As a solo dev, so getting this kind of support out of the gate has been incredible. Thank you.
I’ve already shipped three patches based on your feedback, and there's a full roadmap ahead, but the priority right now is polishing the launch build before new content.
Weapons and loot
The biggest pain point I've seen in your comments is about weapons and drops. To address these, I’ve made a few changes:
So coming in Patch 0.20
Stacking upgrades for max-tier weapons: Once a weapon hits its top tier, you can now stack +1 upgrades that each add 25% damage. This means late-game drops stay meaningful instead of becoming dead weight.
Drop tables changes: Common/uncommon weapon drops will fully taper off as you level, so you won't hit minute 30 with options you'd never use. Common/uncommon passives are always useful, so they will continue to drop.
(This means a common loot crate mid/late game will only offer passives)

Weapon armory changes:
Buying a weapon type now unlocks all its tiers. On top of that, each weapon gets its own passive upgrade tree, capped off with a choice node that changes how the weapon behaves. For example, this could be Dual Railguns with a bonus volley, or a Mass Driver that trades rate of fire for raw damage.

Enjoy my amazing photoshop mockup art icons
Leaderboard changes
There will now be additional score validation for cheated scores. Also, the global leaderboard will be separated between standard and endless modes.
(Note that leaderboards will reset on every major patch, including this one.)
Speaking of endless mode...
Endless mode will be getting some more number scaling tweaks so its not a snooze fest once your build is online.
Public test branch: this week
Patch 0.20 live: next week
Thanks again for playing. Much love.
Latte @ Codebrew Software