[b]THANK YOU[/b] A huge thanks to everyone who played our demo in the last 10 days! We're thrilled with the turnout and the valuable feedback you've provided. We're eager to address as much of your feedback as we can with this week's build. Our priorities are enhancing stability, improving user experience for new players, and clarifying upgrade names and descriptions. We acknowledge there's more to do regarding the clarity of upgrades, and we're exploring some bigger ideas that we're exploring. For now, here's what's in the build: [b]=== FUNCTIONALITY UPDATES ===[/b] -New players begin with 3 tutorial goals. -Goals now follow an ordered list instead of a random selection, allowing better control over goal progression (no more "Reverse to the boss!" on your first try). -Drone level-up upgrades now include drone names for clarity. -Introduced debug logs in the bootup sequence to address loading issues on certain handheld devices. -Added difficulty tracking in anonymous analytics system for a better understanding of win/loss rates across different levels. -The first run always starts in the "default" spawn location, with the car facing upwards on the road. -Main Menu now features a "Wishlist on Steam" button, with added graphics on the loading screen. [b]=== BUG FIXES & TUNING ===[/b] -Refined some upgrade names for greater clarity. -Slowed the initial level-up pace by increasing XP requirements for early levels to reduce gameplay interruptions. -Fixed erratic behavior in ranged units' targeting. -Increased the size of health pack visuals. -Enhanced barrel damage against enemies and bosses for more impactful gameplay. -Disabled test localization functionality. Thanks! Colter, Dave, and Ed