PULSE//ZERO v0.5.0
releaseEVOLUTION — no two runs play the same. The Run Director now picks a Combat Profile and a Sector that rewrite the rules of the arena, backed by eleven new enemies, four Elite variants and two new bosses.
PULSE//ZERO v0.5.0 — EVOLUTION is out. DISTORTION made the systems talk to each other; EVOLUTION makes them roll differently every time you press play. It extends the Run Director rather than replacing it — everything below is a new decision the Director makes, or a new thing it can decide between.
What’s new
- Combat Profiles. Each run gets a personality: Pursuit, Fortress, Corruption, Extermination, Swarm or Elite Hunt — each with its own enemy mix and rhythm. You feel it in the first thirty seconds.
- Sectors. Runs unfold somewhere that bends the rules: Overclock speeds everything up, Blackout dims your sight, Titan Graveyard courts bosses, Signal Storm churns the grid, Fractured destabilises the field with drifting gusts, and Endless Pulse floods you with charge.
- Corruption Events. A stable signal can destabilise mid-run and shift the Combat Profile out from under you — once per run, and always telegraphed.
- Eleven new enemies. Artillery, assassins, shield projectors, repair drones, gravity anchors, mine layers, signal jammers, turret constructors, corruptors, phantoms and juggernauts — plus the turrets constructors build. Each is a decision rather than another body: a projector makes its neighbours hard to kill, an anchor rewrites where you can safely stand, a jammer scrambles your score readout.
- Elite variants. Enemies can spawn Veteran, Corrupted, Volatile or Phase-Shifted — tougher, stranger, worth more.
- Two new bosses. SIGNAL WARDEN locks the arena down with firewalls and deploys defensive support — break its shield nodes, then the core. HIVE QUEEN never holds still: she circles, spawns, and drowns the field in her brood.
- Role-based encounters — fortress lines, artillery batteries, control grids, builder sieges, corruption cells and heavy vanguards.
- Black holes evolve. They fuse into a supermassive well, can be destroyed, and erupt Void Spawn when they detonate.
- New aiming options for mouse play — an optional aim cursor, and a relative (trackpad) aiming mode with its own sensitivity, so a trackpad no longer runs out of surface mid-fight.
- EVOLUTION leaderboard. Runs record the Combat Profile and Sector they were played under, and you can filter the board by them — so “best Corruption run” is a question you can actually ask. EVOLUTION scores rank on their own board; the DISTORTION board stays viewable.
Changed / fixed
- A performance pass on the new roster removed a frame-time cliff at heavy saturation, and every enemy that spawns subordinates now has a hard ceiling on them.
- Menus got a polish pass: one consistent toggle, panel chrome across every overlay, and contrast fixes where text sat too close to the background.
- Three objectives asked for the old ×16 combo cap; they now ask for ×32, which is what the game has actually had since DISTORTION.
- The music no longer stops if you retry straight from the game-over screen, and the gameplay bed is audible in every Sector.
Downloads
- Windows — unzip and run
PULSE_ZERO.exe. - macOS — unzip, right-click
PULSE//ZERO.app→ Open. - Linux / Steam Deck — unzip and run
./pulse_zero.x86_64.
No telemetry — nothing leaves your machine unless you opt into online features.
Feedback: hello@northforge-interactive.com · Devlog: northforge-interactive.com/journal