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Big Update: Layers, Tutorial, Trader, and More

Narog Games2 мин унших

Shard Cycle

A new gameplay loop: Layers

[p align="start"]The single flat run is gone. You now descend through Layers, each with its own difficulty, crystal mix, and rewards. Unlock Layer 2 by destroying enough crystals on Layer 1, and onwards from there. Pick your destination from the new Layer Select panel before every session. The change makes run to run variety feel meaningful instead of interchangeable.

[img src="{STEAM_CLAN_IMAGE}/46066444/eb0d8c555dc22b6c15c903b24f8438d55a55d72b.png"]

Session visuals and effects

[p align="start"]A lot of polish across the core gameplay view:
  • Crystals got a visual pass.

  • Floating damage numbers are cleaner and better timed.

  • Hit effects on crystal damage feel punchier.

  • Critical hits now trigger a short screen shake.

  • Chunks are more glowing and bright, so loot reads at a glance.

  • Ambient scene work: slow moving blue clouds drift across the background, and a floating ember particle system gives the level the depth it was missing.

  • Level lighting reworked for better mood and contrast.

[img src="{STEAM_CLAN_IMAGE}/46066444/2562cf5d989706c5c5520d250c671a82d2542e92.png"]

Tutorial

[p align="start"]First time players get a guided walkthrough of the core loop now: destroying crystals, buying upgrades, hitting your first prestige. Sequences are skippable individually, and the whole tutorial can be toggled off in Settings for replay runs.

[img src="{STEAM_CLAN_IMAGE}/46066444/6ddb6b1d59545c7c14d1da8caef84daca44de6f1.png"]

Prestige rewards and upgrades

[p align="start"]The prestige tree and main upgrade list both got rebalanced:
  • New wall chain upgrades drive the difficulty curve more predictably.

  • Chunk Amount and Bonus Chunk are the key progression gates. Each prestige tier unlocks further multipliers.

  • Ability crystal unlocks (Sparkquartz to Arc Kracker, Amberit to Shard Tornado) moved into the prestige flow for a cleaner unlock arc.

  • Interstellar Visa payouts reworked so each prestige feels meaningfully stronger than the last, not just "the numbers go up."

[img src="{STEAM_CLAN_IMAGE}/46066444/f2fd22afdac457e980830c358660fdee96fdbd3e.png"]

Trader animations (Attachments)

[p align="start"]The Trader, where you draw and equip Attachments with Spalls, is no longer a static panel. New draw animations, hover states, and equip flourishes make opening and slotting Attachments feel like an actual event instead of a menu tick. Small thing, big felt difference.

[img src="{STEAM_CLAN_IMAGE}/46066444/88b19a5befa4a506076c42611b591c9a9e6b17c4.png"]

Bug fixes, save migration, and a performance pass round out the update.

[p align="start"]Let us know what works and what doesn't. Feedback shapes the next patch.

- Join the Discord: https://discord.gg/uqQsHs8yJy

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