Reference / 0.2.0
0.2.0 update notes
Survival, economy, exploration, and control changes since 0.1.0.
This update puts adventure survival pressure on the board, rebuilds the coin economy and build progression, and revises exploration, skills, and controls. All changes below are relative to 0.1.0.
Main changes
- Survival depends on board space. Player Health is removed. Unresolved enemy threats add garbage rows, so keeping room for placements is central to survival. A failed placement at a blocked top uses a rescue to clear the upper half of the board; without one, the battle is lost. Casual allows three rescues per battle, Standard one, and Hard none.
- More choices while exploring. Maps are wider with revised node placement and four events per layer, covering pressure changes, battles, modules, coins, and exchanges. Camps offer pressure relief or coins. Adventures begin at dawn, and the map shows the time of day, environmental pressure, and weather.
- Expand builds one section at a time. The base offers two module choices. Only the bottom two rows start active; hold an adjacent 2×2 section to expand with coins. The maximum active height increases from 12 to 20 rows. Whole-row upgrades and automatic boss expansions are removed. Modules in inactive areas remain available for later rearrangement instead of being discarded after battle.
- Coin income and spending are rebuilt together. Normal battle income grows by layer, while elite and boss rewards are repriced. Shops offer eight modules per layer, starting at one coin and increasing with purchases, instead of pricing by shape and material. Selling returns one coin per module. Selection and capacity upgrades can each be purchased once per layer, with prices increasing across layers. Events, camps, and rewards provide other income; spending now balances modules, queue upgrades, and build expansion.
- Modifier rewards require a choice between families. The first reward offers one economic, one damage, and one reaction option. Economic options appear only then; later rewards use unclaimed damage or reaction families. Only one modifier per family can be claimed. Coin Supply and Shop Discount are added, and More Choices and Reward Refresh also grant coins.
- Tutorial and instructions are revised. The tutorial can be entered directly without occupying an adventure save. It teaches exploration, FIT, building, rescue, and skills. Instructions are organized around controls, combat, maps, builds, and shops, with challenge rules available in the challenge itself.
Balance and fixes
- Damage boosts: Quad Boost increases from ×3 to ×4; Single Boost changes from ×1.5 to ×1.2; Combo Boost adds 0.3 instead of 0.5 per step, retaining its ×2.5 cap.
- Reaction builds: Every three active modules without fixed materials add one material-pool entry. Sand Reaction becomes Nature Reaction and cycles Sand, Wood, and Water. Liquid, Plant, Blast, and Machine reactions gain corresponding damage bonuses; base explosion damage also increases.
- Build Power: Every ten active cells add 0.5 placement damage per cell. Only modules fully within unlocked space count.
- Enemies and pressure: Starting base enemy Health is lower, while its late-run cap is higher. Daily negative modifiers now reach level five, with revised terrain, pollution, curses, and periodic garbage. Enemies recover before their moves, leaving preparation time for each sequence.
- Skills: Sandify, Petrify, Gust, Gravity, and other manipulation skills recharge through placements, with revised requirements. Charged skills can be cast even when nothing changes, still consuming their charge. Rewind restores only the board; damage, the queue, and combat progress remain. Both levels require 30 placements to recharge.
- Weather and encounters: Wind alternates direction between triggers. Dense Bulwark is removed.
- Random draws: Unintended probability biases in rewards, shops, and enemy moves are corrected, including combinations of shapes and materials that could not previously occur.
Interface and controls
- Maps and battle transitions: Unresolved battles and events are marked and can be resumed from their nodes. Battle return controls are unified. Returning after an event battle no longer skips its reward screen prematurely.
- Layout and information: Maps, battles, and builds share revised layouts and transitions, with rearranged queues, skill slots, and toolbars. Layout follows the window instead of a manual orientation setting. Repeated information is reduced while key status remains visible.
- Shops and builds: Stock and inventory share the build screen. Clicking and dragging follow the same purchase flow; multiple modules can be sold together, and available expansion areas are indicated.
- Previews and recognition: Skill target and effect previews are consistent. Aim lines and queue hints are revised, alongside fixes to top danger indicators, drag-rotation hints, and clipped text. FIT pieces use shape-based colors, and some material and modifier names are standardized.
- Replays: Return and playback controls are simpler, and idle controls hide during playback to reduce obstruction.
Editions and saves
- New in Lite: Snow, snow weather, Cold Snap, and Liquid Reaction.
- Optional analytics: Manually send recent gameplay statistics from settings to help improve the game. Nothing is uploaded automatically.
- Old saves: Start a new adventure after updating. Adventures and replays from 0.1.0 cannot continue or play under the new rules. Old records can still be kept, imported, and exported as backups without conversion.
- Full / Lite: Saves and replays are managed separately and cannot be imported across editions.