Performance
Smoother under pressure.
v3.5 trims per-frame work specifically for rooms with many simultaneous enemies. Pathfinding updates, collision broad-phase work and skill VFX are now spread more evenly across frames instead of spiking on the first frame an enemy spawns. Mid-fight stutters on crowded floors are gone for most devices.
New 3D models
Variety in the deep dungeon.
Additional environment props and enemy meshes refresh the mid-to-late floor look. The dungeon stops feeling like a single repeating room set around floors 12–20, which is when most leaderboard runs start to push hard.
Quality of life
Less friction in menus.
Menu interactions, shop confirmations and the death-flow score screen feel snappier and more consistent. Tap targets are tuned, transitions are tighter and the path from "you died" to "play again" was shortened by removing two unnecessary confirmation taps.
What's next
Beyond v3.5.
The next planned work is closing the gap between the Android and Web versions on a feature-by-feature basis, with a particular focus on the public web build's launcher and the surrounding content site. The DevLog you're reading is part of that effort.