Major (2.0.0): only for a full overhaul of the game.
v1.9.0
New
Accounts and cloud saves. A new Account button on the rail lets you keep your progress in the cloud and carry on from another phone or computer. You only pick a username. The game then gives you a save code (four groups of four letters and digits) to log in with. There is no email, password, or social login. The code is shown once, with Copy and Download .txt buttons. Write it down: it is the only way back in, and nobody can look it up for you. While you're logged in you can make a new code at any time, which also logs out your other devices.
Your save code is shown once.
Your progress follows you. Creating an account uploads what you've played so far. From then on the game saves to the cloud by itself a few seconds after a shift ends or after you change your Patents or Kit, and otherwise at most every few minutes. It never saves in the middle of a fight. The Account page shows when the last cloud save happened and has a Save now button. A small dot on the rail button shows whether you're synced, saving, or offline.
The Account page when you're logged in.
Which save? If you played on two devices and both changed, or you log in on a device that already has progress, the game asks which one to keep. It shows This device and Cloud side by side with the date, best level, districts, rivets and pieces, and marks the newer one and the one with more progress. Nothing is replaced without asking.
Choosing between this device and the cloud.
Changed
Playing as a guest works exactly as before: progress stays in this browser, and the game sends nothing anywhere until you create an account or log in.
Logging out or deleting your account keeps your progress on the device you're using. Deleting needs your save code and removes the cloud copy for good.
If the save server can't be reached, the game keeps playing and saving on your device and uploads the next time it can.
Fixes and tech
The server stores only a one-way hash of your save code, never the code itself. Sessions use a secure, HttpOnly cookie that scripts can't read. Wrong codes are limited: five tries locks that name for 15 minutes.
Usernames are 3 to 16 letters, digits or _, unique regardless of capitals, with a filter for rude and reserved names. Cloud saves are capped at 256 KB.
No third-party scripts, trackers, or ads were added. The only server code on the site is the save API; any other PHP file is refused.
Every file now loads with ?v=1.9.0.
v1.8.0
New
Techwear outfit for the Gunslinger. Silas Crowe can now wear a second outfit: a white shell helmet with a black visor, an open techwear jacket, cargo pants and high sneaker-boots, all trimmed with an orange glow. Pick it on the Kit page under Equipped & looks, in the new Outfit row. Each outfit card shows a small badge and one line of text, and the side panel has the full description. The outfit is free, changes looks only, and is saved with the rest of the hero's looks. Older saves start in the Classic Duster. The title screen, the hero chips and the shift all show the outfit you picked. In Techwear, the Eye color knob sets the accent glow, and the skin, hair and beard knobs are dimmed because the suit hides them.
Classic Duster and Techwear.The outfit picker on the Kit page.
Changed
The Gunslinger really holds his guns. Each hand is now a closed fist around a proper pistol with a grip, frame, trigger guard and barrel. The Classic Duster carries brass-and-walnut revolvers with a cylinder. Techwear carries black pistols with an orange glow strip and muzzle. The wrists keep the barrels pointing forward when he stands, walks and shoots.
Revolvers in the duster, glowing pistols in techwear.
Shots leave the muzzle. Twin Revolvers and the Fan the Hammer volleys now start at the barrel of the gun that fires, and the flash appears there. Damage, range and what you hit are unchanged.
A worn main-hand piece no longer swaps the Gunslinger's right gun for another prop. It tints that pistol in the piece's grade colors, and its stats still count.
Your save
The outfit is stored with each hero's looks. Saves from 1.7.0 and earlier load in the Classic Duster, and nothing else changes.
Fixes and tech
Twin Revolvers fired from the opposite side to the arm that was raised. The shot now comes from the gun that is aimed.
The old ?gs=tech preview switch is gone. Only the debug build (?debug&gs=tech) can force the outfit now.
Every file now loads with ?v=1.8.0.
v1.7.0
New
Flyers. Two new foes take to the air. The Clockwork Crow is a quick wind-up bird of soot and brass. It circles overhead and dives at you. The Brass Glider is a riderless ornithopter under a gas bag. It hangs over you, marks the spot with a teal ring, then drops its grapnel. They show up more often when you stand on a roof (about 1 in 4 foes in district I and over 4 in 10 from district III on). In the subway they cruise just under the ceiling. Both cast a shadow on the ground, so you can see where they are. Both are in the Almanac and the Codex.
Flyers hunting the hero on a rooftop. The teal ring shows where the glider will drop.The new flyers in the Codex.
Changed
The train is now an express, and it is dangerous. The three cars keep their doors shut and run the loop without stopping. They travel at 12.5 m/s (45 km/h), so one lap takes about 50 seconds. Nobody can board. Anything in front of the engine is run over, and if that's you, the death screen reads HIT BY THE TRAIN. Phoenix and Second Wind still save you. A brush with the side of a car only pushes you aside.
The headlight and the on-track warning.Hit by the train.
You always get a warning. A headlight beam and a pool of light run ahead of the train, and you hear a rumble that grows as it nears. If you're on the track with the train under 6 seconds away, its horn sounds. A bell rings at the station it is coming into, and lamps along the platform edge flash for the 8 seconds before it arrives. While you stand on the track bed, a banner counts down the seconds.
Foes and the train. Ordinary foes hit by the train die, but you get no experience, gold, drops, kill count or commendation credit for them. Haunt bosses and mini-bosses are shoved onto the walkway instead. When the train is close, foes wait at the edge of the track, so you can't use it to farm kills. You never start a shift on the track, and the stations are safe to cross whenever no train is coming.
Your health bar stays above your head. It sits at the same height over the hero when you climb, jump, stand on a tall roof, take the stairs or go down to the subway. It is now drawn on top of everything, so walls and roofs never hide it.
On a 9.6 m roof the bar still sits just above the hero's hat.
One rail, five pages. The side rail now shows only icons. Hover over an icon, or long-press it on a phone, to see its name. The pages are The Depot, Kit, Schematics, Almanac, and Commendations & Patents, and the rivets-to-set and merit badges stay on their icons. Old links and keys still work: T opens Schematics, C or I opens Kit, and old addresses such as ?ws=ledger, ?ws=bounty, ?ws=patents and #almanac open the matching page and tab.
Kit replaces Dressing Room, The Ledger and Bounty Board. It has three tabs: Equipped & looks, Collection and Where to find. Where to find lists every missing piece by district, with the boss that drops it and the drop odds.
Kit, Where to find: every missing piece, the boss that drops it and the odds.
Commendations & Patents is now one page with two tabs: Earn merit and Spend merit. The Almanac keeps its own page.
Earn merit, with the full citation shown in the side panel.
Compact Schematics. All three circuits now sit side by side as narrow columns of small icons with rank badges. Tiers still read top to bottom, with the OR pairs and the capstone at the bottom. Each node has small − and + buttons, and hovering or tapping one shows its full text on the Drafting Table. On a phone, tap a tab or swipe to switch circuits. The in-shift Schematics panel matches.
All three circuits at once. The Drafting Table shows the node under the pointer.
Shorter cards. Almanac, commendation, patent and missing-piece cards now fit their text on one line. Pick a card to read it in full in the side panel. Gear Up level-up cards still show the full effect.
Balance
Later districts are harder. Foe health and damage now rise faster from district II on. District I plays as before.
Veteran scaling. From district II on, foes also scale with your account's power from talents, gear and patents. This ramps in over districts II and III. A fully built hero now takes about 4.6 minutes to fell the first haunt boss in district IV, up from 1.9, and a 5:00 foe there hits for 16.5, up from 9.3. A fresh hero in district I sees no change.
Each boss is still tougher than every mini-boss, and each one that spawns is stronger than the last.
Fixes and tech
Flyers steer in 3D: they climb over roofs and walls instead of sticking to them, stay under the subway ceiling and rise clear of the train.
Saves from 1.6.0 load unchanged. The new pages read the same save data.
Every file now loads with ?v=1.7.0.
v1.6.0
New
The Lamplight Loop. The subway is now one unbroken ring of track about as big as the district, with four stations along it. No more rails that end in a wall.
The whole Lamplight Loop, seen in a cutaway.
A train you can ride. Three cars run the loop one way. They move slowly, ease into each station and wait 9 seconds with the doors open on the platform side. Step aboard, stand inside and ride, then step off at any stop. The camera stays inside the car without clipping or swinging. The train never hurts you: if you're in its way it bumps you onto the walkway. Foes can't board. They get pushed aside and are never trapped or crushed.
The train waits at every stop with its doors open.Riding between stations.
The Grand Terminal. A great station hall stands by the start plaza and is the main way down. It has paired columns, a stepped pediment with a clock, a ribbed vault and chandeliers. A wide, lit stair goes straight down to the main platform. Smaller stairwells are still the way down at the other stations. Signs are on walls only.
The Grand Terminal on the start plaza.The grand stair down to the main platform.
Changed
Stairwells are always open. No roof, slab, kerb or prop covers an opening any more, and the opening is exactly as wide as the stair you can walk. Side stairwells are wider (3.5 m).
A side stairwell: open from above, the opening exactly the width of the stair.
Trim stops where its wall stops. The green trim and the rails end with their wall, and the track bed is clear of columns, walls, props and spawn points.
Gear Up cards never cut text off. Long descriptions wrap and shrink to fit. Cards keep a fixed height with no scrolling at 1280×720 and on phones (checked for every attack and manual at every rank).
Schematics read top to bottom. Each circuit is a column of tiers by rivet threshold (0, 5, 10 … 30). Schematics sit side by side in each tier. PICK 1 OF 2 tiers show both options with an OR and one pick control, and the capstone is at the bottom. Nothing scrolls sideways or overlaps, and a small pill keeps your rivet count in view.
Schematics now read top to bottom.
HUD: the ultimate socket has its own ULT label, like ATTACKS and MANUALS.
Fixes and tech
Foes reach you underground far more reliably: 199 of 200 in our test across all 10 templates, on two different seeds. They no longer jam at the Garden Squares stairs or cut across the track in front of the train.
Foes keep to the walkways. They only step onto the track bed when you're down there, and while you're underground new foes also arrive in the tunnels.
The camera no longer slides through the street slab on the stairs. Underground it eases in ahead of low ceilings instead of snapping in.
There is now a street all the way round the Grand Terminal, so nobody gets stuck behind it.
Your save is unchanged and nothing needs migrating.
v1.5.0
New
Midnight in Brasshaven. The game now goes by its own name. The title, the Codex, the changelog and the page title all say Midnight in Brasshaven.
Union Row: Park Slope, Brooklyn (5th Ave and Union St).
Star Circus: Place Charles de Gaulle (l'Étoile), Paris.
Old Clock Quarter: Staré Město (Old Town), Prague.
Canal Ring: the Grachtengordel, Amsterdam. Canals are water you can't walk on.
Crossing Wards: Downtown Crossing, Boston.
Bank Junction: the City of London around Bank junction.
Lantern Lanes: Shimokitazawa, Tokyo.
Diagonal Mile: Market Street at 5th and 6th, San Francisco.
Chamfer Squares: the Eixample, Barcelona.
Garden Squares: the Historic District squares, Savannah.
Star Circus, laid out on the streets around Place Charles de Gaulle.
A real subway to fight in. The Lamplight Line is now three stations joined by tunnels. A maintenance passage runs alongside with cross passages and side rooms, and four or five stairwells come down from the street. That's about 3,000 m² of floor, more than three times the old single station. Foes spawn underground while you're down there and follow you down the stairs. Each station has its own name sign, platforms, a track trench and a parked tram car with a reward on top.
One of the three stations on the Lamplight Line.
Attack and manual sockets. The toolbelt is split into 3 ATTACK sockets (things that hit) and 3 MANUAL sockets (books that boost every attack). Manuals rank up like attacks, and their value scales with rarity. Two new patents open a 4th socket: Spare Holster (40 merit, for attacks) needs Copperpipe Docks cleared first. Bookbinder's Patent (30 merit, for manuals) needs the Regular achievement, which you get by working 10 shifts.
Card Sharp's Guide unlocks when you reach level 20 in one shift. Apprentice's Notebook unlocks when you slay 5 haunt bosses.
While a row has an empty socket, every level-up hand includes at least one new card for that row.
Every rank above Mk I now adds +10% damage to that attack.
Scrap works on manuals too, and the HUD tray shows both rows with locked sockets.
ATTACKS and MANUALS in the HUD tray.
Evolutions. Get an attack to Mk V while wearing its partner trinket, and the next strongbox or boss spoils leads with an evolution card. The attack transforms and gets new art, and you keep the trinket.
Silas: Powder Keg + Ember in a Jar = Cinder Cask. Fan the Hammer + Lucky Rivet = Gambler's Spread.
Ironside: Cog Halo + Ring of Nine Cogs = The Ninefold Engine. Piston Slam + Tin Soldier = Titan's Footfall.
Signature passives. Every hero has a passive that grows with their level. It shows next to the HUD plaque, on hero select and in the Codex.
Gambler's Nerve (Silas): +0.5% crit per level, and every 10th level adds +10% crit damage.
Boiler Pressure (Ironside): +0.1 armor and +1 max health per level.
Thread of Fate (Odile): each Hex Bolt hit has a 1% chance per level to leap to a second foe (up to 60%), and a leaped hex can leap again at half the chance.
Codex. New sections for Manuals, Evolutions, Signature passives and Real-city maps. The talent view marks the pick-1-of-2 rows and the capstone mechanics. Credits now include the OpenStreetMap attribution.
Changed
Compact replace cards. Cards no longer scroll, at any screen size. When a card would replace something, it shows a single "vs" line with the net change. Hover, focus, hold Shift or long-press a card to see the full comparison. When you have to choose which piece to swap out, a small picker row appears under the card instead of a full panel.
Replace cards fit without scrolling.
Talent circuits redesigned. All nine circuits were rebuilt. Rows 2 and 4 each ask you to pick 1 of 2 nodes, and you can switch your pick at any time for free. Every capstone is now a mechanic, not just a stat.
Deadeye: High Noon. Powderman: Scorched Earth. Drifter: Last Train Out.
Boilerheart: Iron Furnace. Piston: Wrecking Ball. Cogwright: Flywheel Shot.
The underground camera sits lower and closer, slides along walls and pillars instead of jumping, and cuts away the slab above you on the stairs. It no longer swings on its own in tight spots.
Your save
Because the talent circuits changed, every rivet you had spent is refunded once, the first time 1.5.0 loads. A notice on the title screen tells you how many each hero got back. Your rivets, experience, gear, patents, unlocks and records are all kept, and a copy of the old save is stored as a backup.
Fixes and tech
Shots now visibly fly at foes above or below you. From a roof, ledge or skyway, bullets, hex bolts and lances used to fly flat at your own height (or off into the sky), even though they still hit. Now they travel on a 3D line to the middle of the foe's body. That works both ways: from a roof down into the street, and from the street up at a foe on a roof. Kegs arc onto the roof or street the target is actually standing on. Blasts, burning ground and embers appear on the surface where they land, not in the air at your height. Damage and hit rules are unchanged.
Shooting down from a roof.
Cards fit without scrolling at 1280x720 and on phones (390x844).
Every template, seed, sign, parkour route, subway station and camera angle is checked by an automated test.
v1.4.0
New
Brasshaven is a real city now. Every shift builds a fresh city from a seed. You get streets with sidewalks and kerbs, back alleys between buildings, and small plazas and parks. Shop signs hang only on walls and awnings. The pause screen still shows the seed, and ?seed= plus a number still replays a city.
Parkour across the rooftops. Buildings have ledges, awnings and fire-escape balconies. Dumpsters, crates, barrels, parked cars, bus shelters and newsstands are stepping stones. Street routes go dumpster → awning → shop roof, sometimes over a climbable lamp-post crown, then up a balcony ladder to a tall roof. Single jumps clear every route, and Spring Heels opens shortcuts. Coins, gems and strongboxes wait on the high perches (early coin stacks are worth about 5-15 gold).
The Lamplight Line underground. Every city has a subway station under the street. Take a stairwell down to the concourse and platforms, cross the track trench, or climb onto the parked tram car for its reward. Foes follow you down the stairs, and big foes and bosses bound down a stairwell after you. The camera stays under the ceiling, and the minimap marks the station.
Gear for each hero. Account gear now belongs to one hero. Silas has Silas Crowe's Trail Kit, Ironside has Ironside's Foundry Rig and Odile has Odile Marrow's Night Vestments. Bosses drop pieces for the hero you're playing, and each hero equips and keeps their own. The Codex lists gear by hero.
Locked techniques. Nine techniques must now be earned before they show up in Gear Up hands (three per hero, listed below). When you earn one mid-shift, a banner says "NEW TECHNIQUE". The Depot marks locked techniques with a padlock and the condition, and the Codex shows each lock with a progress bar. The shift report lists any technique a shift unlocks. Saves from 1.3.0 unlock whatever they already qualify for.
Silas: Executioner's Round (defeat The Midnight Warden, Lamplight Row's final boss, as Silas), Shrapnel Rain (reach level 30 in one shift as Silas), Clockwork Sentry (defeat Rustjaw with any hero).
Odile: Ruin Bolt (defeat The Drowned Lamplighter, Copperpipe Docks' final boss, as Odile), Moonwell (survive to 10:00 as Odile), Creeping Rot (snuff out 10,000 foes).
Replace-compare: what you would give up, stat by stat.The Swap Chooser shows every candidate's stats.
See what you'd lose. When a strongbox, boss spoils or Gear Up card would replace something you're wearing, the card shows what goes. You see the equipped piece's name, rarity and rank, all its stats, and the net change per stat in green (gain) and red (loss). The Swap Chooser lists each candidate's stats and what you'd net. Hover, tap or focus any trinket or technique in the strip under the cards to see its full stats.
Graded patents. The Patent Office has new five-grade patents. Each grade costs more merit than the last (4/8/14/22/32, 80 to max one). Each gives a modest bonus that stacks with manuals, jewelry and gear.
Brass Knuckle Charter: +3% damage per grade.
Field Surgeon's Licence: regenerate 0.15% of max health per second per grade.
Wide Berth Warrant: +3% area per grade.
Lucky Penny Grant: +4% luck per grade. Luck improves card rarity, coin drops and boss gear drop odds.
Lodestone Lease: +5% pickup range per grade.
Featherfall Permit: -3% gravity per grade, for floatier jumps that reach the same height.
Cobble Runner's Pass: +2% move speed per grade.
Quick Hands Warrant: +3% attack speed per grade.
Night School Diploma: +3% experience per grade.
Hardy Stock now has five grades (+4% max health each).
Spring Heels now has three grades (20/35/50 merit): I is the double jump, II adds a third jump and III a fourth. Each extra jump is weaker, so the climbs still count.
Each patent shows grade pips, your current value, the next grade's value and its cost. The − button refunds the top grade.
Changed
Talent circuits are easier to tune. Every node has its own + and − buttons. − refunds a rank, but not if that would strand a higher row. A bar at the top shows how many rivets you have left. The buttons are sized for touch.
Bosses are bosses. Zone bosses at 3, 6, 9, 12 and 15 minutes are now clearly tougher than haunt bosses, and each one is stronger than the one before. Haunt bosses grow more gently over a shift. An automated check confirms that at every minute mark, the next boss has more health and hits harder than any haunt boss alive at that point. Lamplight Row, health and damage before → after:
15:00 final boss 16,000 → 72,189 HP, 32 → 110 dmg (haunt 200,393 → 21,177)
Copperpipe Docks (district 2) follows the same curve, about 16% higher. Its final boss goes from 18,560 → 83,740 HP.
The city replaces the 1.3.0 terraces, decks and skyway stones.
Your save
Your gear is safe. On first load, 1.4.0 copies your 1.3.0 save to ts3d_save_v3 in your browser. Then every gear piece you owned is given to every hero as their own version, and each hero keeps wearing what they wore. Almanac sightings carry over too. A one-time note on the title screen tells you what moved.
Earned locks open right away. Techniques you've already earned unlock at once. Boss "as hero" conditions count districts you cleared with heroes who have wins. Level 30 counts your best level if that hero has played.
Patents keep their grade. Hardy Stock and Spring Heels keep the grade you bought. If what you hold would now cost more merit than you've earned, the difference is credited once.
Fixes and tech
Every file now loads with ?v=1.4.0. Foes find their way around the city with a flow field (street and station layers), and a nav fix stops them getting stuck at stairwell corners. Draw calls went down (about 75-130 in a street fight, versus about 280 in 1.3.0).
v1.3.0
New
A new district every shift. Each shift builds a fresh layout from a seed. You get buildings, stepped terraces with stairs, wooden decks on ramps, crate stacks and floating skyway stones that climb to a high nest. The ground in between stays open for kiting, foes only arrive on open ground, and the plaza and every haunt stay clear. The pause screen shows the district seed. Add ?seed= and that number to the game address to play the same layout again.
Real jumping and climbing. Space (or your Jump key) now jumps about 2.1 m. You can land on crates, terraces, decks and stones, walk up stairs and ramps, and drop off ledges. Jumps forgive a slightly late or early press, and landings kick up dust and squash the hero harder the further you fall.
High ground pays. Glowing rewards wait on top of the climbs. Coin stacks give gold, gem clusters give a chunk of a level, and the top of a skyway usually holds a free strongbox. Gold and XP come back about 100 s after you take them. The minimap now shows every structure and reward.
Spring Heels (new patent, 20 merit). Jump a second time in mid-air, for about 3.8 m in all. It clears whole crowds and reaches the higher skyway stones.
The Codex. A new page at /codex/ lists every hero, talent circuit (shown as a tree), technique with its ranks, trinket, piece of account gear (with the boss that drops it and the drop chance), patent, foe, haunt boss, boss and district. It reads the game's own data, so it always matches this version. You can search, filter by category, hero, tag and slot, and click any card for its full numbers. It's linked from the main menu, Settings and this page.
Changed
Scrap now bans and redeals. Scrapping a card bans that technique or trinket for the rest of the shift and deals you a whole new hand, with new cards where the pool allows. The pause screen lists everything you've scrapped. If you ban everything, the hand falls back to rank-ups, then to Fat Purse (gold), Hot Supper or Pocket Change, so a hand can never get stuck.
Height matters in a fight. Foes can't touch you while your feet are clearly above their heads, so a jump carries you over a ghoul pack. Boss slams and haunt-boss stomps still hit you if you're standing on the ground in the ring, and a jump dodges them. Boss ember rings now fly at the boss's height and drift toward yours, and walls block them.
Foes follow you up. Imps hop onto ledges, wisps float up to your height, and ghouls scramble up when you're right above them. Bosses and haunt bosses leap onto high ground after you. A red ring marks where they'll land about a second ahead.
The four fixed city blocks, parked cars and scattered crates are gone; the seeded layout replaces them. Buildings still block the camera the same way.
Balance
Fewer foes in Lamplight Row (district 1). About 35-37% fewer foes arrive in the first five minutes. A test bot saw about 92 by 1:00, 454 by 3:00 and 1,131 by 5:00, down from 146, 721 and 1,732. Spawns ramp up more gently, the crowd cap starts at 280 and grows by 10 a minute (it was 430 from the start), ring waves are 45% smaller, and a shift opens with 6 ghouls instead of 10. The late game still gets busy, up to 18 arrivals a second and 400 alive.
Later districts are a little lighter. Arrivals are 12% lower in district 2, 6% lower in districts 3 and 4, and 3% lower from district 5 on.
Fixes and tech
Every file now loads with ?v=1.3.0. Boss health and foe heights now live in the shared data file, so the game and the Codex use the same numbers.
v1.2.1
Balance
Regular foes are back to their 1.1.0 health. Ghouls, imps, wisps, golems and elites go down as fast as they did before 1.2.0, so the crowd thins out again. Health still grows over a shift as in 1.1.0, and the smoother late game from 1.2.0 stays. Haunt bosses keep their 1.2.0 toughness and tiers.
Lost shifts teach more. Time survived now pays about 0.6 rivets at 3:00, 2.1 at 10:00 and 2.6 at 12:00, before bosses and haunt bosses. A typical death at 10:00 now pays about 2.5 rivets and one at 12:00 about 3.2. A cleared district still pays 6, a lost shift at most 4.5, and a shift at most 12.
Fixes
Mouse control after switching cameras. Going from first person back to third person no longer leaves you with a stray cursor and no way to turn. The game now keeps track of when it should hold the mouse. Third person with Auto aim keeps or takes the mouse back at once. Third person with Manual aim gives you the cursor, which aims at the ground, and you turn with a right-drag or Q/E. Clicking the city captures the mouse again whenever it's needed. Only your own Esc pauses the shift; camera switches, menus and Gear Up hands never do.
Clicks and touches reach the game again. In 1.2.0 the HUD layer sat on top of the city and swallowed clicks, right-drags and touches. Clicking to capture the mouse, right-drag turning and the phone thumb sticks all work again.
First person without Manual aim. V now works from Auto aim too. First person always aims with the crosshair, and going back to third person restores the aim mode you had.
"Clock out early" now pays. Leaving a shift from the pause menu used to drop the shift without paying any know-how, even though the button said it pays. It now ends the shift properly, with the full shift report, know-how, gold and commendations.
Know-how progress is clearer. The shift report shows the know-how you had before and after the shift, and the bar shows a percentage. The Schematics screen shows your total rivets' worth. Partial progress is saved and carries over to your next shift.
No more mixed old and new files after an update. Every game file now carries the version in its address, so your browser can't combine a cached file from an older version with a new one.
v1.2.0
New
A new look for everything outside a shift. The Depot (title screen) puts your hero on a brass turntable with the districts laid out as a tram line. A brass-pipe rail on the left (a dock along the bottom on phones) opens the Workshop: Dressing Room, The Ledger, Bounty Board, Almanac, Schematics, Commendations and the Patent Office. Panels are blueprints, parchment and riveted brass plates, and there are new fonts and colours.
New names everywhere, themed on Brasshaven: Talents became Schematics (set with rivets, earned through know-how), Achievements became Commendations, Perks became Patents, Run Options became the Pressure Gauge, Level Up became Gear Up, Treasure became Strongbox, trinkets / amulet / rings became Cogs / Pendant / Signets, Banish / Reroll / Skip became Scrap / Reshuffle / Pass, and zones became districts ("Ride the tram to...").
New card shapes: tall tarot-style cards with a ticket-stub footer and a gear frame around the icon. Rarity colours stay the same.
Power-ups on the map: a Steam Tonic (+35% move speed for 10 s) or a Mending Draught (strong healing for 10 s) turns up every minute or so (two at most) and fizzles after 45 s. Both show as a timer in the HUD and on the minimap; picking up another one refills the timer.
Lodestone: a rare drop from bosses (about 15%) and haunt bosses (about 4%) that pulls every XP orb and coin on the ground to you in about a second. It has an Almanac page too.
Spoils: every haunt boss or boss you fell gives two free picks, a technique hand and then a trinket hand ("Spoils of ... 1/2" and "2/2"), with better rarity odds. They don't cost gold and don't raise the strongbox price.
Haunt boss: better odds of Uncommon and Rare.
Boss: good odds of Epic and a real chance of Legendary.
Night boss: Rare or better, always.
Jump (Space): a short hop that clears ground hazards, boss telegraphs and melee hits (projectiles still hit). It has a small cooldown and a landing puff. Phones get a JUMP button.
Manual ultimate (F): the ultimate fires only when you press the key, with a glow and a keycap on the HUD slot when it's ready. Phones get an ULT button.
Aim mode (Y) and first-person camera (V). With manual aim, directed techniques fire at your cursor (on phones, the right thumb). First person adds a crosshair and arrows that point to threats.
Schematics panel (T) and Kit & inventory panel (C or I) during a shift. Both pause the game. The Kit panel shows your account kit, trinkets with ranks and rarity, techniques with ranks, and your current stat totals. Schematics are read-only during a shift. On phones, open both from the pause menu.
Keybinds (Pause or Settings, then Keybinds): you can rebind every action, with a primary and a secondary key each. If a key is already taken, you're offered a swap. There's also Reset to defaults. Your bindings are saved on this device, and every key hint in the game follows them. Esc always pauses and closes menus.
Take nothing, on every Gear Up, Strongbox and Spoils hand.
New patent, Salvage Rights (3 grades; it replaces Pass the Hat, and an old Pass the Hat counts as grade 1). Passing a bought strongbox refunds 50% / 70% / 90% of its price, never the full price. Passing any other hand pays a little gold. The button reads "Pass (+N gold)".
Graphics presets: Battery Saver, Balanced (the default) and High. Battery Saver is picked automatically when your laptop is running on battery.
Unique icons for every schematic (a schematic that changes a technique carries that technique's art plus a small badge; masterworks get a fancier frame), every commendation (medal frames by category, brass once earned), every piece of account kit (one shape per slot, with materials and emblems for each tier and district) and every patent (wax seals with ribbons).
Rebuilt hero models: proper head, neck, torso, arms, hands, hips, legs and feet, with knees and elbows that bend when you run and jump. Kit is now fitted around each body part: gloves replace hands, boots replace feet, a full helm hides the hair and face, and circlets sit over the hair. No more clipping, even while running or jumping. Each hero also draws in fewer pieces.
The version number appears in the corner of the title screen and in Settings, along with this changelog.
Changed
Strongbox prices rise gently: 5, 9, 15, 23, 33, 45, 59, 75... instead of doubling (5, 10, 20, 40, 80). A typical shift now opens about 14 by 10:00 and about 18 by 15:00.
Strongboxes turn up a little more often after 5:00 and again after 10:00.
Full trinket slots: once all 5 slots are full (2 cogs, 1 pendant, 2 signets), each strongbox or spoils hand has at least 2 cards that upgrade pieces you already wear. The last card can be a new piece to swap in, using the swap chooser for cogs and signets and a "Replaces your ..." notice for the pendant.
No more rank cap on techniques or trinkets. Early ranks give big gains and later ranks smaller ones that still count. Ranks V, X, XV, XX and so on are milestones that add a projectile or more area. Gear Up always has something to offer.
Know-how (schematic progress) has been reworked:
A cleared district pays 6 rivets' worth.
A lost shift pays for the time you survived plus a little for bosses, haunt bosses and foes, up to 4.5. Dying at 3:00 pays about 0.5, and dying at 12:00 about 3.
Each district after the first adds +5%, and pressure (up to x2) multiplies the total. A shift never pays more than 12.
The bar fills smoothly, and each new rivet needs a little more know-how than the last.
The shift report shows a full breakdown.
Rivets you've already earned are kept.
Save data moves to version 3 automatically, and a backup of your old save is kept.
Balance
Haunt bosses are much tougher: the first one takes about 75 seconds of focused fire from a new level-1 hero. Each one you fell makes the next stronger (+35% health, +12% damage and a little bigger), and their nameplate shows "Tier N". Lairs stay quiet until about 0:50.
Regular foes take 2 to 3 hits from your starting technique and keep pace as you grow. They are still slow and easy to kite.
Experience: foes drop 50% less XP, and the level curve is steeper. Expect about level 22 at 9:00 and about 32 at 15:00 on default settings. The first levels still come in the first minute.
Gold: drops are up 20% (normal foes drop coins 14.4% of the time instead of 12%, and elites, haunt bosses and bosses drop coins worth 20% more).
The last minutes (10:00-15:00) are smoother: foe health and damage now grow more slowly after 10:00. Bosses and the night boss are unchanged and remain the big fights.
High pressure counts for less extra XP from denser crowds.
Fixes
Gunslinger: the coat collar and neckerchief no longer cover the lower half of the face, so the whole face, and any facial hair, shows in the Dressing Room.
Battery and performance:
Frame cap (30 / 60 / uncapped), capped pixel density and automatic resolution scaling.
Lighter shadows and particles, and simpler materials on Battery Saver.
Nothing is drawn while paused, on static menus, in a hidden tab or in an unfocused window.
Music pauses with the game and reuses its audio nodes.
XP and coins far away: when the ground was full of XP orbs or coins, new drops used to merge into a random far-away one. They now merge into one close by.
Removing a trinket with a large health bonus no longer takes away too much max health.
Overlays opened from the pause menu (Settings, Keybinds, panels) now appear above it.
v1.1.0
New
Account progression: each hero has three schematic specs with talent-style trees, and you earn points by playing.
Account kit: 9 slots (head, shoulders, chest, waist, legs, feet, wrists, hands, main hand) in five rarity tiers. Bosses drop kit, and the Drop Tables (now the Bounty Board) show who drops what.
Perks (now Patents) bought with achievement points, and achievements (now Commendations).
Hero customization: skin, face, hair style and colour, facial hair and body type, plus a name.
Eight districts, each a 15-minute shift with a boss every 3 minutes and a night boss at 15:00. There are 3-4 haunt-boss lairs that come back after they fall.
Run Options (now the Pressure Gauge) to make the horde tougher for better rewards.
Procedural music made live in the browser, with menu, shift and boss variants, plus Music and SFX sliders and a mute that are saved.
New techniques for every hero, level-up cards for new techniques or rank-ups, six toolbelt slots, Banish and Reroll, keys 1-4 to pick, and a 4th card on the first hand with Opening Hand.
Shift-only jewelry (2 trinkets, 1 amulet, 2 rings) from chests whose price doubles each time, a Treasure screen and gold in the HUD. A duplicate of something you wear upgrades it.
Rarity on every card and kit piece (Common, Uncommon, Rare, Epic, Legendary), with standard colours and bigger bonuses at higher tiers.
XP orbs always drop, and gold has a chance to.
Changed
Foes are slower and the early game is easier.
v1.0.0
New
The first 3D release of Tony Survivors: Midnight in Brasshaven, a survivors-style game in a lamplit art-deco city at night, playable free in the browser.
Three heroes: Silas Crowe the Gunslinger, Ironside the Brawler and Odile Marrow the Occultist, each with their own techniques and ultimate.
Hordes of ghouls, imps, wisps and golems, a clockwork boss, XP orbs and level-ups.
Keyboard and mouse on desktop, and twin thumb sticks on phones.