One More Night: Balance & Stability Update
Two fixes shipped today that should make the game feel noticeably better.
XP Gem Scaling Tuned
One More Night uses a 5-tier XP gem system where tougher enemies and later waves drop higher-value gems. The system was already in place, but the sigmoid spreads were too wide — Rare and Epic gems were showing up on wave 1, letting players level up 5+ times before the first wave even cleared.
We tightened the spread values so early waves are now predominantly Common gems (~75% on wave 1), with Uncommon starting to appear around wave 3–4, Rare around wave 8–10, and Epic/Legendary reserved for the deep runs. The result is a much smoother power curve: 1–2 levels per wave in the early game, scaling naturally as gem tiers shift upward.
Building Transition Freeze Fixed
Every 3 waves, the game transitions to a new, larger building. This involves fading the camera to black, rebuilding the entire map, and fading back in. The problem: Phaser’s camera fade callbacks can silently fail to fire, leaving the game frozen on a black screen with no way to recover.
The fix uses a dual-trigger pattern: both a camera callback and a safety timeout race to trigger the next step. Whichever fires first wins; the other is harmlessly ignored. We also added tweens.killAll() before clearing entities, which prevents exceptions from active tweens (gem pop-in animations, door crack effects, blood stain fades) trying to update objects that no longer exist.
Cleanup
Removed the dead XP_GEM_VALUE constant that was left over from before the gem tier system was implemented. One less piece of stale code to confuse future development.
Play it now at night.echoforge.games.
— Bruno