DevLog · v3.3

UI &Performance

A combined patch focused entirely on technical health. HUD elements, cooldown indicators and shop panels were redrawn to reduce overdraw on mobile browsers, and room-to-room allocations were trimmed.

HUD redraw

Cleaner overdraw, cleaner reads.

The HP bar, gold counter, skill button and cooldown ring were redrawn as a single composited layer instead of layered transparent panels. The look is identical; the per-frame paint cost dropped, and translucent menus over the HUD no longer cause visible cost on slower devices.

Cooldown indicators

One source of truth.

Skill cooldown rendering used to run on its own timer that could drift out of sync with the actual gameplay cooldown. v3.3 ties the visual ring directly to the gameplay state, so what you see on the button is always what the engine has loaded.

Shop panel

Less scroll, faster choices.

The shop panel layout was simplified to fit weapon upgrades, the health potion, the attack boost and the continue button in a single mobile screen without scrolling. Tap targets are larger and the confirm flow is one tap instead of two.

Room transitions

No more mid-fight hitches.

Object pools for projectiles, particles and short-lived UI elements eliminated the GC pauses that occasionally hitched the first second of a new room. On lower-end Android devices, this single change was the most visible improvement in v3.3.