DEVLOG #7

Permanent Record — Boss phase transitions are now 5 seconds of active combat. Global scoreboard rebuilt on MySQL. Four weapon evolutions reclassified: Triple Burst sniper, Railgun full-auto, Omni Pulse unleashed, Napalm Ring upgraded.

DEVLOG #7  ·  1 SEP 2026  ·  MARCO HOL · BLITZ COMMAND
BOSS OVERHAUL IMMUNE WINDOW SCOREBOARD MYSQL GLOBAL RANKINGS WEAPON EVOLUTIONS TRIPLE BURST RAILGUN OMNI PULSE NAPALM RING

Four changes in this dispatch. Bosses are now dangerous during their own phase transition. Every score is permanent and visible across all platforms. The demo runs to wave 50. And four weapon evolutions have been reclassified — the sniper fires in bursts, the railgun goes full-auto, the Omni Pulse hits harder and rotates faster, and the Napalm Ring now launches eight large blobs instead of five.

FIVE SECONDS. FULLY ARMED.

Every boss in Blitz operates in multiple phases. At each threshold, the boss gains new attacks, faster movement, and different behaviour. To signal the transition and give the player a moment to react, the game grants a brief immune window — the boss cannot take damage while it shifts phase.

The problem: during that immune window, the boss was completely frozen. It stopped moving and stopped attacking. A player with a fully evolved Mythic weapon could unload freely for the entire duration, leaving the boss barely alive before it could do anything. The window that was meant to be a breather had become a reload opportunity.

Change Was Now
Immune window duration 3 seconds 5 seconds
Phase increment timing End of immune timer Trigger start — immediate
Boss behaviour during window Frozen — no movement, no attacks Fully active — new-phase attacks fire immediately

The immune window still exists. The boss still cannot be damaged during it. But it is no longer a freeze — the boss moves, attacks, and uses its new phase's full arsenal from the moment the transition triggers. The player faces a stronger boss while they cannot deal damage to it.

The window is a gauntlet, not a timeout. The boss is already attacking with its next phase before it can take damage. Survive long enough and you face a boss that just got stronger — permanently.

All 10 bosses are affected, across all phase thresholds:

Boss Phase thresholds Total phases
Titan66%, 33% HP3
Warlord66%, 33% HP3
Inferno66%, 33% HP3
Revenant66%, 33% HP3
Warden66%, 33% HP3
Harbinger75%, 50%, 25% HP4
Phantom75%, 50%, 25% HP4
Leviathan75%, 50%, 25% HP4
Overlord80%, 60%, 40%, 20% HP5
Archon80%, 60%, 40%, 20% HP5

ONE BOARD. EVERY COMMANDER. EVERYWHERE.

The original scoreboard stored scores in a flat JSON file on the server and kept a separate local copy in the browser. The result was a split view: local scores and global scores shown in different colours, with no guarantee they ever matched. A score posted from the Electron desktop app did not appear in the browser version of the board. A score posted on the web didn't show up in Electron until a sync triggered. The leaderboard felt like a suggestion, not a record.

This dispatch replaces the entire system. The scoreboard now runs on a MySQL database. One endpoint, one table per mode, one source of truth. Every score submitted from any platform — Mac, PC, Linux, web browser, itch.io — goes into the same database and appears on the same board.

PLATFORM TAGS
Every entry on the board carries a colour-coded platform tag: MAC (blue), PC (purple), LINUX (orange), WEB (steel blue), ITCH (red). The tag is set at submission time based on the environment the score was achieved in. The leaderboard shows where every commander played.
WORLDWIDE COUNT
The scoreboard header now shows the total number of submitted scores — 53 COMMANDERS WORLDWIDE, updating live as new entries come in. The count is pulled from the database on every fetch. It is not approximate. It is not cached beyond the session. It is the actual number of people who have posted a score.
YOUR RANK, ALWAYS VISIBLE
After submitting a score, your global rank is permanently displayed on the board: ★ YOUR GLOBAL RANK: #84 OF 1,247 ★. The rank is shown even if you have scrolled away from your entry. It persists for the session so you always know where you stand.
BEAT RANK #X BY Y PTS
Below the rank badge, the board shows exactly how far you are from the next rank: Beat rank #83 by 7,800 pts. The gap is calculated from the live leaderboard data. If you are within reach of a higher rank, you know the exact target. There is no guesswork.
53 existing scores migrated. Your wave-100 run — 449,981 points — is now #1 on the global board. Every score you post from any platform appears on every platform. The leaderboard is permanent.

FIFTY WAVES. FIVE BOSSES. NEW ENDPOINT.

The free demo now runs to wave 50 instead of wave 30. The previous cap ended the demo immediately after INFERNO — three bosses, thirty waves. The Revenant and Dreadnought were invisible to anyone who hadn't purchased the full game.

What you now face in the demo:
Wave 10 — TITAN  ·  Wave 20 — WARLORD  ·  Wave 30 — INFERNO  ·  Wave 40 — REVENANT  ·  Wave 50 — DREADNOUGHT
REVENANT — WAVE 40
The Revenant is immune to all damage while its Soul Anchors are active. Destroy the anchors placed around the arena first — then the boss opens up. Ignoring the anchors means the fight never ends. This is the first boss in the demo that requires a sequenced approach rather than raw DPS.
DREADNOUGHT — WAVE 50
Deploys 8 defensive turrets at fight start and has the highest HP of any boss in the demo at 5,200. The turrets fire independently — clearing them opens up space. This is the new demo endpoint. Reaching it requires a build that has been working since wave 20.

Wave 30 also now drops the Ice Beam guaranteed — the INFERNO weakness weapon — which persists into wave 31 and beyond. The SNIPER drops guaranteed at wave 50 as the DREADNOUGHT weakness weapon. Demo players see the full weapon-weakness system across 5 encounters rather than 3.

FOUR EVOLUTIONS. RECLASSIFIED.

Weapon evolutions are permanent field modifications that change how a weapon operates. This dispatch reclassifies four: one rare path completely replaced, two mythics upgraded mid-tier, and the flamethrower's mythic significantly escalated. These are not balance tweaks. The weapons behave differently.

SNIPER — TRIPLE BURST (RARE)
The previous Rapid Fire evo halved the sniper's fire rate and added ammo. It made the sniper faster but did not change how it operated. Triple Burst replaces it entirely. One trigger pull fires three shots in rapid succession — 75ms between each. All three consume a single round. The shots carry a tight spread (±3°) so they land close but visibly separate. Combined with Railgun Protocol, all three pierce every target in the lane. +30 ammo.
SNIPER — RAILGUN PROTOCOL (MYTHIC)
Railgun Protocol previously required single-tap discipline — each shot had to be individually timed. It still pierces all enemies and passes through walls, and the +50% damage bonus remains. The change: holding the trigger now fires continuously at 5 shots per second. Fire rate upgrades apply. Combine with Triple Burst and each automatic shot fires three rounds per trigger cycle.
LASER — OMNI PULSE (MYTHIC)
The Omni Pulse activated after 1 second of sustained fire and delivered a rotating 360° beam for 5 seconds before entering a 20-second cooldown. In practice, the cooldown was too long and the damage during the active window was identical to normal fire — the pulse felt cosmetic rather than tactical. It has been reclassified. Active window extended to 6 seconds. Rotation speed increased from 180°/s to 324°/s — nearly two full rotations per active window. Damage during active phase is 2.5× the normal laser DPS. Cooldown reduced to 13 seconds.
FLAMETHROWER — NAPALM RING (MYTHIC)
The Napalm Ring launched 5 napalm blobs in a 360° ring every 6 seconds of sustained fire. The blobs were small and burned for 1.4 seconds. Effective in clusters, marginal in open areas. All parameters have been escalated: 8 blobs (up from 5), projectile size nearly tripled, damage per blob increased to 3.5× weapon damage (from 2×), travel speed increased to 260, burn duration extended to 2.0 seconds. The activation burst is twice as large visually. In a dense wave, this detonates across the entire arena.
EvolutionWasNow
Sniper RareRapid Fire — 2× fire rate, +20 ammoTriple Burst — 3 shots per trigger, 1 ammo per burst, +30 ammo
Railgun ProtocolSingle shot onlyFull-auto at 5 shots/sec while trigger held
Omni Pulse — active5s, 180°/s, same damage, 20s cooldown6s, 324°/s, 2.5× damage, 13s cooldown
Napalm Ring5 blobs, 2× damage, size +4, 1.4s burn8 blobs, 3.5× damage, size +10, 2.0s burn
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Four changes with different impact radii. The boss fix affects every phase transition across all ten bosses. The scoreboard fix affects every player on every platform from this point forward. The demo now runs five full boss encounters. And four weapon evolutions have been reclassified — two sniper paths, the laser mythic, and the flamethrower mythic. Every build that included these weapons plays differently now.

The leaderboard is open. The demo runs at blitzlaststand.com/demo. Follow development on Discord. Go set a record.

— Marco Hol · M Designs · Blitz Command · 1 Sep 2026