Changelog
What’s new
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We made Oredive for one finger: steer a drill down into a living ground. Sand caves in, water floods the tunnels and turns lava to obsidian, gas bursts, and charges go off in chains. Crack ore, find relics, watch the fuel, and spend what you dig up on a stronger drill for the next run.
We put in nine layers of rock, from topsoil down to a core of singing crystal, and a depth gauge beside the shaft that shows where you are, your record and the relics each layer still hides. The results tell the story of the run: how deep you got, what stopped you and what you found.
With the Crystal Depths update we built the Workshop, one place for your drill. Buy upgrades in tiers that open as you dig deeper, sharpen four drill bits, and fit up to four of ten modules: a georadar whose drone points you to the best find on screen, and to fuel when you run low; drones that collect and mine; side cutters; a plasma cutter and a heat exchanger to cool it; a pulse capacitor; a blast recycler; a force shield; and a pocket smelter. Some modules work better in pairs, and you can preview any of them before you buy. Six cutter heads and eight paint jobs change how your drill looks, never how it digs.
Mining ore fills Overdrive, a few seconds of double cutting power. A seismic pulse, charged by the blocks you drill, breaks the rock around you when you choose. New shafts pay more for the same rock, a free crate waits every day, and the daily shaft is the same for everyone. After any run you can watch an ad to take the haul a second time; we took away the daily limit on that.
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Dungeon Pins grows from forty chambers to a hundred and twenty.
New
- 120 chambers in fifteen chapters: pull the pins in the right order and lead the explorer past lava, acid, enemies and locked doors to the treasure. The later chapters combine what the first forty teach, with traps that only show a few pulls later, decoy pins and hidden chests.
- New rules are taught on the board: the first time one appears, it gets a ring and a few words. The full field guide is behind the “?” button.
- Some chambers ask more for the third star: open the hidden chest, or clear without Undo. Stars you already earned are kept.
- In English and Ukrainian. On YouTube the game uses your YouTube language; on other sites you can switch it in Settings.
Changed
- “Sound” is now “Sound effects” and switches only the effects; Music has its own switch.
- The game no longer tells you the moment a chamber can’t be won: finding the mistake is yours.
Fixed
- Colours bought in an early build that the game had stopped showing as yours are yours again.
- If you open an older version after a newer one, your progress is kept safe and nothing is saved over it until the game updates.
- The chamber picker scrolls smoothly on phones, and nothing hides under a notch or the home indicator.
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We gave Gravizip 120 levels beside the endless run.
New
- There are two modes on the menu. Endless is the run you know. Levels are fixed courses with a finish line: we built 120 of them in eight zones, each around one idea, from gates and tunnels to lasers, crushers, rotors and a reactor that throws everything at you at top speed.
- Three stars a level: reach the finish, meet the level’s objective (shards, prisms or no skills), and finish without a revive or a broken shield.
- After a failed level you see how far you got and your best; tap to retry. Practice restarts from checkpoints and earns nothing.
- Assist runs levels at 80% speed. A clear still counts; the flawless star does not.
- We added ten hazard patterns, a bracket at the screen edge that shows where the next gap is, a new goal ladder, Star by star, and three new looks: Pulse, Filament and Aurum.
- The game speaks English and Ukrainian. On YouTube it uses your YouTube language; on other sites you can switch it in Settings.
Changed
- “Sound” is now “Sound effects” and switches only the effects; Music has its own switch.
- On a phone held sideways we made the orb larger and showed more track ahead of it, and the skill buttons stand in a column on the right.
Fixed
- The Nova core and the Sunset trail left the Studio in an early build without anything in return. If you owned Nova, you now own Aurum, its gold twin; if you owned Sunset, its 180 shards are back in your wallet.
- If you open an older version after a newer one, we keep your progress safe and save nothing over it until the game updates.
- Nothing hides under a notch or the home indicator, and results stay readable on a phone held sideways.
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Shatterframe now has three ways to play: the Campaign, Jigsaw and Madness.
New
- Campaign: forty levels in six modes (Jigsaw, Swap, Rotate, Memory, Mystery and Timed), now with 12 to 49 pieces a board. Jigsaw, Memory, Mystery and Timed boards are cut into real interlocking pieces, and the last level has a picture of its own: a detail of Klimt’s The Kiss.
- Jigsaw: a library of 69 pictures on shelves by subject (Animals, Art, Nature, Cities, Space, Toys & tales and Patterns), open from the first launch, plus every campaign picture you have reached. Pick 16, 25, 36 or 49 pieces. Every picture is public domain, CC0 or CC BY, and the size sheet names its author and licence.
- Madness: Bruegel’s Children’s Games in 300, 494 or 999 pieces on a table you zoom and pan. A piece locks on its own spot and goes back to the tray from anywhere else, the tray filters pieces by edge and colour, and every piece you place is saved.
- In English and Ukrainian. On YouTube the game uses your YouTube language; on other sites you can switch it in Settings.
Changed
- Every aid does one clear thing and says so before you pay: Peek, Where?, Place and Slow.
- Jigsaw, Memory and Mystery no longer charge a wrong drop; their stars come from your time and the aids you used. Stars you already earned are kept.
- “Sound” is now “Sound effects” and switches only the effects; Music has its own switch.
Fixed
- If your cloud save can’t be read, the game now says so and offers Reload instead of playing on without saving.
- If you open an older version after a newer one, your progress is kept safe and nothing is saved over it until the game updates.
- The last campaign level says it is the last, and a board finished with Place always ends on the result sheet.
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We grew Spell Sums from forty floors to a hundred and twenty.
New
- We built 120 floors of a floating sky fortress in eight acts: beat guardians weaker than you, take their power and find the route that gets you to the top. Past floor 41 the powers run to three digits, bosses close every act, and the summit asks you to read three and four moves ahead.
- We built every floor around a trick: a bigger number that leads into a dead end, a gate or door that shuts out the strongest climb, a floor where the only way up is to lower your power on purpose. On most floors three stars take the best route, not just any route that clears.
- We teach the rules on the board: the first time one is within reach, its platform gets a gold ring and a few words. The guide opens only from “?”; no tip cards pop up over the tower.
- The floor grid now opens on the floor you are playing.
- The game speaks English and Ukrainian. On YouTube it uses your YouTube language; on other sites you can switch it in Settings.
Changed
- We rebuilt floors 1 to 40 around real decisions, and platforms now say what they do in words rather than symbols like “%3”; a shield prints its limit.
- Platforms no longer show the power you would arrive with: working out the sum is the puzzle.
- We re-sized the goals for 120 floors. Goals you already earned stay earned.
Fixed
- If you open an older version after a newer one, we keep your progress safe and save nothing over it until the game updates.
- Continue works on a floor that was left on its result panel, and nothing hides under a notch or the home indicator.