Galanova Universe

Galanova Adventure · Patch notes

Patch notes

What each build changed. Download filenames carry the date and minute a build was made but not its patch number — so if you're matching a build you already have, go by the date.

  1. 0.1.2

    First release published across all four channels — Windows and Android, full game and demo.

    Five more arcade cabinets rebuilt. Continuing the pass from the previous release: another five machines were taken apart and put back together with their own music, bringing the arcade to eleven of eighteen cabinets scored individually rather than sharing one loop.

    The arcade looks like a place. Shared starfield, particle and screen-shake effects across the cabinets, and freshly captured thumbnails so the picker shows each game as it actually plays.

    Combat log presentation tidied.

  2. 0.1.1

    Superseded by 0.1.2 within a day. Most players will never have run this build.

    Six arcade cabinets rebuilt with depth effects and a piece of music each.

    Locked cabinets now sell themselves. A cabinet you have not unlocked shows a pitch card — title, description, thumbnail — the same way a locked planet does, instead of simply being absent.

    Long sessions stop growing. The renderer now sets itself down between fights, so an extended play session no longer climbs in memory until something gives. Recovery is invisible: you land back in the same game, same zone, same party.

    Cloud saves work in the browser. The server had been silently refusing the two request methods cloud saving needs, so saving to the cloud failed on web builds while every other online feature worked normally.

  3. 0.1.0

    Demo launch. The first public release — Windows, Android and web.

    The demo is the planet Rath, entire. Twenty-three zones with their quests, creatures, vendors and recruitable companions. The rest of the galaxy is visible and locked — eight further planets shown deliberately, as a look at what the full game holds.

    Content the demo does not include is genuinely absent from the download rather than switched off, so there is nothing to unlock by tampering.

    Your character is a full-game character. Every race, class, skill and ability is present in the demo exactly as it is in the full game, so a demo character is built the same way — and a demo save opens in the full game when you upgrade, with your progress intact.

    One arcade cabinet playable. Planet Breaker, with a visual pass and destructible wreckage. The other seventeen appear as locked cards.

    A soundtrack, and an opening. The game now opens on three title cards before the menu, with music underneath; the menu and each run have their own themes, and combat music rides on top of the run’s rather than replacing it.

    Presentation. Opens fullscreen. Settings reorganised, with switches staying in Settings and destinations becoming their own tabs. Enriac Industries studio card on the boot sequence.

    Progression rebalance. Skill experience is now anchored to the level of the encounter rather than the learner, so grinding creatures far beneath you stops paying, and the same falloff applies consistently across every progression track. The post-cap paragon curve was bounded.

    Online. Accounts, cloud saves and leaderboards, live since 31 July. Recruitable companions arrive properly equipped rather than empty-handed.