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August 5, 2026 · Balance

Normal mode was mathematically unwinnable

A report came in that city 1 — the very first city, no modifiers, the one meant to be the readable opener — couldn't be cleared on Normal. Our first instinct with any difficulty complaint is to check whether it's a skill issue before touching a single number. This time it wasn't. We ran the actual DPS math and it agreed completely.

A fresh Balanced-cut character with zero perks outputs 5.9 HP/sec of damage. Here's what wave 9 of that city was demanding from them, before this fix:

ModeRequired DPSBoss HP
Easy4.6 HP/sec1335
Normal10.7 HP/sec2094
Hard26.3 HP/sec3211

Normal was demanding almost double the DPS an unperked player actually has. Hard wanted 4.5×. That's not "tune your build better" — that's a wall with no door in it, on the difficulty setting most players start on.

Three levers, all pulling the same direction

Rather than yank one number and hope, we traced it to three separate multipliers that had each drifted upward independently and were now compounding:

None of these three were wrong in isolation when they were each tuned. They just never got re-checked against each other, or against a fresh character with nothing built yet.

All three came down 40–56%. The result:

ModeRequired DPSBoss HP
Easy2.6 HP/sec791
Normal4.9 HP/sec1220
Hard11.5 HP/sec1874

Normal now sits comfortably under an unperked player's own output, the way an opening city should. We double-checked the late game didn't go soft as a side effect — the final boss of the last city still asks for 26.3 HP/sec against a base output of 17.6 there, so perks stay mandatory the whole way through, not just at the start.