v0.11.0

BY THE OPERATOR4 NOVEMBER 2026
Three new specialists, all five of them now come two at a time and hit three times harder to kill, and Satan's last stand is a real duel.
New specialists
- The Goatman (even layers from layer 10). A ram-horned goat demon who charges you the moment he's through the gate: he rears, bleats, paws the floor in a cloud of dust and comes straight across the car, launching you and trampling every skeleton in his way. Nothing staggers him. Dodge the charge and his horns stick in the wall for a free punish; meet him head-on mid-charge and he takes double. He pulls free fast and goes again.
- The Paralysis demon (every third layer from layer 16). A starved, chained thing with a bare skull and a long dripping tongue that crawls along the walls and the ceiling, well out of your reach. A wet gasp is your warning, then he throws a chain that pins you while the horde piles on. Mash to break free, or get a hit on him and he lets go. He's frail once you get up there.
- The Grunt Berserker (every third layer from layer 18). A Grunt with six arms and six weapons. He runs you down, roars with his helm slit burning white, and throws his whole body into a twelve-blow flurry that shreds you if you stand in it. Get out of the way: once it's spent he's wide open.
Specialists are tougher
- Two of each per stop. Every specialist now arrives in pairs on its layers.
- Three times the health for the Choirling, the Paralysis demon, the Goatman and the Grunt Berserker. The Death Knight gets a quarter more (60). Plan your meter for them.
Satan
- His duel form hits a quarter softer and lasts twice as long. Slash 15 (was 20), rush and dive 16 (was 22).
- He has 30% more health in every form, and his ice cage takes six times the cutting it used to, so breaking him out is a fight of its own.
- No more slowdown in the ice. The game crawled while Satan was frozen. It runs at full speed now.
Feel
- Ground momentum. Running ramps up over a few frames and skids a little when you let go, like stopping in a fighting game, while turning around stays snappy. The Samurai and the Crone run fastest; the Fallen and the Marine are a hair slower.
- Turning around queues. Tap back during any normal and you turn round the moment its recovery opens, ahead of anything else you queued.
- The jump-cancel heavy superjump stays, for everyone. Jump and press K within a few frames and you get the standing heavy up in the air. It now works the same for all four heroes (the Crone was the odd one out).
Controls and interface
- The moves panel is bigger. It fills the space to the right of the screen and pours into as many columns as make the names largest.
- Tutorials teach the same order for every hero: move, dash, jump, J, K, then the four specials. Everyone gets a JUMP step now, and the samurai's run no longer shows special input cards on the way down.
- SKIP TUTORIAL says so on every input, and on touch it's a button.
- Touch jump: a tap is a short hop and a press is the full jump, so your thumb can leave JUMP for an attack without cutting the jump short.