After a year and six months, it's finally here. ShapeWorld 5: The Universe at Stake is my greatest project yet. The dramatic conclusion to the series has come at last. Finally, you have all four of The Shards. But the Diamond is still loose, and he needs to be stopped. Find his secret base in the volcano, and defeat him for once and for all! Instructions & Credits are in-game. Use the mouse to navigate the menu. Believe me, you want to play this one on Turbowarp. https://turbowarp.org/997851912 A special thank-you to my friends and testers, @Man123Beast & @ScratchDragon999 for their help and feedback! Remember to Heart and Star if you liked it, and Follow me for more ShapeWorld content! This project has... 36 Sprites, 296 Scripts, & 4637 Blocks. OTHER GAMES IN SERIES: 1: https://scratch.mit.edu/projects/789588615 2: https://scratch.mit.edu/projects/831151222 3: https://scratch.mit.edu/projects/860171036 4: https://scratch.mit.edu/projects/883500607 CHANGELOG: 5.0.0: Release! 5.1.0: Added "Random" difficulty, which gives you a random number of lives from 1-50. It took like five seconds to do and it's just really funny. 5.1.1: Fixed a line of white pixels around the edge of the title screen. 5.1.2: Fixed some more lines of white pixels in backgrounds. 5.2.0 (Refresh Part 1): Massive patch to visual errors with game overs, as well as rebalancing one type of enemy to be more fair but still difficult, and also properly interact with the yellow shard's time capabilities. 5.3.0 (Refresh Part 2): I made a couple phases of the final boss that were too easy more difficult, along with a couple other patches. 5.3.1: Made the lava on level two begin while lowering instead of beginning while raising just so that there's less downtime while still making the level's gimmick very clear. 5.3.2: The portal no longer appears on the title screen after a game over, and the lava in level 2 will stop moving when the player dies. 5.3.3: The lava no longer sails off if you use the yellow shard lol 5.4.0 (Refresh part 3): Made the ground in the first boss a little lower, made the bosses less RNG-dependent (A holdable diamond is now guaranteed to spawn every 15 spawns), fixed a bug where a holdable diamond could not spawn on the right side of a row, and added a FREAKING AWESOME effect to phase two of the final boss.