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Releases: Xi-Gong/boxhead_remake
Release list
v0.3.6 — Start strong, build for the horde
🧟 Start strong, build for the horde
🔫 A gentler opening
- First-wave ordinary zombies take two base pistol hits on every difficulty. Early groups are smaller; enemy health and crowd size increase gradually into later waves.
- Face 2–4 Bosses with less combined health. Preserve reachable entrances and partially defeated encounters through recovery.
- Raise every finite weapon's authored base ammunition to 125%, rounded up: UZI 125, shotgun/rocket/grenade 25, railgun 19, barrel/mine/remote charges 13 and fake wall 7. Keep previously earned surplus ammunition.
- Shorten the shotgun's base cooldown from 18 to 14 simulation ticks. Held firearm input continues firing at its normal cooldown.
🌱 Plan your percentages
- Show additive percentage bonuses and exact before/after values on upgrade cards and stat sheets, with explicit attribute caps.
- Add dodge, gaining 3 percentage points per ordinary pick up to 50%. A successful dodge avoids the complete eligible hit, including armor loss and hit reaction.
- Clear a finite objective before its deadline for a double upgrade. Surviving the deadline gives one; Boss victory gives two. Kills still determine earned XP, and careful build choices matter as pressure rises.
- Preserve existing saved allocations, ammunition and depleted enchantments. Save/continue, rollback and retry retain reward provenance and prevent duplicate rewards.
🎮 Menus, controls and LAN
- All difficulties enter the exact selected starting wave; Wave 1 starts at level 1 with the pistol.
- Retain controller letter layouts, independent local/LAN stat inspection, weapon bindings and empty-weapon feedback.
- Negotiate the new rules independently with LAN peers. Preserve exact legacy weapon arithmetic for compatible checksums.
✅ Verification
See the verification record for the exact functional results, artifact identity, retained failure records and coverage limits. All 32 serial functional gates passed, covering real menu and keyboard input, browser/audio, saves and retries, hidden Electron/portable startup, and isolated two-process localhost LAN at 30/60/100ms. Disconnect recovery and retry are covered separately and in the extended 30ms case. Controller injection verifies mappings; physical controllers and performance benchmarks are outside this acceptance.
🎮 v0.3.5 — Follow the letters on your pad
🎮 Follow the letters on your pad
🎨 Compact weapon-name spacing
- Restore the original weapon-name position when enchantment is absent. Active enchantment uses tighter spacing above its strip.
- Preserve the blue armor overlay, equal-height Boss bars and A/Y label gap. Refresh the four affected combat screenshots and rebuild the portable download.
- This small display revision uses focused HUD checks, a full build and actual portable startup; the earlier full functional baseline is recorded separately.
🎨 Revised v0.3.5 HUD
- Restore blue armor over the original green health bar. Full armor covers it; partial armor reveals the remaining health. Armor values and full crate refills are unchanged.
- Match native devil Boss health-bar height to the player's health bar while retaining the shorter width and raised edges. Keep the compact enchantment strip unchanged.
- Give A/Y weapon labels a little more room: normally 4–5 visible pixels from the text.
- Refresh the screenshots and rebuild both Windows artifacts. This revision replaces the original v0.3.5 tag and downloads.
✨ Controls that match
- Follow the printed A/B/X/Y letters on Xbox and Nintendo layouts. Recognizable SN30/Switch names select Nintendo automatically; a saved AUTO / XBOX / NINTENDO selector handles controllers exposing a generic XInput name.
- B/LT/RT fire, A/Y bind or select weapons, X inspects stats between waves, and A confirms menus and upgrades. Switching layouts cancels pending holds and waits for release.
- Fix confirmation taps made while viewing stats leaking into READY when the sheet closes. Local co-op and independent LAN inspection retain their existing scope.
🔫 Empty guns, clear feedback
- The last successful finite shot or placement returns to the pistol. Unlocked empty weapons remain selectable and bindable, with a short alert when fired and bounded repeats while held.
- Preserve the final enchanted attack and remaining independent durability. Failed placements keep the held weapon; empty remote charges can still be selected and detonated.
- Keep v0.3.4 peer behavior through the optional
empty-weapon-feedback-v1capability. - Place binding letters closer to weapon names using the actual scaled text layout. Visible gap checks cover short names, empty stock and inherited large magazines.
💜 Enchantment grows with you
- Personal levels and ENCHANT POWER cards increase the enchantment's extra damage from 15% toward 45%, with diminishing returns. Boss rewards count twice; cards show exact before/after values. Already emitted attacks retain their original damage.
- New selected-wave builds include power; existing saved builds retain their earned allocations. Optional
enchant-power-v1negotiation preserves older peers. - Shorter raised strips respect player health proportions: enchantment is no wider than health and at most half its height; native Boss strips match player health height. Highlights and shadows fit inside the bounds.
- Retain enemy growth after bounded four-difficulty comparisons; the added power remains constrained by finite enchantment durability and upgrade choices.
🖼️ Verification and current screenshots
The latest revision refreshes four combat images in both READMEs. It passes seven focused HUD tests, three viewport shapes, Canvas pixel/geometry checks, real menu/pause inputs, full build/typechecks and actual portable startup. The earlier full functional/LAN baseline and unchanged menu/stat/controller images remain separately documented; those suites were not repeated for this spacing-only change. See the verification record for exact results and hardware limitations.
v0.3.4 — Quick Draws, Lasting Enchantments
🎮 Quick draws, lasting enchantments
✨ Highlights
- Bind your held weapon to A/Y by holding the button for 0.8 seconds; tap to switch and hold again to unbind. Small key labels and a progress strip show the action. Bindings survive waves, death, saves and reconnects within the run.
- Select every unlocked weapon even with zero ammunition. B/LT/RT fire, while A still confirms menus and upgrades.
- Enchantments now have durability independent of ammunition, with a slim purple meter. Purple crates refill durability; ordinary ammunition does not. Level growth and the new Enchant Endurance upgrade raise its capacity.
- A complete comic-paper redesign brings original character portraits, heavy outlines, large upgrade icons, clear benefits and exact previews to the cards and attribute window.
🛡️ Fixes and balance
- Armor crates now fill armor completely. Start with 160 health and an empty 40-capacity shield; a separate thin cyan bar shows this lighter survival buffer. Damage beyond armor still reaches health.
- X and the displayed keyboard shortcut inspect stats only between waves. Single shows your player; local co-op opens P1/P2 together; LAN players independently inspect only themselves.
- Retire ordinary/Boss chargers and their extra 50% crate roll from modern games. Bosses use native fireball devils, or non-charging zombies when devils are disabled.
- Native devil Boss movement, attack progression and damage increase by 15%, 15% and 10%, with staggered initial attacks and unchanged projectile speed/range.
- Preserve legacy LAN rules and v2 saves through optional capabilities and one-time migrations. Reliable one-shot shortcut commands participate in rollback, input repair and recovery; network freezes cancel pending holds.
🖼️ Current screenshots and verification
Both READMEs now show the current game, upgrade cards, co-op attributes, independent LAN stats, supplies and native Bosses. See the release verification for tested scope, artifact identity and limitations.
v0.3.3 — Fewer enemies, sharper fights
🧟 v0.3.3 — Fewer enemies, sharper fights
✨ Highlights
- Simplified PvE roster: original zombies, Bone Chargers and original fireball devils. Every fifth wave retains 1–3 charger/devil Bosses, with two ordinary reinforcements at a time.
- Enemy armor is gone. Bosses use compact, body-sized health bars; player bars keep their original appearance.
- Red boxes replenish unlocked weapons. Every devil and devil Boss drops one permanent medical, armor, enchantment or ammunition crate, each with a 25% chance.
- Separate health/shield growth starts at 160/60 capacity with an empty shield. Smaller level gains and +8%/+6% upgrade choices make shield breaks matter.
- Enchantment grants +15% damage, two-target ordinary bullets and normal explosion falloff. Persistent enchantment and depletion behavior remain intact.
- Seven permanent build stats replace ineffective armor piercing. Existing piercing points and pending cards become firepower.
- Ordinary clear objectives and starting-wave experience now use the actual map deadline. Finite clears, doubled early Boss rewards and timed survival remain available.
📦 Saves and compatibility
Existing runs migrate immediately while preserving earned progression, inventory, remaining vital fractions and clocks. Retired enemies convert by family; saved enchantment damage converts once. The v2 save container is retained. LAN negotiates combat-pve-v3; older peers keep their supported rules, and death match retains its rules.
The final review also fixed legacy ammunition being truncated on the first live update after loading. Surplus above the new refill capacity remains usable and finite through supplies, upgrades and death-crate recovery.
The candidate code review removed retired warning scans and unused previews, and repaired legacy enemy-art loading after negotiation. No performance benchmark result is claimed.
✅ Validation
All 1,807 tests passed, with 71 existing skips. Browser UI/audio, hidden Electron/native, actual portable EXE and isolated functional LAN gates passed. Scripted real keyboard play demonstrated ordinary and Boss early clears on all four difficulties, with three Nightmare boot seeds; deaths and timeouts remain in the records. These results are not human win rates.
Portable SHA256: 405dc84d399cfbb79377e1516ffe3a4262cef054fef691b8f174f735f8e6fe67.
The published EXE was downloaded again and verified against this hash and version 0.3.3. See the publication receipt.
See release verification and the Chinese parity record.
Full changelog: v0.3.2...v0.3.3
v0.3.2 — Room to Maneuver
🎯 v0.3.2 — Room to Maneuver
Fewer, tougher enemies, distinct new silhouettes and more deliberate co-op builds.
✨ Highlights
- Zombie objectives and active limits are reduced by 60%. Enemies enter through reachable original entrances, with approach pacing and recovery gaps. Ordinary rounds run 80–105 seconds around a 90-second target; Boss rounds add 30 seconds.
- Existing enemies have substantially more health. Devils and Bosses gain consumable armor. New runners, heavy brutes, butchers and hunters have entirely new visible models; butcher/hunter Boss forms add warned cleaves and dodgeable projectile fans. Player-inspired gunner zombies carry pistols, UZIs or shotguns.
- Upgrade drafts have no countdown or automatic default. Both players explicitly confirm before advancing. Refined cards preview benefits, and independent attribute sheets open with P1 Tab, P2 R or gamepad Y, with configurable keyboard bindings.
- Broader offense, defense and utility choices use diminishing movement, cadence, capacity, penetration and recovery gains. Finite ammunition and per-weapon cadence limits curb runaway builds; shotgun damage/range scaling and rocket self-damage are rebalanced.
🛠️ Fixes and compatibility
- Fixed P2 draft navigation, consecutive short taps and hidden gamepad cursor releases accidentally confirming choices.
- Fixed empty Boss rounds on maps whose dedicated Devil entrances are blocked; Devils use reachable original zombie entrances in that case.
- Clarified partial-supply recovery messages. Saves, checkpoints, depleted armor, pending skills and rewards retain their state. Older saves finish the current wave before migrating; LAN extensions require mutual support.
✅ Verification
Full simulation/unit, browser UI/audio, real-time input play, hidden packaged LAN, native and actual portable-launch checks are recorded in the v0.3.2 verification report. Controller mapping checks do not claim physical hardware coverage. No runtime performance improvement is claimed.
Chinese parity and intentional deviations
Full changelog: v0.3.1…v0.3.2
v0.3.1 — Timed waves, Boss builds and sharper combat
⏱️ v0.3.1 — Continuous survival, Boss waves and sharper combat
Survive, build, and break the horde. This stable release includes the changes since v0.2.9 and the intervening v0.3.0 prereleases.
🌊 Survive the clock and build your run
- Ordinary waves have 3, 4 or 5 minute survival limits according to map size. Clear the finite enemy objective to finish early, or survive until time runs out. Enemies keep arriving from nearby reachable entrances or warned safe ground, with a fast opening and a stronger final phase.
- Every fifth wave brings one extra minute and an escalating encounter: one Boss at waves 5/10, two at 15/20 and at most three from wave 25. Defeat every Boss to advance immediately, or survive the limit for the normal reward. The clock sits inside WAVE and freezes during pause/disconnect holds.
- Each player chooses one of three upgrades between waves, within 12 seconds. Firepower, vitality, shield and magazine bonuses accumulate; first aid and resupply restore current resources. Everyone confirming starts the next wave immediately.
- Defeating all Bosses doubles each player's one selected reward. Timeout clearing grants no extra kill XP or drops, while map objects, placed equipment and existing supply crates remain.
👹 Meet the Bone Tyrant and Ember Lord
- The Bone Tyrant gains a second independently warned and aimed charge below half health. The Ember Lord lays three fire marks and casts more frequently below half health. Ordinary nonfatal hits do not interrupt Boss skills.
- At most four ordinary zombie reinforcements accompany a Boss. Disabling devils selects the Tyrant for every Boss wave.
- Each Boss has one compact, numeric-free overhead health bar and counts under DEVIL. Bars follow the Boss and use confirmed health in LAN play.
- Bone Chargers and Ember Priests retain their distinct ordinary skills. Refined bone armor, rust bracers, layered crowns, molten seams and the Lord's furnace chest follow the original body animation.
- Charge warnings reflect the real hit radius and stop at static obstacles. Fire warnings remain visible at LOW detail. Timed arrivals appear before their first stationary spell.
🔫 Clearer guns, bullets and trajectories
- All five held guns have independent refined geometry and material separation: steel pistol, boxy UZI, warm shotgun furniture, olive rocket tube and twin-rail heavy gun.
- Warm bullet/pellet tracers, cyan rail cores, directional rockets and short matching muzzle effects distinguish ordinary and enchanted fire. Resolved hitscan traces stay aligned with their original muzzle and impact line.
- Four character skins, original animation sequences and exact gameplay anchors are retained. Art does not change weapon damage, rate, range, spread or collision, and original assets/classic fixtures remain available.
📦 Also included since stable v0.2.9
- Tiered personal growth: inexpensive basic levels, then progressively slower elite levels with stronger health/shield, damage and finite-ammo rewards. Existing saved runs retain their prior curve; weapon milestones remain. Growth continues beyond level 125 and wave selection beyond 100, with bounded high-wave initialization. Timed selected-wave builds now account for map duration and spawn pacing without replaying every previous wave.
- Purple priest crates enchant the held weapon for 35% extra damage and additional ordinary-bullet penetration. Supplies, upgrades, switching, saves and recovery crates preserve a nonempty weapon's enchantment; depletion ends it, including after a later refill.
- Supplies preserve inherited capacities, single-weapon rewards refill the right weapon, and confirmed P1/P2 pickup messages keep stable spacing. Main-menu and conditional LAN controls have clearer layouts.
- Optional save extensions preserve timers, drafts and Boss state. Old saves migrate once without refilling current health, armor or ammunition. LAN negotiates optional new rules; older peers and death match retain their supported behavior.
Windows portable: Boxhead 2Play Rooms-0.3.1-portable.exe. Saves and settings remain in %USERPROFILE%\.boxhead.
The authorized streamlined release gate passed: 1,719 Vitest tests, all three TypeScript configurations and production build, 188 browser UI checks, 49 audio checks, a real delayed-input packaged LAN pair, packaged native window/input/fullscreen/persistence checks and the actual portable EXE. Existing conditional skips remain unchanged. LAN checks cover common confirmed gameplay/sound/decal identities, multiple Bosses, partial defeat, real disconnect recovery, doubled-reward deduplication and checkpoint retry. Historical version-by-version duplicate runs and the rendered performance/stress matrix were omitted as agreed; no gameplay/LAN performance improvement is claimed. The portable extraction matches all current runtime files; SHA256 is provided alongside the download.
Detailed changes and verification (Chinese)
Full changelog: v0.2.9...v0.3.1
v0.3.0-rc2 — Keep your enchanted weapon supplied
v0.3.0-rc2 — Keep your enchanted weapon supplied
💜 One focused gameplay change
- Purple crates now enchant the weapon you are holding. As long as it has not run out of ammunition, red-box ammo rewards and Devil ammunition crates refill it with enchanted rounds.
- Switching weapons, upgrades, recovery crates and save/continue retain the effect. The last round is still enchanted; refilling or reacquiring the weapon after depletion does not restore the enchantment.
- Surviving enchanted stock in older saves becomes a persistent weapon enchantment without adding ammunition. Drop rates, damage bonuses, piercing and explosion rules are unchanged.
- LAN negotiates the new optional rule. Peers without it retain the previous enchanted-stock behavior.
Validation and release status
This is a prerelease. Validation passed 200 targeted tests, all three TypeScript configurations, build, Chrome gameplay and the actual Windows portable at 640×480 with isolated saves. Checks were serial and used one game instance. Full release gates, two-instance LAN, performance benchmarks and stress testing were not run for rc2.
The previous release is now v0.3.0-rc1. Its original executable, filenames, hashes and evidence are unchanged; that binary still reports 0.3.0 internally. v0.2.9 remains the latest stable release.
Windows portable: Boxhead 2Play Rooms-0.3.0-rc2-portable.exe. Saves remain in %USERPROFILE%\.boxhead.
Detailed changes and verification (Chinese)
Full changelog: v0.3.0-rc1...v0.3.0-rc2
v0.3.0-rc1 — Endless survival, new threats and enchanted ammunition
v0.3.0-rc1 — Endless survival, new threats and enchanted ammunition
This release has been redesignated v0.3.0-rc1 (prerelease). The original executable, asset filenames, checksums and validation evidence are unchanged. Its embedded application version remains 0.3.0. The rc1 tag points to the original release commit; this is a designation change, not a rebuilt binary.
🧟 Two new enemy variants
- Bone Chargers join the zombie family from wave 8. Their bone shoulder armor and rusted bracers accompany a visible warning, a straight rush and a recovery window. Hits interrupt the charge.
- Ember Priests join the devil family from wave 20. A modeled horn crown, molten chest markings and wrist armor distinguish their ground-flame spell from the base devil's fireballs.
- Armor, horn sockets, clothing and molten inlays share the native model's lighting, outlines and moving body parts. Complete walk return frames and visible skill end poses keep the animation cycles coherent.
- Variants replace existing spawn slots. Active limits and clear warnings keep their skills readable, including at LOW detail.
💜 Enchant the ammunition you are holding
- Priests always drop one crate: 30% purple enchantment, otherwise one equally likely armor, ammunition or medical crate.
- Enchantment grants 35% more damage to the held weapon's current ammunition. Ordinary bullets penetrate two additional enemies; railguns retain their existing piercing. Explosions have stronger edge damage and respect physical walls.
- Purple ammo text, tracers and blast colors identify the effect. Refills add ordinary rounds; switching weapons, recovery crates and saves preserve the enchanted remainder.
- Chargers have a 50% red-box drop chance, combined with the existing combo guarantee into at most one box per kill.
♾️ Keep growing beyond level 125
- Levels continue without a gameplay cap. Health, armor capacity, weapon damage and finite ammunition capacity keep growing after the original weapon table ends.
- Enemy health and damage rise with wave progression. Wave budgets stop at 200 zombies and 10 devils, including variants.
- Starting-wave selection follows your historical best beyond wave 100. High-wave saves restore directly without replaying every earlier wave.
🛠️ Reliable pickups and calmer menus
- Supplies refill the correct personal maxima and preserve higher capacities inherited from weapon recovery crates. Single-weapon red rewards fill only the chosen weapon.
- Confirmed P1/P2 pickup messages use a stable three-row HUD queue, including simultaneous pickups, with smooth movement, pause support and fade-out.
- Main-menu hit areas and conditional LAN actions have clearer spacing across wide and tall windows.
New PvE rules apply to solo, local co-op and compatible LAN peers. Death match and older peers retain their supported rules.
Windows portable: Boxhead 2Play Rooms-0.3.0-portable.exe. Saves remain in %USERPROFILE%\.boxhead.
Release verification is functional and serialized; gameplay/LAN performance benchmarks and extreme stress are outside this release's authorized QA scope.
Detailed changes and verification (Chinese)
Full changelog: v0.2.9...v0.3.0-rc1
v0.2.9 — Grow together, keep the supplies coming
v0.2.9 — Grow together, keep the supplies coming
🎮 One progression system
- Solo and local co-op now share LAN's permanent personal levels, last-hit scores and weapon upgrades.
- Health and armor capacity grow with your level. Armor protects against enemy hit interruption, including the hit that breaks it.
- Existing local saves retain their score, current health, armor, weapons and ammo when upgraded.
📦 Supplies that stay useful
- Devils always drop one armor, ammo or medical crate, with equal odds. Special crates remain across waves and saves until someone needs them.
- Green medical crates have their own white-cross design. Ammo refills owned weapons; armor and medical effects refill only their respective resource.
- Red boxes can grant any of those effects, fixed boxes return sooner, and timed deliveries add more reachable supplies during play.
🛠️ Smoother play and easier setup
- Confirmed kill scores animate once toward the correct player's score panel, without rollback flicker.
- Type an unlocked starting wave directly, with full text validation, paste and IME handling.
- Hosts can change room settings before starting; with co-op friendly fire off, shots pass through teammates.
- Leaving or rebuilding a LAN room no longer lets a late discovery beacon trigger a main-process error dialog.
- Audio recovers from startup or output failures without restarting the game.
- Rocket, grenade, barrel, mine and other explosion screen flashes are substantially softer.
- Softened flashes retain the GPU rendering path, avoiding a full-screen CPU readback on each flash.
Death match keeps its existing progression and supply rules. Older LAN clients retain the rules their capabilities support.
Verification includes the initial candidate's complete functional and LAN matrix, targeted regressions for
the final beacon/flash fixes, and a lightweight final build and portable check. The planned three-round heavy
performance comparison was stopped to avoid interfering with office work; no overall speedup is claimed.
Windows portable: Boxhead 2Play Rooms-0.2.9-portable.exe. Saves remain in %USERPROFILE%\.boxhead.
Detailed changes and verification (Chinese)
Full changelog: v0.2.8...v0.2.9
v0.2.8 — Grow stronger, wave after wave
🧟 Grow stronger, wave after wave
Personal co-op growth, distinctive devil supplies, and a cleaner view of the fight.
✨ Highlights
- Your kills, your growth — individual LAN scores, levels and XP; a central wave counter tracks both enemy types. Retry keeps wave-start progress; selected-wave runs receive their earned baseline.
- Armor & ammo drops — blue armor overlays green health without changing healing; ammunition crates refill every owned weapon. Both have new, distinct artwork.
- Four survival curves — tuned pacing and growth across all difficulties, preserving original enemy health, damage and wave totals.
🐛 Fixes & polish
- Reduced explosive-chain allocation and rendering overhead; repaired dropped scheduler slots that could accumulate peer lag.
- Fixed armor-bar scaling and ping/HUD overlap. Simplified the bilingual READMEs and organized engineering documents.
Verification and limits · Chinese change record
Full Changelog: v0.2.7...v0.2.8