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Shellbound patch notes

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What changed in Shellbound, newest first.

Play Shellbound · All patch notes

Hold'em you can read on a phone.

  • Fixed: Keys that fit. On a computer, the keys shown at the start of a game stay on screen: Hold'em's list no longer spills out of its box, and Shellbound's long row wraps on smaller windows.

Couch Play's phone lobby, tidied up.

  • Fixed: One Soul Scrambler. Soul Scrambler's egg no longer shows a second, half cut copy of him on top in lives, crew and player icons.

Polish from playtesting.

  • Fixed: Nothing hides the TV cue. On shorter phones, Eyes on the TV no longer sits under Shellbound's buttons.
  • Updated: A centred Shellbound yard. On the TV the whole yard sits in the middle of the screen, and the gate signs moved just outside the walls. The tower and shop panel got the same cream look as the rest of the controls.

Keep your eyes on the TV.

  • Updated: Choices where you look. In Couch Play, Shellbound's Omen vote shows big and numbered on the TV. Your class and upgrades fill your phone, and the TV tells everyone when to look down. Walk up to a shop or tower and the TV shows what it sells under your card.

Shellbound responds to your steps

  • Updated: Your egg moves when you press Walking responds locally between server updates. Rolls, attacks, card choices and knockback still follow the shared game.
  • Fixed: Steadier movement between updates Local movement keeps its frame clock across packets, helping Dodge Yolk and Shell Clash too.

Shellbound mobile controls, tightened up.

  • Fixed: Build while on the move. Building and upgrading now keep the correct selection when you are also using the movement stick.
  • Fixed: Let go, stop attacking. Touch controls now release cleanly when a touch is interrupted, and building does not leave movement stuck.
  • Updated: More room for the action. Removed the player card row above the Shellbound playfield. Leaving a party now returns to the homepage.

Shellbound grows a new garden defense.

  • Updated: A courtyard made for defense. Fresh garden scenery, animated tower upgrades and clearer shadows bring the sanctuary together. Omen cards, shop icons and healing potions match the new artwork.
  • New: Iron crabs join the siege. Armored crabs arrive from wave 12 and focus on your defenses. From wave 18, larger packs can charge structures after a warning. Focus your attacks before they connect.
  • Fixed: Smoother movement and ranged combat. Enemies no longer snap through obstacles during ground leaps. Archers and mages automatically target nearby enemies, including Arrow Volley.
  • Updated: Rogue fights back. A longer dash hits enemies along its path, with a faster recharge. Direct dagger and dash kills have a 20% chance to heal one heart. All four classes now show clearer preparation, strikes and recovery.
  • Fixed: A clean arrival. The loading screen shows the current courtyard, and obsolete runtime art has been removed.
  • Updated: Healing becomes scarcer. Potion drops become rarer as waves advance, including champion drops. The apothecary remains available when you need healing.

Room to roll.

  • Fixed: Keep every move within reach. Special and Roll stack beside the attack button, keeping the controls on screen when playing on a narrow phone.

Longer nights. Hotter reigns.

  • Updated: Build for the long night. Face five wave nights and bosses, vote on Omens with your crew, upgrade towers along two paths, and roll through danger. Lantern towers light the yard, and heavier hits make every clash count.

Build your defense in Shellbound.

  • New: Build together. Earn shared Scrap, vote on a bolt turret, bramble trap or decoy, then choose a marked pad. Turrets track and fire at enemies, traps slow them, and decoys draw their attention. Protect your defenses: enemies can destroy them.
  • Updated: More time to choose. Defense voting gets its own 15 seconds, followed by 12 seconds for placement. Make your choice to return to moving while the crew decides.
  • Updated: A fairer fight, with more to dodge. Early waves are gentler for solo eggs and scale with the crew. Boss charges and marked spell strikes keep ranged fighters moving, while Ranger arrows now have a limited reach.
  • Updated: Monsters with a proper stride. Distinct enemies now walk with grounded animation, clearer attack effects and more room for their defeat animations.

Shellbound: hold together.

  • New: Four classes. One relic. Choose a Vanguard, Ranger, Arcanist or Rogue. Fight player hunting creatures and siege enemies, revive cracked friends, and face bosses every fifth wave.
  • New: A longer run. A stronger crew. Earn illustrated upgrades every third cleared wave, evolve your ability after the first boss, and close optional rifts for repairs and rerolls. More players bring a larger arena and bigger hordes.
  • Updated: See the danger. A bright sanctuary, distinct class artwork and animated attacks make the action easier to follow. Lost hearts crack your shell; a fully broken egg and red view show when you need reviving.