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.
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.
02 / GUIDE COVERAGE
Where these changes appear in the guide
Boss profiles now expose difficulty-specific HP and damage. The upgrade guide shows both Hadouken routes, while the save guide documents global controls, lighting and the refined completion calculation.