v0.12 - JUN 3 2026
+ [minor] Changelog UI - collapsible versions & categories; expand/collapse all
+ [fix] Online co-op sync - host no longer floods guest with full map every frame; guest screen stays live
+ [fix] Online co-op join - Firebase lobby lookup, clearer errors, reliable reconnect when host is waiting
+ [fix] Main menu init - profile/chat panels, progress cards & veterans list load reliably again
+ [feature] Spitter zombies - green ranged enemies kite at mid-range, spit acid blobs & leave lingering poison pools (threat 6+, max 5)
+ [fix] Chat Enter - sends message instead of opening Settings / menu shortcuts
+ [balance] Boss roster - removed Bruiser; first arena duel is now Lancer
+ [fix] Level 45 soft-lock - empty trait screen after all 8 passives taken; falls back to normal upgrades
+ [minor] Thanks Lumpiii - reported the level 45 passive trait soft-lock bug
+ [fix] Fixed game speed - simulation locked to 120 Hz; same speed on 60/120/144 Hz monitors
+ [fix] Online co-op guest speed - frame-rate independent sync; guest no longer looks 2ร fast on high-refresh monitors
+ [fix] Online co-op - level-ups sync to guest; 2-player spawns, revive & game-over; disconnect banner
+ [fix] Online co-op - single full-screen view; guest sees their character; smoother zombies & synced poses
+ [fix] Duelist mode - picking a weapon replaces your knife instead of stacking both in one hand
+ [fix] Soldier AI crash - bestZNoLOS defined when zombies are blocked by walls
+ [fix] Starter blade kept - knife keeps firing with full ranged loadout; replace screen wonโt auto-swap it
+ [feature] Profile last seen - online now or last active time on player profiles
+ [fix] Invisible entities - draw no longer crashes on _skipShadows before initialization
+ [polish] Global chat date stamps - TODAY/YESTERDAY dividers; older messages show date + time
+ [fix] Draw reliability - reset canvas state each frame, camera sanitization, viewport floor clear
+ [fix] Performance pass 2 - cached minimap, grid-based storm/fortress/aura, queen grunt counter, overlay skip
+ [feature] Cursed upgrades expanded - 30+ forbidden mutations for air drops & Cursed Run
+ [fix] Performance pass - faster LOS/flow-field, HUD diffing, visible block draw, merged zombie overlays
+ [polish] Skill tree - why-locked text in reading panel; +1 skill point floater on level-up
+ [polish] Skill tree keyboard focus - green focus ring on selected card, arrow/WASD navigation
+ [fix] Floor grid after right-click - squad drag no longer corrupts grid lines; world-aligned redraw
+ [major] Skill tree rework - four doctrine paths (Strike/Bastion/Rush/Scavenge), apex capstones, +1 skill point per level-up
+ [feature] Main menu keyboard nav - โโ + Enter on hub, armory, roulette, options & more; 1โ5 quick play
+ [fix] Online co-op guest - joining player sees full graphics again
+ [fix] Split coop - Enter confirms P2 picks only; P1 uses E / 1 2 3
+ [fix] Split coop level-ups - separate P1/P2 screens & keys; queued picks no longer stick or unpause early
+ [polish] Uniform XP orb size - all orbs share one visual & pickup radius
+ [fix] Weapon level-up upgrades only offered for equipped guns - no SMG/shotgun picks without that weapon
+ [minor] Removed animated player feet
+ [polish] Uniform zombie size - all regular enemies share one hitbox & body scale; bosses keep their own size
+ [balance] Boss duel - higher HP, faster patterns & arena scaling; first boss no longer a pushover
+ [fix] Boss arena transit - lift, fade, smooth descent (no mid-flight map snap)
+ [feature] Boss arena - beam transfer to a duel colosseum; cinematic flight in, scary boss spawn, then deploy to harder sectors
+ [fix] Kill Rush ice slide - steering off-axis cancels the slide so you regain normal movement
+ [major] Boss duel rework - 4 telegraphed bosses (Bruiser, Lancer, Oracle, Warden); dodge slams, charges, meteors & rings
+ [feature] Boss arena - horde spawns pause during warning & fight; existing zombies dispersed on boss approach
+ [fix] Burn performance - lightweight fire DoT, burning list, cheaper flame FX & draw cap
+ [fix] SMG BURST +1 - level-up now applies to the SMG only, not the shotgun
+ [fix] Offer new weapons toggle - no longer resets augment rerolls on each flip
+ [fix] Kill Rush - icy slide distance restored to a satisfying mid-range (was over-nerfed)
+ [feature] Prismatic augments - rare build-defining picks; Trueshot Prodigy, Legion Commander & more
+ [minor] Changelog UI rework - sorted by features, balance, fixes & polish
+ [fix] Music spectrum perf - removed circling scan ring; lighter edge draw
+ [feature] Level-up toggle - hide new weapon offers when both hand slots are full (on by default)
+ [feature] Screen-edge music spectrum - reactive glow frame around the viewport (replaces bottom wave)
+ [feature] Spear & Gauntlets melee weapons - line pierce thrust & close-range flurry
+ [fix] Two hand slots only - melee competes with ranged; no permanent 3rd blade slot
+ [fix] Level-up weapon upgrades only for armory-owned guns (blade always eligible)
+ [fix] Blade no longer swapped out - permanent melee; weapon replace waits for real input
+ [minor] Railgun held model scaled down ~18% - less bulky on the player
+ [balance] Zombie HP scales slower - +7% per threat level (was +12%), caps at 3.5ร
+ [fix] Target priority click - weapons bar accepts clicks again; cycles NEAREST/WEAKEST/etc.
+ [feature] Railgun animations - charge coils, ion beam, electric pierce FX & discharge sound
+ [fix] Weapon replace - blocks key-repeat & ghost clicks so first slot is not auto-picked
+ [fix] Weapon replace - no longer auto-picks a slot; waits for your choice
+ [feature] SMG BURST +1 upgrade - +1 shot per burst sequence on level-up
+ [minor] Augment rerolls - count shown under each level-up card, not in a shared header
+ [fix] Animated feet - only step while moving; drawn under the player body
+ [fix] Weapon replace screen shows again when both hand slots are full
+ [balance] Zombie spawns toned down - slower waves, smaller groups, lower horde cap
+ [minor] Removed Infestation Spread mode
+ [minor] In-game changelog synced with CHANGELOG.txt
+ [fix] Screamer lag fix - smaller hordes, skip AI while screaming, no flow-field spike, lighter FX
+ [fix] Bullets bounce off map edge - ricochet reflects at MAP_W/MAP_H; border grows when map expands
+ [balance] KILL RUSH dash toned down - shorter slide, heavier friction; frost wake, crystals & icy SFX
+ [fix] Augment rerolls - 1 separate reroll per card (3 total), not a shared pool
+ [minor] Cute animated feet - two little boots step & bounce when you move (P1 & P2)
+ [balance] Move speed upgrades heavily nerfed - stackable ADRENALINE +4% (was +12%), skill tree & passives toned down
+ [minor] Old reload circles removed - reload shown via HUD, held-weapon poses & arm FX only
+ [balance] Weapon base damage & fire rate nerfed - SMG & shotgun hit hardest
+ [fix] Blade upgrades hidden when knife is not equipped - only active hand weapons get upgrade cards
+ [fix] Weapon swap - replace screen only lists ranged weapons, not your knife
+ [fix] Second ranged weapon - knife no longer uses a hand slot; level-ups prioritize unequipped armory weapons
+ [balance] Difficulty rebalance - faster threat escalation, tougher & faster zombies, bigger hordes, slower leveling
+ [fix] Burn DoT no longer shakes the screen - fire tick damage skips camera shake
+ [fix] Bullets blocked by walls - shotgun pellets & other shots no longer pass through blocks
+ Weapon Fusion mythic - fuse both ranged weapons into a hybrid attack (air drop)
+ Death recap - game over shows damage dealt/taken, best weapon & survival timeline
+ [minor] Music spectrum toggle - enable or disable the bottom EQ visualizer in Options
+ [minor] Music spectrum rework - spring-smooth wave, glow bars, kick ripples & peak caps
+ [fix] Music spectrum pinned to screen bottom - overrides global canvas top:0 rule
+ [minor] Music spectrum - mirrored EQ lip at screen bottom, map-themed glow & beat sparkles
+ [minor] Changelog log - all changes tracked in CHANGELOG.txt
+ Bass spectrum visualizer - low-frequency bars react to in-game music
+ Skill tree upgrades rebalanced - stronger per-level effects, Reaper nova now works
+ Skill tree readability - brighter nodes, labels, paths & detail panel
+ Skill tree rework - zoomed viewport, branch tabs, animated paths & unlock FX
+ Arm activity FX - glowing forearms when firing, reloading, or just shot
+ Blade arm animation - stab thrust & slash sweep driven by full arm chain at the wrist
+ Shotgun & sniper animations - pump/bolt held models, muzzle FX, laser sight & beam tracers
+ Two-hand ranged limit - up to 2 ranged weapons (R/L hands); knife is separate melee
+ SMG rework - pierce fix restores damage; held weapon model, mag/reload, muzzle FX & tracers
+ Mines overhaul - MINEFIELD step mines arm & explode; tripod mines + blast animations
+ Expand map cinematic fixed - smooth zoom/pan, no pause dim, HUD stays hidden
+ KILL RUSH ice slide - velocity-based dash with steering, camera follow & skid FX
+ Downed soldier bleed bar fixed - drains over full 108s instead of growing inverted
+ Downed soldier markers - off-screen arrows, on-screen chevrons, bleed countdown
+ Level-up cards - WEAPON / PASSIVE / MYTHIC badges with color borders
+ Healing nerfs - regen cap, body armour CD, mythic & passive tuning
+ Ricochet no longer offered once owned
+ Draw crash fix - nightmare elite nameplate no longer throws z is not defined
v0.10 - JUN 3 2026
+ Weapon Mastery - kill with a weapon to unlock 3 tiers of perks; hub screen + M in-run
+ Mastery rebalanced - tiers at 50 / 200 / 600 kills; perks toned down
+ Shared Nightmare - weekly stacked curse for everyone; 10 min run, kills leaderboard
+ Last week's nightmare winner haunts elites with their name until the next reset
+ Weapon Armory rework - permanent weapon unlocks only; runs start with blade
+ Armory pricing - all weapons start at 250g; each buy raises every remaining price by 100g
+ Pistol & shotgun free starter unlocks in the armory
+ Pistol GFX overhaul - slide recoil, brass eject, muzzle FX, reload animation
+ Casino Mortis roulette - single-table gambling with 5 min spin cooldown
+ Daily & nightmare modifier tooltips - hover chips for full effect descriptions
+ Modifier descriptions rewritten - clearer numbers and tradeoffs on all 28 challenges
+ Shotgun reload loop fixed - no longer re-triggers when no target in range
+ Main menu buttons fixed - script error from flamethrower fire loop broke all clicks
v0.9 - JUN 3 2026
+ Weapon replace undo - UNDO is a 4th card beside the 3 slots; press 4 to go back
+ Boss active overlay - cleared when quitting to menu or on game over
+ Level-up screen overhauled - animated backdrop, card entrance, shine on hover
+ Level-up queue fix - picks no longer vanish; faster card animations
+ Level-up backdrop more transparent so gameplay stays visible behind it
+ HUD visibility fixed - bottom bar, soldier panel, and corner HUD always show in-game
+ Leaderboard PLAY TIME tab - total hours played per account
+ Audio volume normalized - louder SFX, higher default music, positional falloff floor
+ Unique locked display names - usernames are permanent and cannot be duplicated
+ Pause menu redesigned - glass panel, run stats, animated backdrop, modern controls
+ Menu now-playing widget - track controls + volume slider under global chat
+ Clickable chat profiles - tap a name or avatar to view player stats
+ Loot crate UI - air drop picks now use the same card UI as level-up upgrades
+ Necromancer thralls - proper pathing, wall collision, orbit owner when idle
v0.9 - MAY 28 2026
+ Lifetime stats - kills, play time, bests, bosses, queens, bounties
+ 44 achievements with name + description unlock toasts - open via ๐ STATS on menu
+ Random wall color theme each run - teal, navy, amber, green, purple
+ Matching floor and grid colors per theme
+ Purple player ground glow
+ Deploy cinematic - scan line, progress bar, co-op drop-in title
+ Squad name badge in HUD shows color and cycles with Tab
+ Skill tree UI improved - branch colors, side detail panel
+ CANNIBAL upgrade - XP orbs heal HP
+ NECROMANCER upgrade - 10% chance killed zombie fights for you
+ BULLET STORM upgrade - B key, fire rate ร2 / damage รท2 for 8s
+ Controls page added to main menu
+ X key toggles auto level-up
+ Bullets fly infinitely until hitting a zombie
+ Boss incoming has its own siren + rumble sound
+ Improved game visibility - floor, grid, wall brightness
v0.9 - MAY 27 2026
+ Soldier chats follow the soldier with pill background
+ Personality-specific callout lines - Assault, Medic, Scout
+ Walkie-talkie voice sounds on soldier callouts
+ Soldiers use flow-field pathfinding around walls
+ Downed soldier screen-edge arrows with name and distance
+ Downed timer extended to 60 seconds
+ Zombie spawn groups - packs arrive from one off-screen point
+ Zombies never spawn on-screen or inside walls
+ 3 weapon slots max - unlocking a 4th drops the last weapon
+ Weapon slots always show 3 - empty slots visible
+ Per-weapon target priority - press 1-9 to cycle each weapon
+ Pistol SPLITSHOT upgrade - bullets split into 2 on hit
+ Reworked right-click - gesture commands, no teleport, no button picker
+ Single RMB moves squad ยท hold+drag lines them up ยท double-click hold/free
+ Drag individual soldier with LMB or RMB from their sprite
v0.9 - MAY 26 2026
+ Boss waves every 5 minutes - 9 named bosses with unique abilities + health bar
+ Bosses enrage at 50% HP, drop 50g on death
+ Soldier AI overhaul - reaction delay, fatigue, flinch, callouts
+ Soldiers hunt XP orbs when safe, collect them on contact
+ Soldiers form a proper spread formation instead of stacking
+ Destination lines show where each soldier is headed
+ Soldiers visually evolve with level - stripes, pips, glow, size
+ Soldier death flash + eulogy on permanent death
+ Auto-upgrade toggle shows [X] state on button
+ UI scale option - 75% to 130%
v0.9 - MAY 25 2026
+ True split screen co-op - each player has their own camera
+ Full-quality rendering on both screens - identical graphics
+ P1 audio left speaker ยท P2 audio right speaker
+ Split upgrade cards - P1 left half ยท P2 right half simultaneously
+ Assault aura boosts your damage ยท Scout pings minimap ยท Medic heals you
+ HP shown as text inside health bar (P1 and P2)
+ Screamer spawn staggered - no more frame spike on scream
+ Co-op performance - P2 draws at 30fps, shadows skipped in split pass
v0.8 - MAY 25 2026
+ Zombie collision fully fixed - no more stacking/overlap
+ Performance pass - smoother late-game with large hordes
+ Turret tile lookups cached O(1) - eliminates lag spikes
+ Particle, blood & float text caps tightened
+ Dead zombie bulk-cleanup instead of per-frame splice
+ Bug report button in main menu, pause screen & game over
v0.7 - MAY 25 2026
+ Pause menu fully working with options inline
+ ESC closes any open menu screen
+ Skill tree rebuilt - HTML-based, camera follow
+ WASD navigation in skill tree, SPACE to unlock
+ Responsive scaling across all screen sizes
+ Changelog and options moved to dedicated screens
+ Daily challenge modifiers fully working
+ Performance improvements - blood, particles, shadows
v0.6 - MAY 24 2026
+ Options menu - blood, particles, shadows, FPS, sound
+ Options accessible in ESC pause menu in-game
+ Blood stays permanently on the ground
+ Significant performance improvements
+ Daily challenge modifiers fully working
+ Daily win screen with continue option
+ Online co-op lobby redesigned as full screen
v0.5 - MAY 24 2026
+ Daily challenges with survive timer goal
+ Professional main menu redesign
+ Veteran roster saved between runs
+ Online co-op guest now renders host state
+ Zoom lock on website
v0.4 - MAY 23 2026
+ Gold drops from zombies
+ Weapon Armory shop - permanent weapon unlocks
+ Casino Mortis - animated European roulette (red / black)
+ 14 new rare mythic augments
+ Zombie collision - no stacking
v0.3 - MAY 23 2026
+ Online co-op via PeerJS
+ Skill tree with passive upgrades
+ Bounty system - named elite zombies
+ Loot crate airdrops every 2 minutes
+ Mines ยท Decoys ยท Turrets
v0.2 - MAY 22 2026
+ Local co-op split screen
+ 9 building types + 3 mega buildings
+ Squad system with 4 squads
+ Void tiles - map crumbles over time
+ Screamer ยท Queen ยท Titan ยท Apex zombie types
v0.1 - MAY 21 2026
+ Initial release - survive the horde
+ BFS flow field pathfinding
+ Weapon system with upgrades on level up
+ Soldier recruitment system