Alpha 0.6.1 is here with a new attack, more achievements, boost changes, random events, and so much more! Also, I will be inactive for ~ a week for reasons. Just keeping you informed.
Additions
– Added Hibernator Claw attack – The Hibernator now attacks with its claws when within 1.2 tiles of the player, deals 20 damage with a 1 second cooldown
– Added Blackouts & random events system – Lights flicker then shut off for 8-15 seconds
– Added shop tabs for categories in addition for the pagination: pagination only shows shop items that are applicable to the corresponding categories – Items and Boosts
– Added new Armor Plating – it reduces damage by 5% per level, capped at 10 levels.
– Added Migration system for Armor Plating and health boost
– Added Adrenaline Rush boost, which increases maximum stamina by 25% per level, and is capped at 4 levels
– Added Cartographer boost, reveals minimap at a (3+2x)*(3+2x) tiles of the cartographer boost level
– Added Memory Grid Generator puzzle – 2*4 grid, match 4 pairs of colored tiles, timer +5 seconds longer than usual
– Added Pattern Lock Generator puzzle – 3*3 grid, memorize and repeat a sequence, no time limit
– Added 9 new Achievements – Memory Master: Solve a Memory Grid puzzle on your first try (no wrong flips). Pattern Pro: Complete a Pattern Lock puzzle without any mistakes. Puzzle Savant: Solve all 3 puzzle types (Wire, Memory, Pattern) in a single level.Under Pressure: Solve a generator puzzle with less than 1 second left. Adrenaline Junkie: Reach max Adrenaline Rush (level 4). Cartographer: Reach max Cartographer (level 3). Fully Geared: Reach the cap on any 5 boosts in a single run. Maxed Out: Reach the cap on all 10 boosts in a single run. Maze Navigator: Complete a level without opening the minimap even once.
Changes
– Changed Minimap to use fog of war – The minimap now only reveals tiles you have visited. Unvisited areas are dark
– Renamed old Armor Plating to Health Boost, functionality remains the same, but is now soft capped with cost scaling
– Boost descriptions now include cap information
– Eco-Flashlight, Extended Magazine, dart Quiver, Silent Steps are now capped at 5 levels
– Speed Boost is now soft capped with cost scaling
Alpha 0.6.2 (August 17th, 2026):
Alpha 0.6.2 comes with more balance changes, a new Random Event, and some experimentation!
Additions
– Added the Fog Random Event. A heavy fog descends on the maze.
– Added migration for thee new changes in this update
– Added experimental WebGL Babylon.js rendering, though it is not used yet, and is pretty broken.
Changes
– Survival Mode now awards Scrip when completing every 5 waves, and enemies in Survival Mode now drop 5-12 Scrip.
– Infinite Levels mode now scaled Scrip
– Health Boost and Speed Boost prices are now capped at 259
– The Eye can now respawn every 2-3 levels or waves in Infinite Levels and Survival Mode
– Flashlight Battery now no longer resets upon level change.
– Multiple Eyes can now spawn in one level
Fixes
– Hid the pointer lock error, as I have no idea how to fix it and it’s pretty annoying
– Removed unnecessary or inaccurate comments in the code
Alpha 0.6.3 (August 18th, 2026):
Alpha 0.6.3 is here with various polish, stability updates, infrastructure improvements, and bug fixes! This release introduces high DPI support, UI orchestration and lazy-loaded libraries, fixes Teddy audio issues, stuck movement keys and redundant game loop running. The Babylon renderer has also received minor improvements, though it remains unrecommended for general use.
Additions
– Added new logger.js that manages console logs
– Added ui_orchestrator.js that manages core event wiring and setup, screen navigation and overlay management, key bindings, settings, form handling, clipboard, bug reports, error popups
– Added libloader.js that lazy loads libraries
– Added storage.js that manages localStorage and gives warning when unavailable
– Added high DPI and Retina Display support
Changes
– All code files except for root html relocated to subfolders code/js/ and code/css/
– Improved collision helpers
– Improved mobile responsiveness and scale
– Further improved pointer lock error handling
– Libraries are now lazy loaded
– Refactored the renderer
– Cleaned up console
– Improved the Babylon renderer, but is still experimental and unstable (Not Recommended for General Use)
Fixes
– Fixed Teddy’s audio still playing when the game was paused
– Fixed stuck keys on window blur
– Fixed the game loop continuing to run in the background when returning to the menu
Removals
– Removed redundant rendering and frame-orchestration paths
This update maintains save compatibility