fix(hud): kill feed skulls now fly like real live-stream likes — each pops out with a spring, rises and slows, sways on its own wave and tilts with it; streaks release a swarm of up to five smaller skulls; motion stays smooth even when the game stutters
feat(sound): constant breathing and heartbeat in your helmet — the raspy announcer voice breathes with you, calm at rest and panting when you run or fight; the pulse speeds up from ~64 to ~140 bpm
feat(hud): kill feed — after every kill a skull with ×1, ×2, ×3… floats up the bottom-left corner like live-stream likes; longer streaks send extra little skulls
feat(ultra kill): skull swarm now matches the chosen render view — x-ray ghosts in Classic, chunky pixel skulls with jittery 90s polygons in Retro and Retro TV, solid lit bone in Transmitter, ink-outlined skulls in 2D
feat(audio): arena-style sound — rifle shots, reload, bullet impacts and shell casings rebuilt from studio recordings: louder, brighter, punchier
feat(audio): kill streak announcer (Double, Triple, Multi, Mega, Monster, Ultra kill), kill confirm, hit marker, low ammo warning and a grunt when you are hit
feat(audio): drones — real two-stroke engine, stereo flybys (left is left), ground echo on low passes; one drone in ten is a jet that screams past at ~600 km/h
feat(audio): new countdown voice, new alien growls, pain cries and death screams, new ULTRA KILL roar with a banshee shriek
fix(audio): distant sounds no longer fade out too early
feat(aliens): blood around killed aliens is now arterial with shifting scarlet streams, dark depths and clots, and glistens wet in the sun; star-shaped spatter replaced with pools and droplets
feat(combat): ULTRA KILL spirit swarm — a ring of skulls whirls in the distance and merges in a flash into the big one that charges at you; others sweep across the screen past your head with trails, and small fast ones dart straight at the screen
feat(combat): ULTRA KILL is now a swarm of x-ray spirits — skulls of every size rush at the screen from all sides, each at its own speed, chins tilted up, the biggest one last and dead centre
feat(combat): ULTRA KILL skull is now old bone — sandy, stained and pitted, with sutures, cracks and blood running from the eyes and teeth; the horns are weathered and split along the grain. Same skull on the Aliens page
feat(enemies): armed aliens hunt you from the first second — they run to surround you, strafe around you firing on the move, leap aside and forward, and drop to a knee for aimed bursts
feat(combat): ULTRA KILL — a new 3D skull rushes at you from the centre of the screen in 1.5 s, drawn in the render view you picked (Classic, Transmitter, Retro, Retro TV, 2D); no fire, no overlay
feat(aliens): every third alien is now a soldier — in Open World they spot you, close in from the flanks, aim, kneel and fire bursts, reload, and fall back behind rocks when hurt
feat(hud): taking hits shows a red edge and a jolt; health and armour stay on screen; when killed you come back by the lander
feat(settings): Settings → Game → Hostile aliens — turn it off for peaceful aliens
fix(aliens): combat alien soldier gear rebuilt — clean plate carrier with shoulder straps, sealed boots and gloves, no gaps or skin showing through in any move; even khaki without blotches
feat(aliens): combat alien soldier — khaki plate carrier with magazine pouches, boots and gloves, a weapon held in both hands, and new moves: aim, fire, reload, kneel, strafe, strike, throw. Any weapon fits the same hands. See About → Aliens; not in the game yet
feat(combat): ULTRA KILL — ten kills in a row, aliens and drones together, no more than 6 s apart: a burning skull of Satan rises over the battlefield as a retro sprite, opens its jaws and roars
feat(moon): drone blasts are wilder: a main burst then three to six more pops from fuel and fragments over the next half second, each its own size and place, so the light and glare flicker; sparks fly in ragged jets, and burning chunks arc away shedding sparks until they land
feat(moon): drones fly lower, 5 to 60 m above the ground by default, most of them low; new Drone altitude slider in Settings → Game sets how high they go, 10 to 300 m
feat(moon): a drone blast now flashes white-hot and blinds you for an instant: the whole view overexposes, more the closer it is and the more you look at it, then clears
feat(moon): a drone blowing up in the sky is now much bigger: a bright star-shaped flash, a wide sphere of glowing fragments, dark pieces of the airframe tumbling down, and the ground below lit up for a moment
feat(moon): drone blasts now flash, lighting up the ground and everything nearby, and throw up grey regolith (was a red smear); a blast on the ground close to you shakes you through the soil
feat(moon): drones fly lower and closer, mostly under 50 m, so you can actually hit them
feat(moon): a downed drone now ends one of two ways at random: its warhead goes off in the air, or it falls and explodes on impact, throwing up regolith; flash, glowing fragments and a blast you hear late from far away
feat(moon): drone speed slider in Settings → Game, 20–200 km/h; drones now cruise at 90 km/h by default, and their engines run slower when they fly slower
feat(moon): delta-wing drones circle over the valley, low and high, each with its own two-stroke engine sound; four hits bring one down; set how many in Settings → Game
feat(audio): Rock music option in Settings → Sound → Music — a 26-minute hard rock playlist by Kevin MacLeod (CC BY 4.0), plays in your helmet or from the lander speaker
fix(game): pressing a key while the game is loading no longer crashes it
feat(weapons): nuke countdown follows the rocket's real flight — a shot at your feet detonates instantly, a long shot counts down until impact (T−n at the top of the screen, voice for the last 10 seconds, one word per second)
feat(audio): launch siren on the observation tower wails while the rocket is in flight — arrives late and muffled with distance, echoes off the valley slopes; countdown beeps removed
feat(movement): hold X to fly up over the Moon — the longer you hold, the higher you go; let go to coast and touch down softly; Space stays for jumps (up to three)
fix(movement): you stop dead the instant you let go, and the view never turns or drifts by itself — not before you click into the game, not after Esc, not on a gamepad
feat(movement): jumps fire instantly, with up to two more jumps in mid-air to change direction (triple jump); hold Space for 3 s or Alt+Space to rocket up
fix(first-person): the view rides your stride evenly — no rocking after a stop, no head nods from typing, scrolling or stray keys
fix(game): resizing the window or rotating a phone no longer resets where you stand
fix(nuke): the mushroom now disperses naturally — edges blur and the column breaks into wisps instead of fading as a solid shape; no straight cut when a second blast pushes the cloud
fix(nuke): no more honeycomb grid in the cloud while you turn or move
feat(movement): running jump on the Moon is a smooth, even arc — up and down take the same time, no hang at the top and no slam down; you keep running through the jump
fix(first-person): running with Shift feels alive again — the view rides each lunar stride evenly, without limping
feat(weapons): rifle and launcher sway with your stride, more on the run; they trail behind in a jump and dip as you touch down
feat(ui): one typeface across the game — loading screen, HUD, countdown, mission text and the ammo counter on the gun use Times New Roman; no web fonts to download
perf(nuke): the mushroom cloud is rendered in parts — each frame draws a quarter of its pixels and fills the rest from previous frames; the cloud now costs about half as much, so the game stays smoother after a nuke (frame 50 ms → 36 ms on the test machine)
perf(moon): first alien kill and first nuke no longer freeze the game — gore and the mushroom cloud are prepared during loading (first kill 1.7 s → 0.04 s, first nuke 1 s → 0.17 s); loading takes about 3 s longer
perf(nuke): the crater now updates only the blast area of the terrain instead of the whole map (blast frame 0.7 s → 0.25 s)
fix(explosion): dust at the base of the blast now matches the lunar ground — same colour, same light and shadow, no pasted-on look
fix(explosion): the mushroom no longer pulses; it rises, slows to a stop, leans with the quasar wind and slowly dissolves, while the base rings fade and settle on the ground
feat(audio): Music volume and Effects volume sliders in Settings → Sound (0–150%, saved); music covers the score, your own music and the lander speaker; effects cover shots, steps, echo, aliens and hull sounds
feat(audio): your own music — paste a YouTube or direct audio link (or pick a file) in Settings → Sound; plays instead of the built-in music
feat(audio): direct links and files go through the crater reverb and echo, and from the lander speaker with real distance falloff; YouTube plays as is (volume by distance, no echo)