Antibody

Change history — every improvement and housekeeping night since release, logged by the AI agents that did the work. Originally created by Claude Opus 4.8.

▶ Play Antibody
3 September 2026ImprovementClaude Opus 5

The Helix Vault now opens with its own cinematic, every boss arrives with a name card, and the whole bestiary got a legibility pass.

  • Beating the Prime Strain no longer just flashes a banner — a new cutscene plays as the Helix Vault unseals in front of you, with narration explaining why the infection is not over yet.
  • Every boss now announces itself with a proper name card on the warning: a threat classification, the name, and the creature's title, stamped in that boss's own colour.
  • All twelve enemies are easier to read at speed. Each one has a darker backing and a bright outline so it stands out against every biome, and anything that shoots on a timer now visibly winds up before it fires.
  • Playing on a phone for the first time? A short prompt now shows you how to fly before you have to work it out under fire.
  • The biofilm turret's armour is now drawn from the exact same rule that decides whether your shot gets through, so the gap you can see is precisely the gap you can shoot into.
21 August 2026ImprovementClaude Opus 5

A sixth act opens under the Infected Core — the Helix Vault, three new pathogens, and a final boss that has to be shot through a moving gap in its own armour.

  • Killing the Prime Strain is no longer the end. The infection wrote itself into the host's own genome, and the Helix Vault is where that copy lives: a new final act with five waves, its own cold blue nucleus backdrop and its own music.
  • Chimera Zero, the new last boss, wears a calcified shell with a single aperture that sweeps back and forth — you have to fly to where the gap is pointing to land a shot, while a braided double helix of fire pours down. Halfway through, the shell splits open and it fights with attacks stolen from every boss before it.
  • Three new pathogens with three new problems: a siphon that makes the toughest thing on screen bulletproof until you kill the siphon itself, a seeder whose slow spores steer after you, and paired chromatin coils strung together by a filament you have to fly around.
  • Your bomb still cuts through all of it — armour plate, siphon shield and boss shell alike.
  • The opening and ending narration have been re-recorded for the longer campaign, and the mission-control voice is back where it belongs.
19 August 2026ImprovementClaude Fable 5

The bloodstream got a lighting department — deaths burst, bosses arrive with a warning you can see, and getting hit no longer whites out the screen.

  • Killing something now means something on screen: enemies pop a ring and a spray of streaks, and bosses shudder and flash as they come apart.
  • Taking a hit used to wash the whole screen white. It now bleeds a red glow in from the edges instead, so you can still see the bullet that is about to hit you next.
  • Bosses announce themselves with a 2.6-second arrival: hazard bands sweep in, the name types itself out, and chevrons point at where it will be.
  • Enemy muzzles bloom when they fire, near-misses throw graze sparks, and picking something up finally flashes.
  • Nothing about how the game plays moved — no hitbox, bullet size or bullet colour changed.
17 August 2026ImprovementClaude Opus 5

A new act — the Neural Sheath — drops in between Marrow Depths and the Infected Core, with its own boss and two new pathogens.

  • New biome: NEURAL SHEATH. Four waves through cold, crackling nerve bundles, with its own look, its own soundtrack and the longest wave run in the campaign. It slots in before the Infected Core, so the Prime Strain is still the last thing you fight.
  • New boss: AXON BLIGHT. It sweeps a full-width curtain of fire with a single moving gap, then plants synapse anchors and strings live lightning arcs between them that sweep the screen as it drifts. By its last phase you are crossing the arcs to reach the gap.
  • New enemy: the mirror ganglion. It flies your own reflection and shoots straight down its column, so it is only ever above your guns when you are on the centre line — the one lane it is firing into. It lags when you jink, and that lag is your shot.
  • New enemy: the arc node. It anchors, telegraphs for a full second, then discharges a lethal column of lightning to the floor. Read the clock and be somewhere else.
  • Both new pathogens also turn up in the Infected Core, replacing two old ones rather than piling on top of them.
  • The Infected Core plays exactly as it always did despite moving later in the campaign — its enemies and its rank thresholds were pinned so nothing got harder by accident.
13 August 2026ImprovementClaude Opus 5

Two new pathogens join the campaign — an armoured turret you have to time, and a charger you have to sidestep.

  • Biofilm turrets anchor themselves in your path behind a rotating armour plate that shrugs off every shot you have, even the piercing Pulse Lance. The plate has exactly one gap, it sweeps around the body, and the turret can only fire out of that same gap — so the moment you can hurt it is the moment it can hurt you.
  • Cannot wait it out? Ignore it and it eventually blows its own plate and drops away, or spend a Burst bomb: the bomb punches straight through plating.
  • Lancers carry no gun at all. They lock onto where you are, draw a bright green line straight at you, then hurl themselves down it at enormous speed. Move once and they commit to empty space — or shoot them out of the air during the wind-up.
  • Both threats build across the campaign: the Lymph Node introduces each one on its own, the Marrow Depths mixes them into the cyst and weaver waves, and the Infected Core sends a two-lancer pincer and a pair of turrets whose gaps open on different beats.
  • New sounds for all of it — the metallic ping of a shot glancing off armour, and the rising whine that means a lancer has picked you.
5 August 2026ImprovementClaude Sonnet 5

Antibody now lets you choose your weapon — three brand-new firing patterns join the original auto-cannon.

  • Added three new weapons: the Pulse Lance (a piercing bolt that punches through a whole line of enemies), the Homing Swarm (drones that curve onto whatever's nearest), and the Scatter Blast (a close-range shotgun burst).
  • New "Select Weapon" screen when you start a new run — pick your loadout before diving in.
  • Your weapon choice is remembered if you quit and continue later.
  • Each weapon now has its own sound and its own look on screen.
  • Power-ups and the overcharge upgrade still work the same way no matter which weapon you're carrying.
26 July 2026ImprovementClaude Opus 5

Antibody is now playable on a phone — hold it upright, fly the drone with your finger, and the cannon takes care of itself.

  • The whole game now works on a phone. Hold the phone upright — Antibody dives straight down, so portrait gives you more than twice the playfield of landscape, and the game asks you to turn back if you tip it sideways.
  • Fly by dragging anywhere on the screen. The drone follows your finger exactly one-for-one, so you can lift and re-grip mid-dodge without losing your place, and the cannon fires automatically.
  • FOCUS, BOMB and pause sit under your left thumb, clear of the hand that is flying. Holding FOCUS halves your tracking speed for threading tight bullet gaps, exactly like the keyboard's precision mode.
  • Every menu, options row and results screen is now tappable, and the pause button is a two-way trip — tap it, change the sound or difficulty, tap Resume. Mute is finally reachable in the middle of a run on a phone.
  • On-screen help now switches to touch prompts the moment you use your finger, instead of telling a phone player to press Space.
  • Nothing changed for keyboard, mouse or gamepad players: same speeds, same controls, same layout.
26 July 2026ImprovementClaude Opus 5

The AB-7 drone got a full visual rebuild, and clearing a biome finally sounds like an achievement.

  • The player ship is no longer a simple line drawing — it is now a detailed antibody drone with armour plating, glowing binding claws, a plasma core and twin engines.
  • Your ship reacts as you fly it: engines flare when you push forward, the hull rolls into your strafes, the claws flash with every shot, and the arms tuck in when you focus.
  • Your upgrades now show on the ship itself — each weapon level lights another node along the arms, and an overcharge shifts the whole drone from cyan through gold to hot magenta.
  • Clearing a biome now plays a triumphant stage-clear sting, with the music bed dipping under it so the moment lands.
  • While you are invulnerable after a hit, a shield ring shows exactly how close enemies can get.
  • The scrolling backgrounds no longer show a hard repeating seam sliding down the screen.
  • Your hitbox is unchanged — the new artwork is bigger, but the part that can be shot is exactly the same tiny core as before.
25 July 2026ImprovementClaude Opus 4.8

A whole new biome, two new enemies, glow-up for the power-ups, and stronger bullets you can actually see.

  • New biome: dive through the amber Marrow Depths and face a brand-new boss, the Marrow Tyrant, that spits swarms of splinters when you wound it.
  • Two new foes: weavers that snake across the whole screen sniping at you, and cysts that burst into a spray of darting shards the moment you pop them.
  • Power-ups are no longer plain lettered balls: each is now a detailed, glowing organelle you can tell apart at a glance in the thick of a bullet storm.
  • New overcharge upgrade makes your shots visibly stronger: bullets grow and shift from cyan to gold to hot magenta plasma, with a comet trail and a new DMG meter, so you can see your firepower climb.
  • The campaign is now four stages long instead of three.
23 July 2026ImprovementClaude Opus 4.8

Added quiet, privacy-safe gameplay analytics (run starts, progress milestones, deaths, and wins) so the studio can see how players actually experience the game.

  • Antibody now quietly reports how far dives get so the studio can tune the campaign — no change to how the game looks or plays.
13 July 2026ImprovementClaude Opus 4.8

The first boss is no longer a bullet sponge — smarter power-up drops and rebalanced boss health make early fights tense instead of tedious.

  • The first item you grab in every level is now always a weapon upgrade, so you never limp into a boss with the weakest gun.
  • Rhinovirus Alpha, the first boss, has had its health cut so a fair fight no longer drags into a 30-second slog.
  • The two later bosses got a lighter health trim too, keeping the difficulty climb smooth without turning any of them into a damage sponge.
13 July 2026HousekeepingClaude Opus 4.8

Fixed a bug in the shared cutscene system where holding a button as a cinematic began could skip it instantly — cutscenes now play as intended.

  • Fixed a bug where a button still held down from the previous screen — the one you just pressed to confirm a menu — was mistaken for a fresh press the instant a cinematic opened, skipping the whole scene before a single frame played. Intros and endings now start properly.
  • The problem depended on how long you held the button: a quick tap hid it, while a normal press destroyed the scene, which is why it went unnoticed for so long. Controller players were affected most.
  • Skipping and fast-forwarding still work exactly as they always did — press to advance a line, or skip the scene entirely, once the button is released and pressed again.
  • Added an automated test suite around the cutscene controls so this class of bug is caught before it ever reaches a player again.
  • Gameplay, visuals, audio and balance are completely untouched — this is a repair to a shared piece of the studio cinematic system, applied to every game that uses it.
10 July 2026ImprovementClaude Opus 4.8

Rebuilt the intro, victory, and defeat as real VOICED cinematics — an animated, camera-directed dive through the bloodstream.

  • The opening is now a moving, voiced cinematic instead of a text screen: the camera dives through the vessel, a pathogen looms, and AB-7 is deployed as a clinical narrator and mission control brief you.
  • Beating the Prime Strain plays a genuine cure sequence — the strain shatters and a healing bloom spreads as the host's vitals climb back into the green, with spoken narration.
  • Dying now plays a styled flatline beat: the swarm floods in and the heart monitor goes flat, with a grim spoken line, before the retry screen.
  • New original voice-over throughout the cinematics (a clinical-narrator voice plus a mission-control voice); captions match Antibody's neon-cyan look and every sequence can be advanced or skipped with keyboard, mouse, or controller.
  • Muting the game silences the voice-over while keeping the sequences fully readable.
7 July 2026ImprovementClaude Opus 4.8

Antibody gains difficulty modes, a combo score multiplier with per-biome ranks, and accessibility options.

  • Choose your challenge: new Easy, Normal, and Hard difficulty settings scale enemy fire, toughness, your health and bombs, and your score payout.
  • Chain your kills for big points: a live score multiplier climbs as you destroy pathogens and grazing keeps the combo alive, but taking a hit resets it.
  • Every biome now hands you a rank from D up to S when you clear it, and the victory screen shows your final Core Rank and best chain.
  • Clear a biome without taking a single hit to earn the coveted S rank.
  • New accessibility options: keep your precise hitbox dot visible at all times, and switch to a high-contrast bullet color for easier tracking.
  • Your difficulty choice is shown right on the main menu and remembered between sessions.