Changelog
Every update
What changed in LAST AWAKE, newest first. The game shows the same notes after it updates itself.
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Every rank counts
- Every skill rank now gives something you can name. Ranks 2, 3, 5, 6, 7 and 9 each add a gain like Quick Cycle (cooldown 8% shorter), Long Barrel (20% more range) or Hot Rounds (+12% damage).
- Ranks 4 and 8 are still milestones: pick one of two perks. Rank 10 is Mastered.
- The gains fit the skill: strikes reach further, area skills spread wider and burn longer, summons hit harder and last longer, support skills get stronger.
- Each skill on the Skills screen (K) has a rank ladder from 2 to 10: earned ranks lit, perk ranks in gold, and the next gain spelled out.
- A rank-up tells you what you got, on screen and in the Combat log. Hover a skill on your bar to see its next rank's gain.
- Total power at Mastered is about the same as before. It's just spread across ranks you can see.
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Know your pads
- The Pit's pads are marked. Each glows on the floor under its wave's name, and the gold ENDLESS pad in the middle starts the run that climbs.
- A side pad calls its wave once per step. Step off and back on for another, so standing still no longer calls the same Warden forever.
- Walking into the Pit tells you how it works, or which wave is waiting for you.
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The Pit remembers
- Leaving the Pit no longer resets your endless run. Come back, step on the gold pad, and you pick up at the wave you left on.
- The Pit tells you which wave is waiting when you walk in.
- Flatlining still ends the run, and the next one starts at wave 1.
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The log and the ranks
- A chat and activity window, bottom left, with tabs: General, Combat, Loot and Chat.
- Combat logs every hit, crit, miss, heal and kill, plus XP and level-ups. Loot logs pickups, creds and trades. Chat holds NPC lines and Mazzy on the Wire.
- Press Enter to type and Esc to leave. Your hero stays put while you type. Lines are local until the shard's chat server opens.
- Drag the window's top edge to resize it. It fades back when quiet, and on phones it folds into a 💬 button.
- Every skill on your action bar now shows its rank and an XP bar to the next rank. Hover it to see how much XP is left.
- A gold bar means the skill has hit your level's rank cap. The XP keeps banking, and the rank lands when you level.
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Build your bar
- Every calling learns 9 or 10 new skills between levels 5 and 40, on top of its first four: 119 new skills across the twelve callings, each with its own icon.
- You choose what's on your bar. Open the Skills screen (K), pick a skill and tap a slot (or drag it there). Any skill fits any slot, your weapon skill included.
- Your bar grows: a fifth slot at level 10 and a sixth at 20, keys 5 and 6. A new slot fills itself with your newest skill so you never level into an empty button.
- Skills rank up as you use them, up to rank 10 (your level sets the cap). At ranks 4 and 8 you pick one of two perks, and a Mastered skill hits roughly twice as hard.
- Talents and mastery stack: the Skills screen shows each skill's real cooldown and cost with both applied.
- Level-ups now tell you what you got: new skills, an opened slot, and any ranks your new level released.
Fixes
- Area skills meant to land on your target were landing on you.
- A skill that resets cooldowns could reset its own.
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The Night Market, lit
- The Night Market is rebuilt under the elevated rail: striped stall cells selling noodles, chrome and eels, paper lanterns strung overhead, holo-ads that glitch and cycle, and a train thundering over every half minute with rain sheeting through the sleepers.
- Each room is its own beat: the wet alley in, the market floor, the Warden queue with its NOW SERVING board, the green-lit cradle bay, and Sergeant Vey's yard.
- Vey's checkpoint is a floodlit stage now: riot-shield barricades, drone masts, a scanner arch that strobes red while the yard is sealed, Coverage boards that flash SEALED, and a clean fighting floor so her telegraphs read.
- Mama Oden's Moth drop is a boarded kiosk in the yard's corner. Look for the chalk moth.
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Home, rebuilt
- The Tap is rebuilt from the floor up: the Kiln's furnace mouths glow behind the stolen cradles, the Map Table throws a live hologram of the district, and the bar's brass tap actually drips.
- Every corner has a story now: the Quiet Wall's forty-one plates and candles, the allegiance tables under their tarps, Sev's corkboard of red string, Auntie Wire's bench spitting sparks, the bunks behind the curtain.
- The way down to the Pit is impossible to miss: a lit freight lift with crawling chevrons under a 'THE PIT ↓ SIM FLOOR' sign.
- The Tap's back room joins the Coal Chute seamlessly, rails and brick and all.
Fixes
- You could bump into furniture you couldn't see, and the minimap showed tables that weren't drawn. Everything you can't walk through is drawn now, and nothing invisible blocks you.
- The map called the Pit door locked even after it opened.
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Down the Coal Chute
- The Coal Chute is rebuilt from a bare corridor into four rooms: the shaft foot under the court's grate, the old chute with its dead conveyor, the smugglers' run under the rail, and the stair up to the Kiln.
- Rain falls through the street grates in shafts of light, neon ripples in standing water, and a train overhead shakes dust loose every so often.
- A Moth chalk trail and TAP signs show the way, and there's a smugglers' cache tucked in an alcove if you look.
- Rats, moths, drips and stolen fibre glowing with data: the passage feels lived in now.
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Nameplates, sharpened
- Every nameplate is redrawn at your screen's full resolution and stays the same size however far the camera is out.
- NPCs sit on a dark plate edged in their colour, with their title, a pixel icon for what they offer, and a bobbing gold ? when they have work for you.
- Your own plate shows your name, a level badge in your calling's colour, and your calling.
- Enemy plates: name with a level badge coloured by difficulty, a framed health bar with a trailing damage flash, quarter ticks, shields, status pips, and gold trim on elites and on your target.
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Eyes on the target
- You face whoever you're fighting: strafe, back off or circle, and your gun and your eyes stay on your target instead of the way you're running.
- After any attack or skill you keep facing that target or spot for a moment, so kiting reads right.
- Enemy nameplates and health bars are bigger, and NPC names are easier to read at a glance.
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Tab to target
- Press Tab to target the nearest enemy you can see, and keep pressing to cycle outwards. Shift+Tab goes back.
- Your target wears gold brackets and a ring at its feet, and its nameplate stays up even when nameplates are set to hide.
- Skills and your basic attack go for your target first. Tap an enemy to pick it directly, as before.
- Settings → Controls lists Target next enemy: add a second key of your own next to Tab.
Fixes
- The hatch down to the Pit did nothing. Stand on it and press E (or tap the prompt) to go down, and the same at the corner door to come back.
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Talents, traders and the Pit
- Every one of the 12 callings has three talent trees now. Spend a point each level on the Talents screen (N), and see what every skill does at your rank on the Skills screen (K). Change your mind for a few creds.
- Sev, Juniper and Auntie Wire open for business. Sev's street gear rotates every twenty minutes, Juniper sells stims and chrome, Auntie keeps the bench. Sell your junk in one tap, and buy back what you sold by mistake.
- The Pit: a door in the Tap goes down to an endless floor that fights at your level. Call one wave at a time, or step on the gold pad and see how deep you get.
- You run a lot faster, the city keeps pace, and the camera leans ahead of where you're going so you see trouble first.
- Press L for the quest log: main story, side jobs and what's done, with objectives, rewards and a Show on map button.
- Names over heads: friends, strangers and threats in their own colours, titles under the names, a gold ? when someone has work for you, and service markers on the map.
- Gear tells you the truth: drops fit your calling, and anything you can't wear says why before you try.
- A full Settings menu: rebind every key, touch stick size and left-handed layout, nameplate and damage-number options, five volume sliders, colour-blind palettes, flash reduction, a frame cap, and save export/import. Found something broken? Pause and pick Report a bug.
Fixes
- Begin did nothing on a tab left open across an update. The game now updates itself, and picks you up where you were.
- Stims healed nothing for a while after the talent update. They patch you up again.
- Your Echoes follow you to play.lastawake.com from the old addresses, nothing left behind.
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Sound and steadier footing
- The city has a soundtrack now: a score that shifts from the streets to a fight to the Nightly, with every footstep, shot and door made live in your browser.
- Sergeant Vey's yard seals when the fight starts. No more ducking out a door and coming back to a fresh boss.
- Rooms you've cleared stay cleared, and doors won't pull you through mid-fight.
- Walk over loot and it's yours. Empty slots fill themselves, and equipping works by key, click or tap.
- Moving past a crate corner slides you around it instead of snagging you.
- Every calling stands a fair chance against Vey, and her big swings give you a clear moment to punish.
Fixes
- Two places in the opening where the story could stall ([Try the door] and [Hold on to Wren]) always move on now.
- The Break free button answers the first tap.
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The first night, playable
- Play the opening from start to finish: flat 11C, the fire escape, the roof, Sodium Street, the chase, the market court, the safehouse and your first job.
- Real-time fights for all 12 callings, with their first skills, statuses, elites and a boss waiting at the end of the Night Market.
- Loot that keeps getting better: a full rarity ladder, Prototypes, sets, Zero-Days and implants, all drawn on your hero when you wear them.
- A live HUD: minimap with fog, skill dock, boss bar, loot feed and your bag.
- Flatline and the Magpie drags you back to a cradle. It costs you, but you keep going.
- Character creation asks who was home with you that night, and the story remembers.
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Faces in the dark
- Close-ups: every speaker gets a pixel-art face when it matters.
- Each calling shows its own attack when you try it on in the creator.
- Phones play in landscape, with the creator rewritten in plain words.
- The opening film grew: Patch Night, the crime billboard, and the night GLITCH first spoke.
- More ways to look like yourself: glasses, earrings, piercings, arm ink, prints and rings.
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The front door
- A short opening film that tells you how the city went quiet.
- A rooftop title screen, with GLITCH watching from the billboards.
- Make your Echo: pick a people and a calling, then a face, hair and chrome.
- Pick up where you left off from the hero select screen.