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Steam News · 1d
Slot Theory 1.6.3 Endless wave length re-designed Deep endless waves grew without limit. Wave 100 on Normal was 881 enemies over 8 minutes, most of it waiting. Each wave now has a spawn budget (about 60 s at wave 21, +1% a wave) and the enemy count fits inside it. To hold difficulty level, every endless wave trades HP for speed: HP down 2% a wave, speed up 0.5% a wave, compounding. Bosses ride the...
Steam News · 3d
Slot Theory 1.6.2 Small patch, one fix. Fixed: enemy status rings disappearing mid-run Chill Shot, Marked, burn, Deadzone pin, shield, veil, near-death and corrosion rings could all vanish partway through a run and never come back. What was happening: once the board gets busy (80+ enemies) or the frame rate dips below 50 even once in a wave, we switch the rings to a cheaper shader version to keep ...
Steam News · 6d
Slot Theory 1.6.1 - Update Notes A small release with one real idea in it: you can now see where your partner is about to aim. Co-op shares a lane and a pool of lives, which makes failure joint but does nothing for success. A player put it better than we had: shared lives makes the failure joint but not the success, and dual spawn only removes the safe seat, neither actually makes you need the oth...
Steam News · Aug 31
Slot Theory 1.6.0 - Update Notes Co-op is here. Two, three or four commanders, one shared lane, one pool of lives, and seven maps built for nothing else. Your partner's leak is your leak. There is no polite way to say "that was your end". Also: 68 badges (up from 51), 50 titles (up from 14), and we found a 16-damage tower doing 74% of a run's total damage. That one is further down. Co-op Everyone ...
Steam News · Aug 21
Slot Theory 1.5.4 - Update Notes 1.5.3 raised the speed ladder to 10x and said a run plays out identically at 1x and at 10x. Two things made that not quite true. This is a hotfix for both. Enemies no longer stutter at high speed The game leans on the brakes for a beat when something big lands: a kill, an explosion, a tower surge. Enemies dilate for a fraction of a second while your towers keep fir...
Steam News · Aug 21
Slot Theory 1.5.3 - Update Notes A new modifier that does not care how big the health bar is, a faster fast-forward, an Anomaly Feed that finally trusts you with tradeoffs, two more bans, a light touch on deep endless, a smarter auto-pick, and a batch of fixes for things that quietly did not work. New modifier: Corrosion Every damage card in the game so far multiplies flat damage, and endless wave...
Steam News · Aug 10
Endless mode gets bosses, so it ends at a fight instead of bleeding out, and deep endless scales a little more gently on the way there. There is also a balance pass on the wave-20 finale, where the Breach Aegis had quietly been deciding runs on three maps and your operator could not do anything about it, plus six campaign stages tuned back to the difficulty they were signed off at, and seven new a...
Steam News · Aug 5
Full controller and Steam Deck support, and the wave-20 boss stops being the same fight on every map. On top of that: the player profile grows a run history and a most-used tab, the Daily Rift gains a mandate layer, and crash reports now find their way to us instead of dying on your machine. Controller and Steam Deck supportThe whole game is playable on a pad, front to back, aiming at Deck Verifie...
Steam News · Aug 1
A content release built around three things: a mandate menu for Skirmish Hard, a ground-up overhaul of the premium card pool, and a new common card tier that changes what a finished board drafts. On top of that: a player profile with 51 collectible badges, and a campaign that now runs breach events and the wave-20 finale. Late-game runs read very differently than they did in 1.4.7 Mandate Protocol...