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Legion Rush Devlog

Notes from development — not just what changed, but why. For the terse version, the changelog has the bullet points.

Mobile parity and honest stakes — September 2026 (v1.0.2)

The biggest fix this cycle was one you could feel but not name: mobile players were fighting a different game. The portrait camera compressed the combat window, so phones had less warning and shorter arrow reach than desktops. v1.0.2 matches arrow range across platforms and tucks the deep road behind mist, so monsters emerge from the fog at the same effective distance everywhere. Bosses also got a tougher pass — +10% health across the board, the Rootfather considerably more (he was melting before his fight could breathe, so he also got a short grace period as he awakens, and the Pharaoh now shrugs off damage for two seconds at each phase start so phase walls actually feel like walls). The other philosophical change: letting a monster slip past your legion now costs diamonds instantly, on top of the level-payout cut. Watching "-2" fly up the moment a straggler crosses the line teaches lane discipline better than any end-screen percentage ever did. Smaller strokes: the x2 character door is now an early-game jackpot only, +2 doors arrive one level later, the Serpent charges a touch slower, and the music toggle finally silences music completely. The game is also live on Google Play in closed testing — unchanged, and still free on the web.

Making the endgame readable — August 2026

Two back-to-back passes went into boss legibility, driven by a simple rule: a death should always translate to "I read it late", never "that was unfair". The level-50 finale's screen-wide sweeps were the worst offender — mechanically fine, visually mud. They now telegraph as rippling quicksand with erupting sand spikes: identical timing and damage, far clearer read, plus 0.3 seconds more warning and safe gaps that are guaranteed reachable between consecutive sweeps (play-testing found back-to-back far gaps that were physically impossible to cross — that's a design bug, not difficulty). The same spirit ran through all five bosses: the Mad King got his shield-ring shockwaves and marked green safe lanes, the Rootfather his poison murk, the Widow her silk webs, the Pharaoh his sarcophagus summons and glyph rings. Widow fans spread further apart and Pharaoh rings fire fewer, better-spaced shots — because a dodge lane that exists but can't be seen doesn't exist.

Merge & door balance — August 2026

Merging had a quiet problem: fusing twenty bodies into one veteran shrank your formation, which meant fewer members inside each door panel and a scarier rusher target — so optimal play was starting to mean avoiding the game's coolest moment. The fix keeps merges exciting without letting them snowball: every merge now pops six fresh recruits into the formation, and merged veterans keep a x1.3 fire-rate perk that stacks above the door cap. A new critical-chance door widened build variety, +2-character doors now appear from level 4, and escaped monsters show their diamond penalty directly on screen so the cost of a leak is never a mystery. On the other side of the ledger, elite rushers were softened in the first band and eased slightly from level 11 — a one-shot enemy is a great threat at level 30 and a terrible tutorial at level 5.

Mobile support — August 2026

Touch play shipped: drag-follow steering (your legion follows your finger, no virtual joystick), a portrait camera adaptation, a responsive HUD and scrollable menus for small phones. Playtesting the touch build had a side effect: with steering this direct, the first ten levels turned out to be a cruise. So the early game got meaner in the same patch — denser hordes and faster waves through the first band, because the opening minutes are where a runner earns your next run.

Initial release — August 2026 (v1.0.0)

Legion Rush launched: 50 levels across three worlds — medieval kingdom, night forest, ancient desert — five bosses, two playable heroes, eight boss-reward skills with a synergy system, tier merging up to legendary units, a six-item permanent Armory, and 60 fps low-poly 3D running straight in the browser. The founding constraint was "no download, no account, no install": everything in the game, from the instanced monster hordes to the localStorage saves, follows from wanting the whole thing one click away.