Fuel platforms now show moving green transfer pulses and an eight-segment gauge that fills according to the aircraft’s actual tank level. Transfer stops at a full tank; the gauge hides after leaving the platform. Pause also freezes the animation.
Feedback uses the shared fuel creation path. Fuel supplies at levels 1, 3, 29 and 100, actual refuelling, filling, a full tank, pause and re-entry passed 32 checks. Platform visuals were inspected in Unity. Physical phone visual verification remains pending. The APK installed and opened on an Android emulator with no Unity/Android startup error log.
Test APK and signed AAB 0.22.11 (40) were prepared. Native debug symbols are included in the AAB, with a separate ZIP for package 40 only. This build has not been uploaded to Play Console and is not a public store release.
Proportional enemy and fuel balance across 100 sections
Boat and helicopter counts now follow section length and a level-1-to-100 progression curve. Density rises gradually on equal-length routes; the three-route cycle and level 11 no longer jump back to the old density. Opposing aircraft groups of two and three are retained.
Early routes have 4–5 fuel stops according to length; later routes have 3. Fuel intervals are measured across the campaign, with manoeuvring room around stops. Refuelling throughput was increased.
Bullet speed, warning duration and shared firing interval follow campaign progress. New patrol shots wait while two threats approach in the first 20 sections, and three in later sections; narrow island channels retain their two-threat limit.
All 100 layouts, progression on equal-length routes, fuel clearance, flight saves, firing budgets and pause were checked. A calculation assuming aligned refuelling sustained fuel for ten laps; single missed-stop scenarios passed in the first 20 sections. This is not human gameplay verification. An APK derived from the AAB installed and launched in an emulator. Signed 0.22.10 (39) AAB is ready and has not been uploaded to Play Console.
Fewer early enemies and extra fuel
Boat and helicopter layouts are sparser in the first 10 sections. Level 3 changes from 19 boats to 6 and from 9 helicopters to 1; opposing groups of two and three aircraft are preserved.
Two extra fuel platforms were added to each of the first 6 sections. Level 3 now has 5 fuel stops instead of 3; nearby boats and helicopters are reduced.
Enemy shots share a firing interval in broad reaches throughout the first 6 sections. Later layouts are preserved; medal goals follow the new boat count.
705 checks passed across 100 sections: layouts, fuel clearance, aircraft formations, pause and old/new flight saves. A signed 0.22.9 (38) AAB was built and its structure validated. An APK derived from the AAB installed and launched in an emulator. Human gameplay balance remains unverified; the new bundle has not been uploaded to Play Console.
Signed Android bundle with the Rivunox identity
The Android application ID is now com.setrox.rivunox. The Rivunox name and build menus were updated.
A signed 0.22.8 (37) AAB was built for Google Play testing. Bundle structure, version metadata, upload certificate and 16 KB native-library alignment were verified.
Gameplay rules are unchanged. The new application ID installs separately from the previous test APK; existing local progress is not transferred automatically.
0.22.8 (37) was uploaded to the Google Play internal test track; the user confirmed starting installation on a physical phone. There is no public store release.
Staggered fire in narrow island channels
Boat, helicopter and jet shots use shared timing in narrow island channels. New shots wait while two threats approach; projectiles already in flight are not removed.
Very close launches are deferred and narrow-channel entry warnings last longer. Broad reaches retain their rhythm, with overall bullet speed, enemy counts, damage and auto fire preserved.
The rules follow channel width throughout the campaign, rather than applying only to level 29. Pausing and resuming existing saves were checked.
All 100 route profiles and 19,327 timing checks across early/late sections and later laps passed. 18 artificial-pilot samples were inspected; they are not human success rates. The normal Android test APK opened in an emulator; physical-phone and iOS verification remain pending, with no store release.
Movement and pause audit
Fixed birds sliding backwards when braking and disappearing when paused. Birds follow their own flight timer and face their shore paths; five encounters and fish schools are preserved.
Fixed helicopters reversing in a single frame when joining their patrol after side entry. Turns are gradual for both entry directions.
Pause and music buttons now work during the crash animation. Pausing freezes its timer; flight, fire and bomb commands remain suppressed during the animation.
Active bird encounters continue from local flight saves; older saves still load. Views from all ten regions, slow/fast flight, phone/tablet side entries and section transitions were inspected. 932 gameplay checks, 69,418 movement checks and 260,035 side-entry checks passed. The normal Android test APK opened in an emulator; physical-phone and iOS verification remain pending, with no store release.
Flying objects enter from screen edges
Jets, helicopters and balloons start offscreen and fly in through an edge. Their height clears raised banks; crossing objects are no longer removed inside the visible area.
Bird paths also start and end beyond a screen edge. Five birds per section, two shore encounters and opposing two- and three-jet waves are preserved.
Flight saves retain whether a side entry has started. Older saves still load; dormant and started encounters were checked after resuming.
259,470 frame checks across samples from all ten regions at phone and tablet aspects, plus 818 gameplay checks, passed. The normal Android 0.22.5 test APK opened in an emulator; a physical phone and iOS remain untested, and there is no store release.
Fewer birds and a visible aircraft
At most five birds appear in each section, in spaced encounters. Two follow the shore and the others cross the river. Swimming fish schools are preserved.
Removed wingtip trails that appeared as two thin lines in the river beyond bridges. Engine flames and banking remain.
Holding left or right during invulnerability or respawn protection no longer carries the aircraft beneath the banks. Normal bank and island collisions remain.
803 visual and gameplay checks passed across samples from all ten regions; the normal Android 0.22.4 APK opened in an emulator. This version remains untested on a physical phone and iOS; it is not a store release.
Swimming fish schools, flying birds and save fix
Bright round fish models were replaced with underwater fish silhouettes that swim in schools and turn independently. Dolphins and whales sit lower in the coastal water.
Birds cross the river diagonally with visible wing motion and a swept-wing silhouette on portrait screens.
Older flight saves now map correctly to the new jet layout. Continue, fuel, bank limits, touch controls and opposing two- and three-jet waves were checked again.
Portrait captures from all ten regions and 801 visual/gameplay checks passed; the normal Android 0.22.3 APK opened in an emulator. A physical phone and iOS remain untested; this is not a store release.
River banks, fish and fuel braking
Fish bodies, tails and fins are clearer on portrait screens. Continuous shoreline foam that looked like paired lines beyond bridges is now made of short, separated ripples.
The aircraft stays in frame near both banks; bank contact is closer to the visible shore. The aircraft no longer blinks during respawn protection.
From level two, jets cross in waves of two from one bank and three from the other. Pulling back while lined up with fuel slows the aircraft further; braking elsewhere keeps its previous speed.
329 visual and gameplay checks passed across samples from all ten regions, and the normal Android 0.22.2 APK launched on an emulator. Physical-phone control feel and iOS remain untested; this is not a store release.
Code-protected test panel in the normal app
In the normal Android test app, seven taps on the version label open the access-code screen. The label works in both the main menu and Settings.
The unchanged code opens the existing test panel with level selection, invulnerability, unlimited fuel and weather previews.
The normal 0.22.1 APK launched and opened the code screen on an Android API 35 emulator. Post-code controls, a physical phone and iOS were not tested in this build; there was no store release.
A clearer river and joystick choice
Sections are shorter; older saved flights are mapped onto the new route. The aircraft stays visible near either bank.
From level two, jets cross sideways in groups of three. The balloon canopy and basket are easier to recognize.
Hangars and gardens enrich the banks; fish, dolphins and rare whales appear in suitable regions. Birds no longer pop out of view.
Choose a fixed or floating joystick in Settings; your choice is saved on the device. Floating remains the default.
169 focused, 15 threat and 74,268 continuous-flight checks passed. Physical-phone playability and long-session performance remain untested.
Nimbler flight and new river threats
Pulling down moves the aircraft back on screen faster, with a quicker upward return. The safe lower limit remains.
The aircraft banks further in turns. Exhaust glows warm yellow and orange, and you can gently steer bullets during flight.
From level two, jets cross in from the banks and shootable balloons drift into the river.
New threat and flight checks plus existing control, fire, damage and 100-level transition checks passed. Control comfort on a physical phone remains untested.
Uninterrupted fire and smoother flight controls
Automatic fire continues even with fuel behind an enemy. Automatic bullets pass through fuel harmlessly; manual fire destroys it for 80 points.
Your first touch in the lower-left area sets the joystick centre. Touching off-centre no longer causes an abrupt turn; shorter drags are enough.
The aircraft can descend below its starting position. The bottom limit adapts to screen shape; forward/back movement responds faster.
Saving and resuming from lower positions is preserved. Controls, fire, damage and all 100 level transitions were checked; physical-phone comfort testing is still needed.
A gentler opening and gradual river narrowing
The first three levels have roughly 20% wider rivers and slimmer islands, opening both passages.
The opening width allowance gradually fades across levels 4–10.
Levels 11–40 narrow gently; later narrowing is capped and wider recovery stretches remain.
River width changes smoothly at level joins and when level 100 loops into a new lap.
Fuel approaches and safe navigation across all 100 routes were checked with automated tests. Physical-phone evaluation is still needed.
Classic fire, fuel choices and flight feedback
Added Classic and Automatic fire modes. Fresh installs start in Classic; existing preferences are preserved.
Manual fire can destroy fuel depots for 80 points. Automatic fire protects fuel; press fire to deliberately shoot it. Bombs spare supplies.
Fixed lost throttle/braking during diagonal steering and made forward/back movement more responsive.
Enemy projectile contact now follows the long fuselage, including nose and tail, while allowing wingtip grazes.
Introductory steering hints no longer repeat at level transitions.
Added throttle-responsive twin exhaust flames and subtle maneuvering wingtip trails.
Updated Turkish and English controls guides. This is a test build, not a store release.
Clearer flight HUD and bilingual fuel platforms
Improved flight HUD and translucent control contrast on snow and bright terrain, with larger secondary text.
Fuel platforms show YAKIT in Turkish and FUEL in English; existing platforms update when the language changes.
The in-flight HUD shows the lap number, and the result screen retains the last cause of death.
Added an offline controls guide, privacy information and support email access from the menu.
Back closes the guide and records without accidentally resuming flight.
No ads or purchases were added. Physical-device verification and public store links are still pending.
Continuous river, new laps and flight saves
Flight, steering and fire continue through level boundaries; transition messages and fades have been removed.
After level 100, flight continues into another lap with a gradual, bounded increase in enemy difficulty.
Level-specific river curves and islands are built from terrain sectors prepared ahead of the aircraft.
Continue restores the last saved flight position, resources, targets and projectiles.
Added a local records screen for all 100 levels, final run totals and a visible version/build label.
Streamed terrain reduced the test APK from about 222 MiB to 60 MiB; supply platform approach and exit paths were checked.
Transition images, route safety, save recovery and existing fire/damage behavior were tested. Physical-device testing is pending.
Weather effects and full-game audit
Fixed rain and snow freezing after changing quality or weather settings while paused.
Benchmark and older test tools now restore the backup save as well as the primary save.
Automated checks passed for all 100 level-to-region mappings, campaign completion, save recovery, fire, damage and respawns. Physical-device validation is pending.
Player damage and collision fixes
The visible width and length of enemy projectiles are now checked against the player hit region.
Body collisions with moving enemies are checked within the same simulation step.
Losing a life close to an intact bridge now respawns the aircraft far enough back for another approach.
Mobile respawn protection is no longer hidden by the previous death message; island and tank collision messages have been corrected.
Enemy fire, tank blasts, banks, islands, bridges, fuel and final-life scenarios passed automated tests. Physical-device testing is pending.
More consistent firing and hits
Projectile hit regions for helicopters, jets, boats and tanks now follow the visible model parts.
Moving targets and projectiles are checked for crossings between simulation steps.
Expired projectiles no longer deal damage beyond their remaining range; hit effects appear at the contact point.
Firing and existing controls, bridge, bomb and respawn behaviour passed automated tests. Physical phone testing is pending.
Fog, wind and personal level records
Intermittent fog from level 31, crosswinds with direction warnings from level 61, and stronger weather in the final levels.
Fog keeps the nearby flight area clear; wind affects the aircraft in safe channels.
Individual scores and medals for all 100 levels, a local save backup, and migration that preserves older saves.
Mobile bomb damage to bridges has been balanced; tank shells can still damage bridges.
A speed display and tips for acceleration, braking and refuelling.
Safer respawns
After losing a life, the aircraft respawns in the centre of the widest safe water channel instead of near the bank.
Forward progress and brief respawn protection are preserved.
The world of Rivunox expands
Ten atmospheres changing every ten levels, with rain and snow effects.
Continue from your latest unlocked level and choose unlocked regions.
Optional auto fire and brief in-game tips.
A gentler introduction to threats in early levels.
Terrain memory improvements on mobile.
New game name: Rivunox.
A smaller Android package
Terrain data compression reduced the test APK from about 352 MiB to 222 MiB.
Mobile control adjustments
Aircraft size and joystick response were adjusted. The vertical input threshold was refined to reduce accidental speed changes.
What is being tested now?
Control comfort on real phones, fog and wind balance, and smooth performance during longer flights. These are test builds; a store release date has not been announced.