Dark Cosmic
Night of Survival — a bite-sized roguelite in the spirit of Vampire Survivors, right in your browser, no install.
You're alone in a dark field, and the horde is closing in from every side. Your weapons fire on their own — your job is to choose where to run, what to grab, and what to level up each time you gain a level. Last as long as you can.
DarK Cosmic — Patch Notes
(the game was called "Survive the Night" in the last build you played — new name, same game)
π New name
Survive the Night is now DarK Cosmic.
βοΈ Combat rework: Attack Power & Ability Power
The old single "damage multiplier" is gone. Heroes, weapons and enemies now run on real stats:
- Attack Power (physical) and Ability Power (magic) — every weapon deals its own mix of the two, shown right on the card (orange = physical, purple = magic).
- Armor and Magic Resist now use a proper diminishing-returns formula instead of flat subtraction — and every enemy has some.
- Base Crit chance starts at 0% — build into it with the Focus perk/cards instead of getting it for free.
- Everyone now has a Basic Attack, even with no weapon equipped — Wanderer, Hunter, Berserker and Collector start with just that and lean into it instead of a starting weapon.
πΎ New enemies
5 new enemy types join the horde: Trooper, Psion, Caster, Aegis, Phantom — melee/ranged/tank variants split across physical and magic damage, two of them punching through your armor/resist directly. 12 enemy types total now.
π’ Pacing & balance
- First boss now shows up at the 5-minute mark (was ~1:50), then every 5 minutes.
- Attack speed across the board is slower/heavier — no more machine-gunning from minute one.
- XP curve and late-game enemy HP scaling retuned so the run stays a real fight the whole way, not just the first few minutes.
- Phoenix and Fortune perks removed from the shop.
β¨ Legendary summons got a cinematic upgrade
Pulling an Epic or Legendary card is now a proper light show — camera push-in, cracks of light bursting from the card, a converging flash, then a slow-motion reveal. ("Reveal all" still skips it instantly.)
π New cards & trinkets
- The old "Power" card is now two separate cards: Attack Power and Ability Power.
- New Magic Resist card ("Barrier").
- 3 new trinkets: Piercer (armor pen), Voidshard (magic pen), Warder's Charm (magic resist).
π¨ Clearer damage everywhere
- Damage numbers popping off enemies are now colored by type — orange for physical, purple for magic — instead of plain white/gold.
- Weapon cards, the level-up summary and the pause screen all show real damage numbers with the same color coding, including in tooltips.
- The "your build" summary on the level-up screen is bigger, brighter and clearly labeled — it used to be almost invisible.
βΈοΈ Pause menu improvements
- Each weapon now shows the actual damage it's dealing.
- New Settings button right there in the pause menu — no need to quit your run just to flip a setting.
π΄ Hero cards
Click any hero card to flip it and see its full stat sheet — current stats vs. next level.
π©Ί Performance
Enemy count is now capped and XP gems despawn after 45s if left uncollected — should fix the late-game (9+ minute) slowdown some of you ran into.
π οΈ Misc
- FPS counter option in Settings (off by default).
- Fixed the main-menu wallet overlapping the title on small phone screens.
In a run
- Several weapons, each with an evolved form at max level — knives, garlic, wards, lightning, shockwaves, and melee sweeps.
- Level-up choices — three upgrade cards each level, and every card has its own reroll button, so you can swap a single bad option without discarding the rest.
- A horde that never thins out — fast runners, tanks, ranged shooters, splitters, gold-rimmed elites, and bosses with a health bar. A few minutes in, it gets genuinely crowded.
- Objectives mid-fight — quests in the HUD, altars (hold a point while the whole horde funnels toward it), and shrines that grant short-lived boons.
- Chests from elites and bosses give you an extra reward pick.
Between runs
- Perks for gold — survivability, damage, speed, luck, and a one-time revive.
- Summons for tickets — a gacha for heroes and trinkets, with bad-luck protection. You flip the cards by hand, and the rarer the pull, the flashier the reveal.
- Heroes, each with a unique starting weapon and a quirk (one heals on every kill but is locked to melee). Hero level grows from duplicate pulls: more damage and more HP per level.
- Trinkets — equip a few at once.
- All progress is stored locally in your browser.
Controls
- Move — WASD or arrow keys (or drag your finger on touch)
- Pause — P or the on-screen button
- Sound — M (no background music, sound effects only)
The whole game was made with an AI (Claude) — code, balance, art, cover, and this text.
