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Steam announcementView the game on SifterSeptember 18, 2026

Combined patch notes: v1.0.0 & v1.0.1

Patch notes: v1.0.0

Gameplay

- Added a tutorial

- (Full version only) The Algae species now collects dropped cells from anywhere, since it cannot move to reach them

System

- Added a logging and crash reporting system

Bugs / Misc

- Fixed a bug that caused having too many armor cells to crash the game

- Fixed a bug that caused unlocking every mutation to crash the game

- Fixed cells placed later on your alien triggering less often than cells placed earlier

- Fixed explosive cells looking for targets from the center of your alien instead of from the cell itself, which made them unreliable on larger builds

- Fixed the "Vampirism" mutation behaving incorrectly

- Fixed the "Emerald Splash" mutation not applying its bonus damage

- Fixed bosses not dropping any bonus cells

- Fixed ranged and charger enemies spawning in each other's proportions, which resulted in roughly twice as many ranged enemies as intended

- Fixed charger enemies not getting faster as waves progress

- Fixed a bug that caused poison to behave incorrectly with multiple poisoned enemies

- Fixed a bug that caused collision to behave incorrectly in some cases

- Fixed a controller navigation bug in the alien editor

- (Full version only) Fixed the Anomaly species reducing your damage instead of increasing it

- (Full version only) Fixed void cells dealing damage as the Biohazard species, which is not supposed to deal damage directly

- (Full version only) Fixed staying outside the safe zone in Supernova being unable to kill you

Balance

- Nerfed lightning cells and reduced their drop rate

- Nerfed speed cells and reduced their drop rate

- The speed cell's distance bonus is now measured against how far you can actually build at your current xenomass, so placing one on the rim is a real decision at every point in a run

- Reduced base cell drop rate

- Nerfed energy regeneration

- Reworked how movement speed scales with energy level

- Nerfed Living Arrow, Flicker and Impact Velocity, Charged Up, Crab Convergence, Least Resistance, Reserves, Perfect Shell, Annihilation and Critical Mass mutations

- (Full version only) Nerfed Overgrowth

- Reduced enemy spawns early game, increased enemy spawns late game

- Increased enemy health scaling

- Increased boss scaling

- Mutations no longer all cost 1 DNA

- Increased xenomass gained per wave

- Increased the cost of Distant Influence

Patch notes: v1.0.1

Graphics

- Improved lightning VFX

- Made the "Danger Zones" boss ability visuals less confusing

Bugs / Misc

- Updated the tutorial text color to match all the other text

- Fixed Shatter mutation being the wrong color

- Fixed Danger Zones dealing damage after they have already expired in some cases

- Fixed a bug that caused the "Bullet Hell" boss ability projectiles to disappear too early

- Fixed a bug that caused enemies to spawn with significantly more health than intended

- Fixed collisions being calculated wrong in the case of extremely long limbs

- Fixed a bug that could cause the game to crash after unlocking all mutations

Balance

- Reduced the movement speed and acceleration penalty for low energy

- Increased energy regeneration

- Boss abilities now deal half of the boss's contact damage instead of the full amount

- Nerfed the "Danger Zones" boss ability

- Increased boss scaling

- Increased bonus scaling for offensive cells

- Nerfed explosive cells

- Nerfed void cells

- Increased player projectile size

- Player explosions now scale with cell count

- Increased cell drop rate

- Increased cell drop rate in the early game

- Increased enemy spawn rate in the early game

- Reduced peak enemy spawn rate in the late game

- Increased enemy health scaling

- Reduced ranged enemy range

- Slightly increased player base speed

- Reduced corrupted mutation chance

- Reduced pricy mutation chance

- Improved the mutation system and significantly rebalanced a large number of mutations

- Reverted some of the previous DNA price increases

- Increased xenomass increment

- (Full version only) Reworked difficulty 4: Now grants half healing at the end of a wave instead of no healing

- (Full version only) Reworked difficulty 5: Now reduces energy regeneration and increases energy drain.

- (Full version only) Reworked difficulty 9: instead of 2 bosses per boss wave, each wave's boss hazard now periodically appears during normal waves

- (Full version only) Halved how much enemy health and damage increase per difficulty level

- (Full version only) Cells dropped in the Supernova area now spawn inside the safe zone

- (Full version only) Reduced player damage taken from explosions in the Hyperzone area

- (Full version only) Enemies now also take damage from explosions in the Hyperzone area

- (Full version only) Buffed Aberration species

- (Full version only) Buffed Biohazard species

- (Full version only) Buffed Voidborn species

Gameplay

- Cells should not fire at enemies that are just about to die anymore

- Player cells now start the wave off-cooldown

- Poison now ticks faster and lasts shorter

- Swapped boss order

- (Full version only) "Supernova" safe zone now moves

- (Full version only) Reworked the "Chaos Rift" area

- (Full version only) Reworked "Algae" species

System

- Reworked the score system to be more indicative of a player's performance during a run

- Added a total score tracker in addition to the existing high score tracker

- The game now pauses on controller unplug

- The game now pauses on focus loss

- Fixed issues with the game not minimizing on alt-tab in some cases

Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.