Next: heroes and Endless Flow
Version 1.1 is in development: eight couriers with one ability each and a solo expedition across the islands. None of it is in the game yet.
From the developer 3 min read Milestone date: Posted

This entry is about plans. Version 1.1 is in development: nothing described here is in the current game, there is no release date, and details will change.
On 6 October, three minutes after version 1.0 went to Apple for review, the next chapter got its first document: a brief for version 1.1. By eight in the evening it had a design, a critical review of that design and a plan for the first stage. None of it is in version 1.0, and there is no release date.
Eight couriers
In 1.0 everyone drives the same courier, painted in the team colour. Version 1.1 plans a family of eight: Spark, Rivet, Bastion, Magnet, Echo, Spool, Reson and Lens. Each is planned with its own silhouette and exactly one ability. Base stats — speed, stability, pulse damage, carry capacity and hitbox — are planned to be the same for all of them: abilities differ, power does not.

Three of them grow straight out of the 1.0 modules and keep their rules: Spark is Pulse Step (a second dash charge), Rivet is Jumper (a quick repair of a cut rail) and Bastion is Insulator (a short shield for one stretch of your route). The other five get new abilities. Those are planned for the solo expedition first, and they are still being reworked.
Endless Flow
Endless Flow (working title) is a planned solo expedition into a darkened archipelago. You pick a courier and go sector by sector: connect the generator to the target, deliver the pulses, defend the route, choose one of three upgrades — then go on, or stop at a checkpoint. There is no fixed last sector. Sectors are put together from hand-built, tested layouts rather than random geometry, and the expedition uses the same top-down camera as a match.

The route is planned to lead through three biomes: Coil Gardens, Copper Wharves and Storm Belt. Coil Gardens comes first; the other two are planned for a later stage. The World page shows the concept art.
A base, a workshop, one currency
Between expeditions, a base is planned to light up as you reach checkpoints. A workshop is planned to offer upgrades that work only in the solo expedition, never in team matches. And the plan has a single currency, Parts, earned in the expedition: no loot boxes, no duplicates, no hero shards.
What is not decided
- A release date. We won’t guess one here.
- The balance of the five new abilities.
- The final English names.
The first code for 1.1 was written that same night. We will write here again when there is something you can actually see.