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Combat Overhaul — 20 Drones, Simultaneous Skill Procs
Combat Overhaul — Automation and Skill Cascades
Multi-Skill Procs
- Removed the limit of one skill per attack. Every skill that succeeds its roll now fires at once.
Mining Drones Overhauled
- Max drones 6 → 20
- Drone attack interval 2.6s → 0.43s
- Drone damage increased (30% → 55% of player damage)
- All drones now join boss fights. Previously only one drone ever attacked a boss, no matter how many you owned.
- Each drone now rolls for skill procs individually.
- Drones hover over the ore they are mining and turn translucent while idle so they never block your view.
Direct Attacks
- Attack speed up to 2.56x (was 2.03x)
- Attack radius can now grow up to 2x — previously it never scaled beyond your pickaxe tier.
- Direct damage multiplier 2.22x → 4.76x
Continuous Attack — No More Click Spam
- With the Continuous Drive Control node, simply holding the left mouse button keeps attacking automatically at your attack speed.
- We moved this node further in toward the centre of the tree and cut its price from 216,000 to 18,000 Gold, so you can stop spam-clicking far earlier.
Skills
- Skill range growth added — blast radius, chain distance, pierce width and beam width up to 1.69x
- Proc rates increased — Quantum Drill 4% / Core Explosion 5% / Arc Storm 7% / Mining Pulse 4% / Orbital Laser 1%
- Skill impact effects now linger longer and fade out smoothly.
Reworked Dead Mechanics
- Cascade Fracture (formerly Overkill) — excess damage now carries over undiminished and keeps chaining with every kill.
- Impact Charge (formerly Momentum) — every 6th hit charges your next strike for up to 4.3x damage and 2x radius. Works on bosses too.
- POWER branch redesigned so deeper nodes are genuinely stronger, and the empty mid-game stretch has been filled in.
Major Localization Fix
- Fixed 116 strings that were still showing raw Korean in English, Japanese, Simplified Chinese, Russian, Spanish and Brazilian Portuguese.
- This covered relic effect descriptions, Core Matrix node descriptions, settlement / Rebirth / New Game+ text and boss ability messages.
- We also built a new audit tool for missing translations — the old one was only catching a third of what players actually saw.
Bosses
- Difficulty HP rebalanced — Hard ×4 / Nightmare ×8 / Abyss ×13 (previously up to ×8,730, which made them literally unclearable)
- Boss HP raised from New Game+ cycle 2 onward — NG2 ×6.0 → ×9.0, NG3 ×10.5 → ×16.5, NG4 ×17 → ×28.5, then ×1.65 per cycle
- Once every node is maxed, the cycle multiplier is your only remaining growth, so boss HP now scales at exactly the same rate and difficulty stays consistent no matter how many cycles you stack. Normal ore health is untouched, so mining pace is unaffected.
- Boss retry cooldown 30s/60s → 5s
- Iron Golem (D20) health and shields reduced
Quality of Life
- New Buy All Affordable button in the Core Matrix
- Core Matrix nodes spaced further apart so they are easier to click
- DPS Lab, Challenge Boss and Quit Game are now reachable directly from the menu list
- Pickaxes are no longer granted automatically at a depth — reaching the depth unlocks the purchase, and you buy them with Gold. Pickaxes you already own are kept.
Balance
- Ore required per floor adjusted (3 / 4 / 6 / 7 / 8 / 9 / 10 / 11)
- Late-game ore health reduced — ore breaks far more satisfyingly.
- Upgrade costs now scale with depth
- 7 relics adjusted — Compression Breaker now hits every ore on the field.
Bug Fixes
- Boss screen not appearing when starting a fight from the Settlement screen
- Mining continuing in the background after pressure ran out
- Crashes and error spam related to drones and effects
- HUD timer being cut off at maximum depth
Performance
- Effect pooling and texture caching reduce frame hitches during heavy combat, with no reduction in visual impact.
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.