One More Night: New Abilities & Visual Polish
Today’s update adds three new abilities to the pool and polishes several visual systems. The ability roster jumps from 12 to 15, giving players more meaningful build choices on each level-up.
Three New Abilities
Headhunter — Each level adds +8% critical hit chance (up to 40% at max level 5). Crits deal 3x damage and show a yellow “CRIT!” floating text. An offensive pick that rewards aggressive play and synergizes with fast-firing weapons like the Pistol and Flamethrower.
Night Vision — Each level expands the light radius by 40 pixels (up to 240px at max level 3, double the default). More vision means earlier threat detection and better kiting. The lighting system scales dynamically — line-of-sight occlusion and the light cone both grow with the stat.
Second Wind — A one-and-done defensive pick (max level 1). Once per wave, when a hit would kill you, you instead survive at 1 HP with extended invincibility frames and a yellow flash. It resets automatically when the wave clears. A safety net for aggressive players who push their luck.
Zelda-Style Hearts
The old HP bar (a green-to-red rectangle) has been replaced with pixel-art hearts. Each heart represents 20 HP. Full, half, and empty states show your exact health at a glance. The heart row scales dynamically — pick Vitality upgrades and you’ll see new hearts appear.
Visual Polish
Item sprites: Health packs are now red potion bottles instead of green crosses. XP gems have dark outlines and a white sparkle highlight, making them pop against the dark ground.
Death animations: Enemy death animations were actually rendering but invisible — they were drawn behind walls and props due to a depth ordering bug. Fixed by moving death sprites above the wall layer. Deaths now also include a blood splat tint effect for extra impact.
Play it now at night.echoforge.games.
— Bruno