v 1.0.14 Update


This update fixes six problems found during a source review, targeted gameplay probes, and a browser playtest. The existing test suite passed during the audit, but several systems behaved incorrectly when they interacted. This patch adds tests for those interactions as well as fixing the immediate bugs.

Kills stay final

A Mender could heal an enemy after it reached zero HP but before its turn in the enemy-update loop. The game had already triggered kill effects, so the revived enemy could award Cache storage and Drain healing again. Menders now skip defeated enemies and bosses already playing their death animation, while continuing to heal wounded survivors. Tests cover both healer/target orders in the enemy pool.

Enemy pressure behaves consistently 

Severers had an explicit HP formula but no movement speed, collision radius, or contact damage. They now receive a complete stat block and can approach the weak nodes they target. Cloners previously created offspring without updating the live-enemy count.

That count controls spawn capacity, so the error affected more than the debug display. Offspring now use the normal spawn lifecycle. A full pool leaves the parent's health intact, and successful splits advance both descendants toward the two-generation limit.

Overclock and enrage movement bonuses also survive longer than one frame now. Boss speed is calculated from its base value, persistent modifiers, and active slows. Boss phase transitions preserve that calculation, and tether effects reduce the resulting movement speed without dropping the other modifiers. 

The Firewall follows both sides of a crossing 

The old sweep checked only how far the wall moved. A moving organism could cross the line between frames and land beyond the area checked for damage. The game now compares each entity's previous and current position relative to the wall. A crossing registers in either direction, with one hit per entity.

Reused enemy slots receive a fresh crossing state.

Music failures stay local to one track

The web version still loads its soundtrack separately from the compact game download. It queues the menu track first and downloads up to two tracks at a time. Every track can finish or fail independently. Downloads get four attempts, with a 15-second timeout per attempt covering both connection and body loading. A failed menu track can no longer prevent every gameplay and boss track from being requested.

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