MISSION FILE / PATCH-03

Updates That Matter to Players

Three recent releases changed how movement, Boss damage, Hadouken, completion and saves behave. This page translates those changes into what you will notice while playing.

REFERENCE STATEVERIFIED FOR v1.00.61CONFIRMED
01 / PLAYER IMPACT

Read the effect, not the raw patch note

Entries are grouped by the player task they affect. Wording is explanatory; it does not reproduce the original changelog line by line.

01v1.00.61

CURRENT GUIDE BASELINE

Ladder reliability hotfix

A focused follow-up to 1.00.6 that addresses the ladder bug. This is the build used for the guide's current Boss, Hadouken, save and completion records.

Climbing is less likely to break a run

The ladder-specific bug fix targets an interruption that could affect normal stage traversal. No new collection route or boss-order change is introduced by this hotfix.

02v1.00.6

GAMEPLAY UPDATE

Smoother movement and clearer completion

This release makes movement inputs more forgiving, reduces friction around Hadouken and completion runs, and cleans up several control, display and boss edge cases.

Jumping and dashing should feel more responsive

Jump and dash buffering accepts slightly early inputs, landing dashes start faster, Space Ride Armor gains a double-tap dash, and wall jumps receive a small consistency pass.

Hadouken has a second full-collection route

After collecting everything, the normal route still uses three platform triggers. A zero-death run can skip that platform-count requirement, and the Hadouken input itself is easier to perform.

A true full clear now reaches 100%

The completion calculation was refined so clearing every level and collecting everything produces 100%. Credits can also be fast-forwarded after the final run.

Controller and display edge cases were reduced

Trigger inputs no longer fire repeatedly, older devices receive a text-rendering adjustment, the results menu gains translation support, and Seeker targeting is corrected in two boss encounters.

03v1.00.51

FOUNDATION UPDATE

Boss rebalance, safer saves and platform fixes

This was the large combat and stability pass behind the current data model. It changed boss health and weapon damage, separated input bindings from progress slots, and fixed several run-ending bugs.

Boss damage values must be read by difficulty

Standard special weapons now deal 2 HP to bosses before difficulty-specific adjustments. Veteran and Hunter bosses use 64 HP with extra health bars, while player-shot and boss-damage values were reconfigured across the roster.

Dash shots are easier to identify

Dash shots use a distinct color and retain their double-damage behavior, making it clearer when the stronger shot was produced.

Controls and progress are less tightly coupled

Input bindings moved out of individual save files and survive a progress reset. Weapon-upgrade and level-clear results now save correctly, and the global lighting preference is persisted.

More devices and difficult encounters are stable

The release adds 32-bit Android support with a 60 FPS cap and addresses fortress bosses, Space spawns, Sigma and Velguarder damage, dialog softlocks, particle crashes, charge-beam hits, clear-time results and Veteran Hadouken access.

Drop balance and Portuguese text were refreshed

Item-drop chances changed across difficulties, and the Portuguese translation received an update.