear stale detours and recover onto valid walkable routes
  35. Fog of war so explored trees and rocks now stay visible after they leave current sight
  36. Player damage feedback so the full operator model now flashes white again when hit
  37. Fog of war so trees and rocks no longer stayed visible on unexplored tiles
  38. Weird-looking Crystal laser mining so it no longer unlocked the Probability Calibrator mission that is supposed to require placing a Miner on the deposit
  39. Right-click laser mining so any ore deposit can now be harvested manually instead of only trees, rocks, and silicon veins
  40. Extractors so they now accept wood like other fueled machines, and their mining beam stays red and continuous between back-to-back extraction cycles
  41. The Neural Network toolbar and unlock icon path so the building always uses its real authored thumbnail instead of a missing preview
  42. A silicon cliff rendering crash caused by incompatible merged deposit geometry formats
  43. Fueled machines so a burning wood charge no longer blocks coal from being queued as the next fuel
  44. Extractor placement so any tile in its 2x2 footprint can touch Silicon, with hover snapping now preferring the best adjacent cliff site
  45. Legacy save migration so older runs now seed gold and silicon content exactly once, keep cognition recipe snapshots intact, and convert the retired XP multiplier bonus into the new Neural Network progression
  46. The building designer route so authored Extractor and Neural Network presets now use the normal building placement flow, including drag placement, deletion, and cut or paste behavior
  47. The building designer color editor so repeated preset tweaks no longer exhaust WebGL contexts and blank the screen white
  48. Legacy run loads so older saves no longer inherit buildings unlocked after that run was created
  49. Tutorial-origin runs so the completion screen now warns they do not count for the leaderboard and continued tutorial saves can no longer be submitted there
  50. Shortcut conflicts so `H` now reliably enters repair mode and `Shift+H` hides the in-game UI
  51. Legacy flat-map late-game saves so terrain-era routing, collision, and turret occlusion work now stay skipped when the map has no real terrain blockers
  52. Dense zombie fronts so hordes keep advancing smoothly instead of bunching up into near-stalled snaps under heavy pressure
  53. Late-wave zombie melee spikes so huge hordes stay far more responsive once they pile into turret range
  54. Gameplay camera sway so moving left or right no longer made the view tilt slightly
  55. Operator run animation timing so lower late-game framerates no longer made the sprint cycle feel slower
  56. Reach-ZPM missions so their progress now updates as soon as a run sets a new max ZPM instead of waiting for mission completion or game over
  57. Fueled-building save and inspect data so coal and wood fuel slots now stay type-safe and the production web build compiles correctly again
  58. Fresh bonus profiles so new players now start with zero credits instead of an unintended starter stash
  59. Laser mining rewards and collapse effects so mined loot and disappear animations now play smoothly instead of stepping at the simulation tick rate
  60. Laser-mined trees and rocks so their completion bounce now compresses slightly before rebounding instead of collapsing almost flat
  61. Laser-mined tree and rock health bars so they now stay centered and visible above the obstacle being harvested
  62. The alternate operator weapon mode so the backpack gun now keeps tracking the cursor correctly while the operator or camera moves under a stationary mouse
  63. Alternate operator firing so shots, muzzle flashes, and gun audio now originate from the backpack gun instead of a floating center-point fallback
  64. Alternate operator bullet visuals so fired rounds now render from the backpack muzzle height instead of briefly appearing from the old chest-level projectile path
  65. The tree designer so preview crowns now stay attached to their trunks instead of sometimes floating above them
  66. Unlocks notification dots so hidden rewards no longer keep the in-game and main-menu Unlocks surfaces marked unread
  67. Probability calibrator placement feedback so its ghost preview, smoke burst, and spawn tween now match the finished building more closely
  68. Unlocks details so locked Buildings, CPU Upgrades, and Bonus rewards now always show their mission progress instead of switching to prerequisite text
  69. The main menu failing to load after mission reward claims by stabilizing the Bonus credit store used by the top-right credit badge
  70. Claimed mission cards staying washed out white after the reward flash instead of settling back into their normal ticked state
  71. In-game Unlocks scrolling so using the mouse wheel on the panel no longer zooms the gameplay camera underneath
  72. New-run hotbar and unlock dots so default starter buildings no longer appeared as freshly unlocked rewards
  73. Unlocks card dots so clicking a reward now clears the card notification without clearing the matching hotbar building dot
  74. Main-menu Unlocks, Missions, and Bonus dots so they now only appear while matching unseen rewards remain, and mission credits must now be claimed directly from the Missions screen
  75. The main-menu Unlocks panel so it once again uses a bottom Back button like Missions and Bonus, and removed the extra panel background from the Unlocks shell
  76. Unlocks and Missions tabs so they now show a dot whenever one of their cards still has an unseen reward dot inside
  77. The Missions list layout so cards once again keep the normal spacing between entries instead of collapsing together
  78. Weird crystal unlock flow so placing a miner on crystal ore now directly unlocked the Probability Calibrator and showed its unlock indicator in-run
  79. The unfinished Nuclear Reactor so it now stays blocked and shows a Soon badge instead of appearing as an available building
  80. The first mission-unlocks pass so factory, splitter, underground belts, turret, and other normal buildings no longer appeared permanently locked without a mission
  81. The Unlocks Buildings tab so canonical building names once again resolve their real thumbnails instead of falling back to placeholder letters
  82. Mission-locked CPU upgrades so locked rewards like Impact Bloom no longer appear in level-up choices before they are claimed
  83. High-density zombie facing so large hordes no longer twitch between directions while pathing
  84. Turret impact bloom so zombies inside the explosion now take damage even when cliffs block direct turret line of sight
  85. Game-over screen overflowing off the screen at high UI scale settings by compressing spacing and font sizes proportionally as viewport shrinks
  86. Plateau edge collisions so the operator now stops with a small safety margin on every side instead of clipping into some cliff faces
  87. Operator inventory panel placement so it now shifts fully beside opened machine panels instead of overlapping them when the operator stands behind the building
  88. Held inventory stacks so they now stay above inspect panels, avoid the browser drag ghost, and auto-stow cleanly when the last inventory panel closes
  89. Unlocks, Bonus, and Missions menu clicks so tabs, cards, actions, and Back buttons now play the interface click sound on mouse input
  90. Toolbar and top-bar mouse clicks so build, copy, cut, repair, demolish, patch notes, leaderboard, and playtest controls now play the interface click sound exactly once
  91. The main menu background simulation so zombies no longer spawned after long idle time
  92. Post-game leaderboard scrolling so mouse wheel input now scrolls the leaderboard instead of zooming the gameplay camera
  93. Power-up slot icons showing the system cursor instead of the game's custom cursor on hover
  94. Unlocks and Missions clickable items showing the system hand cursor instead of the game's custom yellow cursor on hover
  95. Sideloaded belt items so they now enter the receiving conveyor at the correct merge point instead of appearing from the start of the tile
  96. Build placement wheel input so scrolling now rotates the selected building (including belt follow-cycle previews) instead of zooming the camera
  97. Gameplay cliff terrain so it now uses the same plateau-to-cliff rendering as the debug plateau tool instead of showing mismatched cliff shapes
  98. Fog of war so cliffs and plateaus now hide correctly instead of staying visible through the fog
  99. Minimap terrain fog syncing so plateau tiles now appear as exploration updates without needing to toggle fog settings
  100. Minimap fog shading so visible zones stay crystal clear and explored zones render as a uniform tint without striped artifacts
  101. Minimap readability by smoothing minimap rendering and keeping resources, plateaus, and structures consistently legible under fog
  102. Minimap readability so plateau tiles now hide covered ore instead of drawing both layers on the same cell
  103. Minimap wave direction warnings so edge arrows now clear after a wave is defeated and only return during active warning or combat phases
  104. In-place conveyor replacement previews so they now show a clear tinted ghost, hide the belt underneath, and stop misleading arrow continuity from the next segment
  105. Conveyor follow placement so building right after an existing belt now prioritizes your current facing direction instead of forcing a straight continuation
  106. Belt rotation persistence so rotating at the end of a conveyor chain now stays as your active build direction after moving the cursor
  107. Belt drag previews so click-hold auto-detect placement no longer flashes replacement red/green tinting while dragging
  108. Opposite-direction belt replacement previews so incoming conveyor chevrons now render as an end segment and no longer overlap the green ghost chevron
  109. Single-belt placement readability so replacement previews on the just-placed tile stay hidden until the cursor leaves that tile once
  110. Belt drag release behavior so replacement previews now stay hidden on the last dragged segment until the cursor leaves that tile
  111. Pending unlock rewards so claiming them in Unlocks now clears the unread dot on the first click instead of needing a second click
  112. Belt drag auto-underground crossings so conveyors now tunnel under building footprints and mixed belt-plus-building obstacle blocks
  113. Miner output belt placement so single-click belts now follow your current direction intent (including corner turns) instead of forcing straight miner-facing output
  114. Hotbar category icons so all 9 categories now appear immediately on new runs instead of showing empty slots while images load
  115. CPU level-up actions so Ban, Skip, and Reroll now stayed hidden until unlocked and displayed the correct dynamic pip count when available
  116. Cliff-terrain zombie pathing so zombies now retarget to the nearest enemy by shortest walkable route and no longer kept marching toward stale targets after turning toward the operator
  117. Cliff-terrain zombie movement so hordes now push straight toward the operator and buildings again, only detour locally around plateaus, and no longer clip through plateau tops on long approaches
  118. Cliff-terrain zombie movement so hordes now face their travel direction, follow plateau edges more smoothly, and stop twitching left-right while skirting cliffs
  119. Cliff-terrain zombie movement so detouring around plateaus no longer gives zombies unintended speed boosts and turning now reads much heavier and more natural
  120. Plateau combat line-of-sight so turrets now stayed idle and stopped firing when zombies were hidden behind cliffs
  121. Player gun projectiles so bullets now stopped at plateau faces instead of damaging zombies through terrain
  122. Generated cliff terrain so basin-connected choke points are now widened to at least three tiles instead of collapsing into narrow pinch corridors
  123. Generated cliff terrain so no single ore patch can be buried under more than a quarter plateau coverage, including when older saves are upgraded
  124. Generated cliff terrain so the edge Weird Crystal patch now stays exposed instead of spawning half-buried under plateaus
  125. Generated cliff terrain so both Weird Crystal patches now always stay fully exposed instead of occasionally spawning under plateaus
  126. Generated cliff terrain so edge approach traps now get carved into a guaranteed route toward the basin before a run starts or an older save loads
  127. Generated cliff terrain ingress throughput by guaranteeing at least one contiguous 20-tile edge entry lane on each map side
  128. Generated cliff terrain so Weird Crystal patches now stay basin-reachable instead of occasionally ending up isolated under post-normalization plateau closures
  129. Cliff-terrain zombie routing so hordes now share obstacle-aware flow paths toward the operator, collectors, and frontline structures instead of getting stuck on per-zombie detours
  130. Zombie crowding so hordes now spread sideways under pressure instead of stacking into a single-file line along the same route
  131. Close-range zombie behavior so nearby attackers stop jittering around their target and only aggro the operator once they are inside the construction radius
  132. Zombie flow-field steering so crowd lanes now approach targets with smoother, wider fronts instead of collapsing into a harsh single-line seam
  133. Zombie fallback targeting so hordes still retarget to the operator when no collectors or buildings remain, even from outside construction range
  134. Cliff-separated zombie aggro so hordes now stay in their slower pathing mode until the actual routed flow-field distance is short enough to charge
  135. Zombie strategic targeting so the operator is once again considered from any distance instead of only inside construction range
  136. Zombie separation scheduling so far-away hordes no longer ran crowd-separation checks every update, restoring late-game combat responsiveness
  137. Late-wave zombie movement fluidity so high-density hordes no longer appear to update at a low frame rate while the rest of the game stays smooth
  138. WASM zombie crowd flow so dense hordes now press forward with softer local spacing instead of snapping sideways into artificial slots
  139. Build-tool deselection so right-clicking empty space now cancels the active building tool like `A`/`Q`/`Escape`
  140. Nuclear reactor placement so the classic spawn tween now played reliably and drag placement now chained multiple reactors in one gesture
  141. CPU upgrade hover breakdown rows so multiple upgrade picks now stack cleanly instead of overlapping in the tooltip
  142. Hotbar category buttons so thin pixel artifacts no longer extended past the cut corner or leaked blue specks at the inner border
  143. Building designer placement so Escape now deselects the active building tool, while re-selecting a building from the designer re-arms placement immediately for a quick second placement
  144. The building designer route so code edits and remounts no longer wiped the active test map while iterating on placed buildings