Development retrospective

Easy mode, save safety, and Stage 100

Adding a second difficulty while protecting save identity and expanding the campaign's boss roster.

Milestone: · Published July 26, 2026 · By the Nibe Studios team

Easy mode, save safety, and Stage 100 development screenshot

More ways into the game

Easy mode was introduced to make the full campaign approachable without flattening the normal experience. The goal was not a cosmetic label. Enemy pressure, rewards, rankings, and saved runs all needed to respect the selected mode.

A save has an identity

Once multiple modes existed, loading a run into the wrong ruleset could invalidate both progress and competition. We added protections so a slot retains its mode and the interface explains what will be loaded.

Building toward a finish

The unique boss plan expanded through Stage 100, giving the beta a defined endpoint. A finite finish changes how completion, rankings, and leaving a run should work; those systems were refined again when the first players reached the end.

Accessibility is system work

A difficulty option touches almost everything: UI copy, data, rewards, leaderboards, testing, and support documentation. Treating it as a full game mode made the result more dependable.