Releasing in 5 Days!
Incremental Ragebait Patch Notes — May 15, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Hello there fellow Ragebaiters!
The release date is just five days away and I can tell you that I'm busting my asss off trying to get stuff done. My main focus lately was optimisation, bug fixing the saving system, and adding dopamine to the main gameplay loop.
Change log
Make sure lvl 2 ending does not appear outside of demo
Applyed Lvl 1 Sounds (Lorp)
Made the wishlists & give feedback options not appear outside of Demo mode
Changed minimum pickup range from 5 to 10
Animated health number
Made the health fill lower/increase using a lerp function
Lowered Aiming art's size relative to the attack size by 5%
Added an animation for the mark changing when boss is killed
Added animation for buying a level
Attack size will now lower with each passing level
Added 18 more souls types (There were 10)
added animation to upgrade node name
added animation to upgrade stat name
Added animation to money text when its changed
Added an Infinite Soul
Finished levels from 5-13
Added animation to stat when it's changed
Added animation to upgrade stat score idle
Added animation to currency text when decreasing/increasing
Made all dialogue confirmations on the left and all cancellations on the right.
Made auto save not save mid battle
Changed Second level mobs
Changed First Level Boss
Fixed Multiply type upgrades
Fixed Stat per kill upgrades
Fixed Critical Strike
Fixed Life Steal
Animated text for round starting
Animated text for round ending
Added animations to round summary text
Added screen shake to enemy death
Added screen shake to money gain
Added Screen Shake to upgrade
Added a unique end when killing a boss in a round
Building system is now available after lvl 2 boss is defeated
Added a marker highlighting new stuff being unlocked
Made weapon shop parts unlock every 3 levels, 2,5,8
Changed first auto save delay from 30 seconds to 300 seconds to stop save overwriting
Added Chromatic aberration on mob death
Animated player attack UI
Optimise Upgrade Node (Performance)
Turned off Raycast on object which don't need them
Added care of culling
Lowered the amount of animators from 4 to 1
Created a barbone sprite animator to increase performance
After emission of dark clouds is turned off the emitter objects are now destroyed. Increased performance by 10%
Made all particle systems and upgrade sound emitters delete themself after no longer being of use in upgrade node
Generation of nodes in now dispersed in time to not cause lag
Language options Improvements
Made UI more minimalistic
Added an Icon to the confirm option
Main Menu Improvements
New game Icon
Continue Icon
Settings Icon
Credits Icon
Make a languages button with changing flags
Make the menu background move a bit depending on the mouse position, like in the good games.
Have a successful day!
Leon.D
ps. We are joining Digital Dragons this Sunday!