ποΈ0.11 - 0.12
New features
New toggle in settings for Dynamic Aiming Camera
New Radar special - the radar highlighting enemies on the minimap within an area around the player for a few seconds. A great scouting tool! It was given to the following weapons:
Crossbow
Hunting Rifle
Shotgun
Laser Pistol
New Tutorial and Login Flow. Now you can login into your account from the Settings
Systems update
Few changes have been made to make Shields stats to be more distinct from Health stat:
Picked-up equipment doesnβt restore Shields when it adds Shields Capacity
Red and Yellow Armour pickups were removed
Players now start the match with the max default shields capacity that can be further increased by picking up their equipment
Shields now donβt let damage overflow into Health. E.g. if you have only 5 shields and receive a bullet with 100 damage, you will only lose 5 shields and your health will be intact
Shields capacity bar now sits on top of Health bar to further strengthen the idea above
We added Shield Break animation so you can see more clearly when you break someone else's shields or your own breaks
Players that stay above a certain height (like on roofs, or on rocks) will be warned and then will start receiving damage. This was made to prevent players from exploiting the game in order to obtain trophies while not actively engaging in a match
We disabled the mutators in Casual Battle Royale, for now, to make the experience for new users more consistent. All mutators are still available in Custom Games
Improvements
The selected game mode is now saved between matches and sessions
We simplified the shader that highlights players and items obstructed by obstacles so itβs more performant and easier to see
Loading times were improved
We improved the aim to make it smoother and more precise
We made a few improvements to reduce the networking traffic which should make the game more stable
Optimizations were made on input system to cut unnecessary delays so the controls feel more responsive
We added a dynamic camera to the main menu to make it more exciting to navigate
Improved the states of Blast Pass button to make it clear when you have rewards to collect
Made a few other improvements on the home screen:
Thereβs a new screen where you can choose various cosmetic items in the future; for now there are only skins
Tap on the trophies will open the global leaderboard
The in-game store button moved to the left
A few other smaller improvements and changes here and there
Improved the shader for obscured players and items in a match to make it cleaner and more readable
Improved the visibility of pick up progress radials; now they are rendered on top and not obscured
Equipped item is now automatically selected when you go into its respective category in the in-game inventory
Items in the in-app store have been renamed for clarity and also received tooltips to provide information about the content
Weβve added screenshake on certain match events
Deathmatch was removed from custom games as well as itβs not working properly and we would like to focus for now on Battle Royale before bringing more game modes into the mix
Bugfixes
Fixed a rendering issue for the Global Leaderboard that occurred in certain cases
Fixed a rendering issue that caused a hammer in the main menu look bad
Fixed a rendering issue with characters on the match results screen
Fixed a bug that was counting NFTs picked up in a match in a wrong way
Lots of improvements and fixes around reconnection
Fixed a bug that caused spectators being stuck after the end of a custom match
Fixed Battle Pass Points progress bar on match results that sometimes was out of bounds
Fixed the red-marker notification about new items in the inventory that was staying on the inventory button even without any new items
Fixed a bug that caused player name to go out of bounds on the home screen
Balancing Changes
Craft Spice earnings balancing:
CS Base Pool size 200 -> 100 - to reduce average earnings
CS ScaleMultiplierK (Multiplier to scale value) 10 -> 7 - to reduce average earnings
CS CurveShapeModifier (K) 1.5 -> 2 - to give a bigger pool for owners of a lot of NFTs
Grade changes to allow owners of top grades to quickly drain their pools and save time:
Grade III take per match multiplier 0.150 -> 0.200Grade II take per match multiplier 0.450 -> 2.000Grade I take per match multiplier 1.000 -> 20.000UPDATE: Changes with grades were rolled back
The set of changes for equipment will be fairly small as we are pretty happy with where the current meta is at, and will be mostly focusing on buffing the more underused weapons in the game, and introducing a new special, the Radar!
TLDR:
Buffed: Shotguns, Light weapons, Heavy MachineGun, Minigun, RPG, Needle gun, Daedalus, Sniper, Laser Rifle
Nerfed: Sky Laser Special, Pulse Rifle
Balancing details for Specials
Sky laser
Radius: 2.75 units β 1.75 units
Reducing the size of the sky laser to make it a bit harder to land. Still deals that heavy 40% max hp damage
Grenade
Radius: 2.5 units β 2.75 units
We are buffing the size of the grenade to let it compete a bit more with the sky laser
[NEW] Radar
Range: 40 units Duration: 3 seconds Weapons with radar:
Crossbow
Hunting Rifle
Shotgun
Laser Pistol
The radar reveals all enemies within an area around the player, highlighting them on the minimap. A great scouting tool!
Balancing details for Weapons
Pistol
Tap Cooldown: 0.1 β 0.18 seconds Attack Cooldown: 0.55 β 0.18 seconds Attack Power: 53%β 60% Base Power: 0.5625 β 0.7 Ammo Capacity: 100 shots β 160 shots
The pistol is being changed to a consistent, mid - long range automatic weapon with a small magazine, a quick reload. and a huge amount of ammo capacity
Laser Pistol
Tap Cooldown: 0.33 seconds β 0.3 seconds Attack Cooldown: 0.45 seconds β 1 second Attack Power: 53% β 55% (per bolt, so 110% total) ReloadTime: 1 seconds β 1.3 seconds Ammo capacity: 50 shots β 42 shots
The laser pistol is being reworked into a technical flick weapon. If you can flick aim well, this weapon can fire much faster than if you just held the stick.
Remember, the laser pistol fires 2 bolts, so landing both shots will lead to big damage.
Crossbow
Attack speed ramp down time: 2 seconds β 3 seconds Aim range bonus: 1 unit β 3 units Base attack range: 5 units β 4.5 units Magazine size: 12 β 16 Ammo capacity: 48 shots β 64 shots
We are buffing the crossbowβs strengths to try and make it a bit more relevant than it currently is
Sccattergun
Attack Power: 35%β 40% Base Power: 0.25 β 0.275 Attack Range: 3.5 β 4 Aim range bonus: 0 β 1
The scattergun has a tendancy to take over the meta when itβs strong, but it is clearly not as strong as it could be.
Shotgun
Attack Range: 4 β 5 Attack Power: 25% β 27% Base Power: 0.66 β 0.75
The standard shotgun has never seen too much use, so we are giving it a nudge in the right direction
Laser Blaster
Ammo Capacity: 30 β 45 Attack Speed Ramp up: 2 β 1.75 Attack Power: 20% β 22%
Laser blaster is a good weapon, some players like it, but it is just too ammo hungry to be worthwhile. Giving it a little extra juice.
HeavyMachineGun
Base attack: 0.6 β 0.95
The heavy machine gun ended up losing far more power than intended in the previous update, so we are going to be giving it some of that power back in this update
Minigun
Attack range: 5.5β 6 Aim range bonus: 2 β 3.5 Ammo Capacity: 200 shots β 300 shots Attack Power: 41% β 40% Base Power: 0.225 β 0.266
The minigun desereved a bit of love. Some extra base power, range and ammo should help it perform without needing too much equipment
NeedleGun
Attack range: 4.5 β 5.5 Base Power: 0.1875 β 0.1955
The needle gun can be an extreme powerhouse, balanced by itβs short range. We are giving it some quality of life improvements to hopefully let it compete with the SMG
Daedalus
Attack Range: 5 β 6
Itβs a bit messed up the shortest range smg is also the least accurate. Increasing the range should help the daedalus compete with the SMG
Laser Rifle
Attack Cooldown: 0.16 seconds β 0.15 seconds Attack Power: 26% β 28%
We think the Laser rifle is already viable, but it deserves a small buff to keep it relevant
RPG
Reload time: 2 seconds β 1.75 seconds Tap Cooldown: 1 second β 0.9 seconds Hold Attack cooldown remains the same at 1.2 seconds Base Power: 0.325 β 0.35
We want to avoid buffing spam where we can, but we feel the RPG is a fun weapon with room to grow, and due to itβs slower specials, shouldnβt take over the meta if buffed.
Sniper
Attack Power: 75% β 80% Aim indicator: fat line > cone
The sniper was a tad overnerfed las patch, giving it a small boost in damage to compensate
Pulse Rifle
Special 2: Sky laser β stun grenade Aimed movement speed: 0.8 β 0.5
The pulse rifle is fun, but a bit too oppressive due to itβs access to the sky laser special allowing you to easily finish off targets without needing to land another shot. It is also much too mobile considering itβs class.
Also a few weapons had thier max capacity adjusted to be multiples of thier magazine size.
General balancing
Movement speed
We are making adjustments to how quickly you can traverse the map. This should increase the value of the movement speed stat and force players to chose between looting and moving to a new position.
Skydiving horizontal speed was reduced by 30% to increase the importance of drop area selection and increase the variety of positions between matches
Base movement speed: 2.5 β 2.35
Note, with your hammer drawn, you should move a bit faster.
Collectables
Shield refills are now the only source of shields in the game, and ammo can be a bit to scarce, especially for new players. We are adjusting the value of these pickups and increasing the size of the pickup radius as well
Small shield refill: 200 shields β 300 shields Large shield refill: 400 shields β 600 shields
Small ammo refill: 10% β 15% Large ammo refill: 20% β 25%
Increased the pickup time for the above pickups by 0.2 seconds each. (this was done to increase the value of the pickup speed stat, as without it, collectiong of pickups should feel quite slow)
Finally, we are increasing the duration of the quad damage pickup to introduce some more oppertunities to utilise it fully
On Kill Collectables
Player kills will now drop more collectables on death, and more than just health, but ammo and shields as well. This should make kills feel more rewarding and encourage aggressive play.
Shield cracking
As mentioned, your shield will now absorb all damage taken from a single shot when broken, instead of damage being carried over.
For example, if you have 50 shields and take a shot that deals 100 damage
BEFORE you would take 50 shields and 50 damage to health
NOW you will just take 50 shield damage
This was done in order stop players from being 1 shot as often, giving more oppertunites for outplays and reactions. Shotguns are now more effective, as thier multiple pellets of small damage will still penetrate the shield.
Shield capacity
Yellow and red shield capacity upgrades (the spikey armour) have been removed from the standard BR mode, and your equipment will no longer grant you shields on pickup, only capacity.
As a countermeasure to this, your starting shield capacity has increased to match your starting HP
Starting shield capacity: 200 β 600
This was done as we felt this was an issue for new players. Many players did not understand what these pickups did, and we believe their purpose is better filled by your gear anyway.
Weapon categories
Weapons will now gain additional bonus stats whilst they are drawn, based on thier class. These bonuses will also increase with level and raritty.
Classes that recieved stat bonuses are:
Heavy weapons (Minigun, Heavy machine gun, Electron Thrower)
Heavy weapons now grant armor whilst drawn
Light weapons (SMG, Daedalus, Needle gun)
Light weapons now gain movement speed whilst drawn
Sniper Rifles (Sniper, Hunting Rifle, Pulse Rifle)
Snipers gain additional attack range whilst drawn
Sidearms (Pistol, corssbow, Laser Pistol)
Sidearms grant additional pickup speed whilst drawn
Battle Rifles (Assault Rifle, Carbine, Laser Rifle)
Battle rifles gain additional ammo capacity whilst drawn
As we introduce new stats and functionality in the game, the other weapon classes will also recieve these bonuses as well. Classes left out so far are launchers and shotguns
Release date: 30 January 2023
New features
New Blast Pass Season 3 Check the Balancing section to see a list of changes related to the Blast Pass rewards
New app icon, bright and shiny!
Systems update
Trophies system updated to be based on placement and kills in a match. As current big competition ended and new system of trophies arrived we will reset trophies of all players above 1500 trophies down to 1500.
Every kill gives you 1.5 Trophies, with the final trophies being rounded down
Trophies per place in a match:
1st = 20
2nd = 15
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Trophies now increase the value of Craft Spice that you can take from the match. They still increase the pool of Craft Spice, but this effect was reduced as pools were so big that it was nearly impossible to take all CS from them
Big update of systems of attributes and stats:
Now we have two categories of gameplay stats:
Primary stats:
Attack Power
Max Health
Shields Capacity
Secondary stats:
Armor
Ammo Capacity
Movement Speed
Pickup Speed
Attack Range
Now for gameplay stats only the following attributes are relevant:
Item itself - defines base Primary Stats
Faction - defines base Secondary Stats
Rarity - major scale for base stats
Level - minor scale for base stats
Higher Rarity is almost always better now, except for some intersections:
Common Level 8 is roughly as good as Common+ Level 1
Common+ Level 9 is roughly as good as Uncommon Level 1
The scheme below shows all intersections and max levels for rarities:

Grade affects how much CS you can take from a single match. So if you want to maximize this aspect then you need to pay attention to Grade attribute
We also increased take bonuses from better Grades. More on this in balancing section
Adjective affects the size of CS pool. If you find yourself draining your pool every day then consider looking for higher Adjective attributes
We also increased pool bonuses from Adjectives. More on this in balancing section
The number of NFTs you own also affects the size of CS pool. The more you have - the better
Grades, Adjectives and number of NFT items set max values for your take and pool. Current cumulative durability of all NFT items in your inventory then reduces those values, so itβs better to keep your inventory repaired. Example:
Item 1 has durability 3/4
Item 2 has durability 2/2
Item 3 has durability 1/2
Current cumulative durability will be (3+2+1)/(4+2+2)=6/8=0.75
The attribute Material is now purely cosmetic
Improvements
To tackle farming-bots we tied eligibility to earn Craft Spice to reasonable gameplay actions. More details on that we will provide after the delivery of the update
More collectables drop from killed enemies. The more equipment an enemy had, the more consumables will be dropped. This is done to make fights less punishing, so after a good fight a player can replenish lost health etc.
Global Leaderboard got an updated look to follow the new style
Added an βiβ button to the Equipment Details that will show you the tooltip with more attributes of an equipment piece
We did some more work on game controls to make them a bit more responsive
Login screen was simplified to create less confusion for new players
We also added an option to show/hide password when you type it in
Weapon Swap button now appears when you have just one gun and in this case it cycles between your gun and a hammer
The camera in the game became more dynamic. When you aim the camera will move slightly in the direction of aiming. The camera in special-aiming mode was changed as well so it tilts but doesnβt zoom out.
Balancing changes
We increased CS take bonuses from better Grades as now CS take is the only role for this attribute:
Grade I 0.500 β 1.000
Grade II 0.250 β 0.450
Grade III 0.100 β 0.150
Grade IV 0.025 β 0.050
We noticed a discrepancy between how much CS players can really earn from matches with reasonable playing and the size of the CS pool. So we slightly reduced the effect of the number of NFT items owned on the size of CS pool. It also increases the importance of having better Adjectives of NFTs if you really want to increase the CS pool.
Base Pool size 300 β 200
Scale Multiplier 15 β 10
We significantly increased CS pool size bonuses from Adjectives as now, apart from a good sounding title, it is the main economical role for this attribute:
Cool 0 β 0.01
Ornate 0.001 β 0.015
Posh 0.002 β 0.0225
Exquisite 0.005 β 0.04
Majestic 0.010 β 0.08
Marvelous 0.025 β 0.13
Magnificent 0.050 β 0.2
Royal 0.100 β 0.3
Divine 0.200 β 0.5
We changed Blast Pass to provide longer goals and more frequent rewards. Specifically:
βGreenβ reward Increased chances for Helmets, Armor and Weapons Helmet 22 β 27 Armor 14 β 22 Weapon 10 β 14 Decreased chance for Common rarity in favor of Common+ and Uncommon: Common 35 β 20
βBlueβ reward Increased chances for Helmets, Armor and Weapons Helmet 22 β 27 Armor 14 β 22 Weapon 10 β 14 Removed Common+ from the drop Increased chances for Uncommon 18 β 22, and Uncommon+ 12 β 42 Added Rare into drop with chance 8 Added Plastic material into drop These changes also affect Blue Core in the Shop
βRedβ reward Increased chances for Helmets, Armor and Weapons Helmet 22 β 27 Armor 14 β 27 Weapon 10 β 22 Removed Uncommon and Uncommon+ rarities from drop, now it only drops Rare, Rare+ and Epic Chances are: Added Plastic material into drop These changes also affect Red Core in the Shop
βYellowβ reward Increased chances for Helmets, Armor and Weapons Helmet 22 β 27 Armor 14 β 27 Weapon 10 β 27 Removed Uncommon+, Rare and Rare+ from drop, now it only drops Epic or Epic+ with 90/10 chance Added Steel material into drop and removed Golden material These changes also affect Yellow Core in the Shop
All non-NFT equipment that you get in the game will have Grade V and Regular adjective as these attributes don't affect gameplay anymore, they only affect CS earnings, thatβs why are relevant only for NFTs
All Blast Pass and Shop rewards will have an updated chances for factions which are:
Order 20%
Chaos 20%
Organic 20%
Dark 20%
Shadow 9%
Celestial 9%
Dimensional 2%
Reduced Blast Pass Points rewards for matches to have meaningful goals for more matches:
1st place: 120 β 100
2: 115 β 95
3: 110 β 90
4: 105 β 90
5: 105 β 90
6: 100 β 85
7: 100 β 85
8: 100 β 85
9: 100 β 85
10: 100 β 85
11: 95 β 80
12: 85 β 75
13: 85 β 70
14: 85 β 70
15: 80 β 65
16: 80 β 65
17: 80 β 65
18: 75 β 65
19: 75 β 65
20: 75 β 60
21: 60 β 50
22: 40 β 35
23: 30 β 25
24: 20 β 15
25: 15 β 10
26: 10 β 5
Doubled the frequency of rewards per day in Blast Pass
Increased total number of Blast Pass rewards on 100%
Changed the progression of non-NFT upgrade prices to balance it accordingly to a bigger volume of rewards from the Blast Pass:
Base price is higher BaseValue 48 β 110
Price grows faster with rarity GrowthMultiplier 1.2 β 1.225
The price rise of each level is smaller LevelMultiplier 0.05 β 0.038
Consumables changes:
Health consumable value: 250 β 300
Small ammo consumable value: 15% β 10%
Large ammo consumable: 30% β 20%
Yellow armour (small shield capacity): 200 shield capacity β 100 shield capacity
Red armour (large shield capacity): 400 sheild capacity β 200 shield capacity
Default max shield capacity was reduced 1000 β 600
Reduced attack range for all guns by 0.5
Reduced base attack power ratio for all guns by around 25%
Some weapon classes have been given additional secondary stats that will scale with level and rarity. (Please note that these bonuses will only apply when the weapon is equipped and held in hands)
Light weapons (Crossbow, Pistol, Laser Pistol) - pickup speed
SMGβs (SMG, Daedalus, Needle gun) - movement speed
Rifles (Assault rifle, Carbine, Laser Rifle) - ammo capacity
Heavy Weapons (Minigun, Heavy Machine Gun, Electron Thrower) - armor (damage reduction)
Snipers (Hunting Rifle, Sniper, Pulse Rifle) - attack range
Gun changes:
Crossbow Crossbow recieved only global changes
Damage: 60% β 47%
Attack range: 5.5 β 5
Note the bonus range you get from standing still remains the same
Scattergun Scattergunβs damage has been boosted, but the time between that damage has been increased. Removal of the regular grenade in favour of the stun grenade to create some high damage combos with stun, dash, double shot
Tap shot cooldown: 0.4 seconds β 0.66 seconds
Held attack cooldown: 0.8 seconds β 1 second
Pellet count: 6 β 8
Damage: 40% β 35%
Range: 4 β 3.5
Special 2: Grenade β Stun grenade
SMG The SMG is in a good spot. It recieved the global changes but was otherwise unchanged. Should still be a solid option.
Damage: 75% β 56%
Range: 6 β 5.5
Assault Rifle The assault rifle was fairly weak despite having high scalings and good base stats. The attack speed bugfix has helped a lot and we are just following up with some quality of life improvements. The weapon is a good late game scaling rifle
Tap shot cooldown: 0.45 seconds β 0.33 seconds
Hold attack cooldown: 0.45 seconds β 0.5 seconds
Damage: 90% β 68%
Reload Time: 3 seconds β 1.75 seconds
Special 2: stun grenade β regular grenade
Attack range: 7.5 β 7
Hunting Rifle The hunting rifle is a tricky weapon to use with itβs large variable accuracy, small magazine size, and requirement for tap shooting to access itβs highest damage output. To balance it we have made sure itβs damage ratio stays high so the reward for mastering this weapon is very high.
damage: 60% β 100%
Range: 8.5 β 8
Ammo Capacity: 23 β 28
RPG The rpg recieved a small damage and magazine size buff
Projectile speed: 12 β 10
Attack Range: 7.5 β 7
Damage: 50% β 80%
Magazine Size: 9 β 12
Minigun The minigun should now be a high performance bullet dumpster to shred your enemies with
Range: 6.5 β 6
Damage: 55% β 41%
Magazine size: 75 β 100
Ammo capacity: 150 β 200
Pistol After the attack speed changes, the pistol was shooting too fast
Tap shot cooldown: 0.15 seconds β 0.1 seconds
Hold Attack cooldown: 0.3 seconds β 0.55 seconds
Range: 8.5 β 8
Damage: 70% β 53%
Shotgun All the shotguns have seen better days, so this one is recieving a small buff
Range: 5 β 4
Number of shots: 8 β 10
Damage: 30% β 25%
Reload Speed: 1.33 seconds β 1.25 seconds
Since the shotgun only has a single shot magazine, this is effectively itβs attack speed
Daedalus This gun now shoots really fast
Range: 6 β 5
Damage: 20% β 17%
Reload Time: 0.75 seconds β 0.66 seconds
Magazine size: 10 β 20
Ammo Capacity: 200 β 250
Carbine Carbine should be a standard solid option for mid range dps
Range: 8 β 7
Damage: 20% β 22%
Magazine size: 20 β 30
Ammo capacity: 120 β 150
Sniper The sniper is obviously one of the most powerful weapons in the game. It deserves that spot as a high skill, high reward weapon, but we are tapping it down slightly to keep it in line with the other sniper rifles
Range: 11.5 β 11
Damage: 120% β 75%
Worth noting the base Attack Power of this gun went up significantly during the stat rework, so it will still be dealing good damage, it will just not scale as much with each piece of equipment
Magazine Size: 10 β 7
Grenade Launcher The grenade launcher now deals more splash damage with a smaller amount of bonus damage for direct hits.
Attack hold cooldown: 0.55 seoncds β 0.7 seconds
Range: 6.5 β 6
Damage: 70% β 35%
Splash damage ratio: 60% β 150%
Heavy Machine Gun Heavy machine gun should be shooting lots of bullets now
Tap shot cooldown: 0.66 seconds β 0.75 seconds
Attack hold cooldown: 0.33 seconds β 0.55 seconds
This looks like a nerf but after the Attack speed bugfix, this weapon is shooting just as fast if not faster
Range: 9.5 β 9
Damage: 15% β 10%
Magazine Size: 60 β 90
Ammo Capacity: 150 β 180
Laser Pistol Laser pistol will lose itβs dash, but gain a bit of extra range as compensation
range: 6.5 β 8
Damage: 70% β 53%
Laser Blaster Laser blaster shoots lots of shotgun shells very fast and we have upped itβs damage to help it perform
Range: 4.5 β 4
Number of shots: 5 pellets β 7 pellets
Damage 25% β 20%
Needle Gun Needle gun is a closer range high DPS machine, we arenβt touching it much
Damage: 30% β 23%
Laser Rifle Same as above, this weapon is performing well enough, so we arenβt touching it much aside from the global changes
Attack Range: 8 β 7.5
Damage: 35% β 26%
Pulse Rifle We have gotten a bunch of comments about this gun, so we are buffing it accordingly by doubling the ammo capacity of the gun
Range: 10.5 β 10
Damage: 80% β 90%
Ammo capacity: 25 β 50
Second special: stun grenade β sky laser
Plasma Cannon The plasma cannon has popped up as a surprising meta pick. We wanβt to keep it strong whilst reducing itβs consistency
Projectile speed: 7 β 5
Range: 8 β 8.5
SplashDamageRatio: 80% β 90%
Regular damage is still 90%
Ammo capacity 30 β 25
All Specials had their ranges reduced by 1
Other special balancing:
Grenade Damage reduced from 40% max HP β 33% max HP
Airstrike Damage reduced from 70% max HP β 55% max HP
Bugfixes
Weβve addressed crashes on Android platform that should become much less frequent if not eliminated completely
We have fixed a bug wherein all weapons were firing about 10%-20% slower than expected. This means that many of the automatic weapons should be more powerful than before and have a higher DPS. We will be keeping an eye on how these changes affect the meta so be sure to give some different weapons a try!
Hopefully, we also fixed an issue that caused players to become invisible
Multiple small fixes and polish on Home Screen and various other screens
Fixed a bug that sometimes prevented gliders from disappearing even after landing
Fixed a few audio related bugs
Fixed a bug that capped all non-NFT equipment at level 10. Now max level properly depends on Rarity
Fixed a bug when animation of collection was not resetting sometimes
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