Alpha 0.6.0 Pre-Release 1 (June 22th, 2026):
– Added hiding in dark places: If player is in light levels 0-2, the HUD text color will dim, indicating hidden. If flashlight is on, it overrides the player’s light level to 15.
– Added light entities that emit light, with ON/OFF bulb textures.
– Added the hiding mechanic to the Help screen.Changes
– Revamped lighting engine from tile-emit based to entity-emit based.
– Lowered the minimum rendered lighting from 35% to 18%, making the maze overall darker.
– Generators now emit light, and the light is brighter after solving.
– Improved performance by deferring light map rebuilds to a single pass.
Fixes
– Fixed Hibernator sprite displaying error where it would show the shooting sprite even when not shooting.
Alpha 0.6.0 Pre-Release 2 (July 24th, 2026):
– Added the Arena: the ultimate place to fight D.A.V.E., it is dim, and can provide dark spots to hide, and there’s a shop as well, some items are free, as I will still develop these features further in future Pre-Releases, and these are not final. There’s also some generators as well
– Added Corrupted Robots, which basically are minions, and come in 3 flavors: melee, ranged, and shield. They also patrol
– Added 3 new Achievements related to the boss: D.A.V.E. Slayer – Defeat D.A.V.E. in Boss Mode, Robot Scrapper – Destroy 20 corrupted robots across all runs, and Secret
– Added a persistent D.A.V.E. health bar HUD when in Boss Mode
– Updated Terminals
Removals
– Removed some partially used code
Note: The Corrupted Robots use placeholder textures
Alpha 0.6.0 Pre-Release 3 (July 25th, 2026):
Alpha 0.6.0 Pre-Release 3 is here with some minor asset changes and QoLs!
Additions
– Added Title Screen Music Intervals in Options Screen, it has 4 choices: Occasional, Default, Frequent, Constant
– Added boss.wav, which loops in 1-3 second intervals while in boss battle (boss.mp4 was in the files early)
Changes
– Options screen is now tabbed with General, Graphics, Audio, Controls, Data
– Changed all audio files to use .wav instead of .mp4
– There is now a 1-3 seconds interval between the teddy music
– Ambient music is now quieter
Fixes
– Fixed nearly all audio files having extra trailing silence
Note: itch.io seems to dislike my audio files suddenly (I was planning on using .mp3 files, it also didn’t like those), it’s like they’re not loaded in at all in the iFrame. I’ll still put up the download, but the iFrame now uses Alpha 0.6.0 PR1 instead. I’ll investigate further and hopefully restore using the latest version in the iFrame
Alpha 0.6.0 Pre-Release 4 (July 26th, 2026):
Alpha 0.6.0 Pre-Release 4 is here with more asset changes and BOSS improvements!
Additions
– Added D.A.V.E. 500ms invincibility after taking damage
– Added a BOSS high score leaderboard
– Added player 500ms invincibility after taking damage in Boss Mode (Only works in Boss Mode)
Changes
– Changed audio file formats to .ogg
– Increased arena pillar counts
– Corrupted Robots now drop 10-25 scrip when defeated
– Arena shop’s ammo now costs 10 Scrip, Health Kit now costs 10 Scrip, and Battery now costs 15 Scrip, this only applies to the shop in the Arena
– D.A.V.E. now flashes white while taking damage
– Corrupted Robots now spawn from any edge of the arena instead of only the bottom edge
– Restyled the BOSS victory screen
Fixes
– Fixed ambient music and boss music overlapping by disabling the ambient music while boss is active
Note: Audio now finally works again on itch.io!
Alpha 0.6.0 Pre-Release 5: (July 28th, 2026):
I’m happy to announce that Alpha 0.6.0 Pre-Release 5 is finally here with the textures of the robots (Finally got around to making those), level generation changes, and critical fixes! I’m happy to have finally figured out a solution to battle seeds with no valid path, but some seeds still have it, which is annoying.
Additions
– Added “Shifting”. The game now sometimes shifts tiles based on seeded RNG to make space
– Added a Level Generator Error screen when the level does not have a valid path from start to end
– Added final textures to the Corrupted Robots
Changes
– The game now prefers to generate locked structures on the edges
– Terminals now instead have a 59% chance of spawning in any classic-like level
Fixes
– Fixed bug where locked structures have no priority
– Fixed Teddy’s timer not being cleared after entering next level
– Fixed Boss Mode not recording and saving scores
– Fixed Teddy (Inactive) and Terminal (Interactable) being spawned in the starting room
– Most “unbeatable” seeds with no path now should have a valid path and are beatable, there will be some seeds that are still not beatable