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Release Notes

Family entries summarize what shipped. Build tags beneath each family list the individual patches. Permalink anywhere via the #v0-XX or #v0-XX-YY anchor.

v0.71

Four alpha protocols, four different feels

CORE-1 scavenges, Sentinel digs in behind armor and a barrier, Seeker slips into stealth on dash, Spectre charges a sniper round and marks targets with a drone. Crits now read on screen — bigger bolder numbers, a bright hit-flash, and screen shake scaled to the hit.

v0.71 infra

NullBound has a home on the internet

One-page landing site at nullbound.signalandecho.com with game overview, key art, and an alpha signup. Push to main and the site redeploys on its own.

v0.70

Stat builds come alive

Agility scales weapon damage and fire rate, Focus amplifies crits and cuts cooldowns, Speed makes you fast and stretches deployables, Luck spikes crit chance and loot rarity. Every stat now matters.

v0.69

Build stacking

Charms, gear, equipped elements, and timed buffs all inject weapon modifiers at the moment of fire — homing rounds, crit boosts, element swaps all compose cleanly. Q cycles your channeled element mid-run.

v0.68

Weapons are built from swappable parts

Any chassis + trigger mechanic + projectile + damage profile + stat-scaling composes into a unique weapon. Bullet feedback bar shows reload, charge, overheat, and cooldown state at a glance.

v0.67

Threat-weighted enemy AI

Enemies target by perceived threat, not "always chase the player." Decoy flares pull aggro, high-threat turrets draw fire, and zero-threat equals full invisibility. Hazard and consumable polish pass bundled.

v0.66

UI palette unified

Consistent colors across loot, ceremony, HUD, and rarity indicators.

v0.65

Deployables, hazards, and throwables all ship as data

Frag grenades, gravity grenades, void spikes, leech spikes, sniper turret, gatling turret, gravity well, repulsor field, speed ramp, null barrier, shield bumper, repair drone — eight deployables across offense / defense / control.

v0.64

Locked doors and keys

Combat rooms seal on entry, unlock on clear. Keys persist across runs.

v0.63

Consumable belt

Two-slot belt with strict type taxonomy; stash-click fills to cap.

v0.62

Gear & stash UI

Two-step equip flow with rarity-colored borders, type glyphs, and modifier tooltips.

v0.61

Loot drops

Gear and charms drop from enemies with deterministic seeded RNG, rarity-colored pickup orbs, and charms as gear sockets.

v0.60

Deployables get composable behaviors, shared targeting, and entity pooling

v0.59

Consumables ship as data

New items need a `.tres`, not new code.

v0.58

Status effect polish

Threshold scaling, immunity cooldowns, unified buff/debuff bar.

v0.57

Loadout panel redesign

v0.55

Particle VFX

Hit sparks, death bursts, status shimmers, muzzle flash, arc crackle.

v0.54

Enemy pathfinding

Nav-mesh movement with straight-line fallback.

v0.53

Elemental status effects

Overload, Decay, Arc, and Corrupt trigger on buildup thresholds.

v0.52

Elemental combat

Four elements with a matchup table and receiver-calculates damage resolution.

v0.51

Room and dungeon templates

Data-driven starter content.

v0.49

Spatial room layout

Rooms at real world coordinates, three-dungeon sequence (entry → main → boss), SubViewport rendering, room-locked camera with smooth pan.

v0.47

Signature items

Boss tier unlocks with trial equip on entry, permanent unlock on defeat. Hook Shot ships first.

v0.46

Protocol dashes + unified effect system

Six protocols × three tiers of unique dash behavior. Every stat, capability, and buff now flows through data-driven effect files.

v0.45

Signal Strength leveling 1–50

XP curve, level-up ceremony, gear & charm equip API.

v0.44

Consumable system, powerup rebuild, deployable audit

v0.43

Procedural dungeon generation, minimap with fog of war, inventory & loadout UI, persistence

v0.38–v0.42

Dungeon architecture, player shooting, enemy entities, bullet patterns

v0.31–v0.35

HUD, countdown timer, player stats

v0.001–v0.30

Engine foundation and MVP proof