Devlog #4– Boss Phase System, New Stages & Hazard Rework


### Boss Sleep Mechanic & HUD

The biggest addition this update is the **boss sleep system**. Bosses no longer fight

continuously — between phases they can enter a sleep state with a countdown timer,

giving players a brief window to deal damage before the boss wakes up and transitions

to its next phase.

Alongside this comes a brand-new **Boss HUD Panel**: boss health bar, current phase

label, and sleep state indicator are now displayed directly on the gameplay screen.

### New Levels: The Ember Crucible & Scorched Sanctum

Two new post-challenge stages have been added — **Level 21: The Ember Crucible** and

**Level 22: Scorched Sanctum**. These appear after the boss fight for players looking

for an extra challenge.

### Flame Hazard Rework

Flames are now a real obstacle — they block movement for both the player and enemies.

A dedicated `BoardHazardRuntime` system was introduced to manage all on-board hazards,

making flame damage and status cue logic cleaner and easier to extend going forward.

### Bomb Kick Cooldown & Wall Snap

A cooldown was added to bomb kicking to prevent rapid spam — a small change that makes

a noticeable difference to game feel. Wall snap logic was also tightened so bombs no

longer drift to incorrect positions after being kicked.

### Village Hub Overlay System

The Skill Tree, Store, and Statistics screens now open as **overlays** directly from

the Village Hub instead of navigating to separate scenes. The flow feels much smoother

— players stay inside the hub rather than being pushed out to a different screen.

Files

BlastFuse1.0.0.zip 49 MB
Jun 29, 2026

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