Features
Combat and movement both get a shake-up this update. Elemental Effectiveness makes damage types matter — line up the right element and hit a lot harder, or watch a resistance shrug you off. And when you need to reposition in style, hop on a skateboard and ride.


Flair, Now Consumable
Flair used to be a permanent pick you'd equip once and forget. In 1.7 it's a consumable you stock up, spend, and chase. Pull for new flair at the Terminal, bank a stash of your favorites, and burn one on the runs that count.

- Pull for flair at the Terminal. Hit Purchase Random to pull (30 Glizzies a spin). Pulls now land as a slot-machine spin-reveal ("Flair Dispensed!"); hold to pull, or skip the animation once you've seen it.
- Flair is spent, not kept. Your equipped flair is consumed when you drop into your first planet. Stock as many as you want — the Terminal shows only flair you own, with a count, and auto-selects whatever you just pulled.
- No double-charges, no dead slots. Rejoining a multiplayer match won't charge you twice, and flair you've run out of clears itself out of your Bolt Burger slot instead of lingering with a warning.
- Maxed out? Get Glizzies back. Pull a flair you're already capped on and you're refunded 10 Glizzies instead of wasting the roll.
- Carl's flair quests, retuned. Collection quests now track total flair pulled over your career (10 / 25 / 50 / 100) rather than what you're holding right now — so spending flair never rolls your progress backward. Each reward grants 5 copies ("5x Deputy Flair").


Gameplay
- Elemental Effectiveness — elemental strengths and weaknesses now factor into damage
- The event HUD now shows a reward reveal and XP-size reward tags
- The post-stage stats screen now appears when you bail on a run
- New notification when your persistent inventory changes
- New Bloom on/off graphics option
Balance
- Frag grenade, piercing projectiles, and the landmine barrage all got tuning passes.
- Knockback recalibrated
- Charge VFX scaled down so it's easier to read what's happening
UI / UX
- Credits screen reworked — proper discipline sections, titles, ranks, and banners
Bug Fixes
- Fixed a crash when picking up meat with uninitialized parts.
- Fixed the Bolt Burger landing zone picking the wrong pad.
- Fixed ManWasp projectiles passing through geometry.
- Fixed racers spawning on top of each other.
- Fixed tommy tank missing its attack animation.
- Fixed consumed flair lingering in the Bolt Burger slot after returning to the lobby.
- Fixed excluded artifacts carrying over when changing maps.
- Fixed skateboard legs sliding you off a gather or interaction on a slope.
- Fixed a downed player sliding out of a teammate's revive range.
- Fixed a batch of crashes and stability issues across spawn, health, and inventory.
- Performance pass — smoother frame times and fewer startup hitches.
Known Issues
Having issues? Discord is the official bug report depot — drop reports there so the team can see them and get on a fix.