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Patch notes

Swish Runner updates

Every update to Swish Runner, newest first. Now on v0.7.1, updated Oct 21, 2026.

October 2026

v0.7.1

A short ad between runs

  • A short ad may play between a run and the shop, at most about once every 8 minutes of play, and never right after you chose to watch an ad for 2X.
v0.7.0

Easier to read, quicker to play

  • Landscape: the camera shows the road ahead, so you see gates and zombies coming in time to steer.
  • Defence in landscape: even a giant squad can slide out to every gate lane.
  • The money wall reads cleanly: the front row hides the rows behind it, and the boss stands in front of the wall.
  • Upgrades: all six fit on screen with Next level always in view, and upgrades you can't afford are greyed out.
  • Results: your coins count up, and in landscape Claim sits beside the 2X button, always on screen.
  • Your first levels show how to steer, and the pause button moved to the top corner, away from your steering thumb.
  • Bigger text in the HUD, the menu and the shop, and the boss health bar appears as the boss comes into view.
  • Defence: the freeze-frame is saved for big hits on your base, so a long fight at the line no longer stutters.
v0.6.1

Pause holds the scene

  • Pausing freezes the picture: the squad behind the pause screen stops moving until you resume.
  • Short landscape phones: the menu fits, so the Upgrades button can always be tapped.
v0.6.0

Bigger fights in both modes

  • Runner: the finish is now a multiplier staircase. Each row is tougher and pays more (x1, x1.2, x1.4...), so a big squad climbs higher instead of running out of wall.
  • Runner: bosses are real fights now, about five seconds, with a chunky health bar that staggers at half and quarter health, and a Boss Bounty when they fall.
  • Hits land harder: a short freeze-frame and a thump when crowds clash, and the New Gun banner no longer pops at the start of a run.
  • Defence: bigger zombies marching two abreast, bulkier tanks, a larger boss, and bright gun tracers you can follow.
  • Defence: Air Strike and the other buttons sit in a strip below your squad, and big squads squeeze together so every gate lane stays in reach.
  • Defence: a cleaner top bar with wave and base on one line, the boss bar only during a boss, and a landscape layout with side panels.
v0.5.0

Defence: a new second mode

  • Survival is replaced by Defence: slide your gunner along the bottom and stop the horde marching down at you.
  • Gates multiply every shot that flies through them: x2 then x5 turns one dart into ten, so the stream becomes a wall.
  • Shoot the gold vault open for a huge multiplier, or shoot a statue down to wake a hero who fights beside you.
  • Waves come down one lane at a time, then a boss with its own health bar.
  • No more sandbags: the horde attacks your base line, and the Barricade upgrade is now called Base.
  • Steering now follows your finger or mouse: the squad and the gunner go to the spot under it.
v0.4.2

See your shots land

  • Bullets now fly from your soldiers to whatever they are shooting, and spark where they hit.
  • Bullets are thicker and glow, so you can follow them on a phone.
  • A gate lights up while you shoot it, and a red gate you shoot blue bursts into sparks and shows its new number.
  • Zombie groups show one zombie per enemy, so you watch them fall one by one as you shoot.
  • Small damage numbers rise off zombies and the boss while you shoot them.
  • The screen gives a light shake when your shots kill something.
  • Your soldier count now sits under your squad, so it no longer covers the gates.
  • Rookie soldiers are light blue, so they stand out from the road.
v0.4.1

Money wall: new colours

  • New colours on the money wall: each row climbs from deep teal to bright yellow.
  • Money wall rows still get more valuable the further back they stand.
v0.4.0

Fights: groups charge and fight back

  • Zombie groups now charge you from 60 metres, so your squad shoots them for the whole approach.
  • Zombie groups that reach you cost soldiers, and most groups are beaten before they arrive.
  • Your squad shoots any zombie group in range before gates, props or walls, so groups no longer slip past.
  • Zombie groups grow a little larger across the road, in step with your squad.
  • The chest burst lifts higher and throws bigger chips, so it reads above the crowd on phones.
  • Wide screens show a centred 9:16 play column, with the scenery filling the sides.
  • On short landscape screens the squad count and bars are slimmer, so the gates stay visible.
  • Gates never read +0 or x1: plus gates start at +2, the first times gate opens at x2, and every level has a good and a bad gate to choose between.
v0.3.1

Tuning: gates and enemy groups

  • Plus gates can grow to three times their starting value, so shooting them pays more.
  • Enemy groups now match the squad your gates would give you, so they grow as you progress.
  • Zombie groups have less health, so they fall faster.
  • Squad growth now stays steady from level to level instead of spiking late.
v0.3.0

Economy v2: prices follow your level

  • Upgrade prices now follow the level you are on, so they no longer run away as the game goes on.
  • Your starting squad follows a fixed curve: 2 soldiers at level 1, 5 at level 2.
  • Enemy groups are sized from that same curve, not from how big your squad happens to be.
  • Gate Power adds 2% per level and Coin Gain adds 4% per level, instead of compounding.
  • Plus gates now stop growing at 1.2 times their starting value.
  • The prize slabs at the end of a run are replaced by a finale bonus of up to +100%.
  • Coins per level depend on the level number, and each defeated group pays a fixed share.
v0.2.0

Playable build, coins that stick

  • Runner and Survival play end to end: menu, level, results, shop, next level.
  • Steer with a drag on touch or mouse, or with A and D and the arrow keys.
  • A level's coins are paid once, when you claim them, so nothing doubles or vanishes.
  • 2X after a level: free on the web. In Playables a denied ad still pays the base coins.
  • Upgrades and claims save straight away; progress survives a reload.
  • A lost Survival run still pays a share of its coins instead of nothing.
  • Sound: a cue for each gate, the boss, a win, a loss, a claim and a purchase.
v0.1.0

Foundation build

  • Runner and Survival are on the menu. The battles are still placeholders.
  • Six upgrades with no level cap: recruits, firepower, fire rate, gate power, coins, barricade.
  • 2X after a level: free on the web, and a real rewarded ad inside Playables.
  • Big numbers read as 1.23K and 45.6M, then carry on into letters.