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Update notes via Steam Community
Greetings! How have you fared thus far in Meat Lab 5? We've got a short and sweet set of patch notes here for ya as we head into the weekend. Have fun!

Gameplay


  • The Electric, Ice and Slime Plasma Casters have had their damage increased slightly to be more inline with the other Plasma Casters.
    • Electric (My Name Jeff) now fires slower but deals more damage
    • Slime (Spinach Spitter) now fires a quick two-shot burst
    • Ice (Frostwave) does increased damage.



UI


  • The Hunter Timer has been replaced with the Hunter Threat meter


Bug Fixes


  • Fixed visual effects not playing during first hunter reveal cinematic
  • Fixed some invalid enemy spawns being hooked up to events
  • Made multiplayer become available after players have seen the hunters instead of players failing or succeeding a run
  • Meathedral now leaves the sky when it’s no longer in the 1-minute warning state (by gaining time to the clock with Primary Event completion). Previously the Meathedral would only leave if the Hunters had already arrived, but not if the warning was still active (ex. < 1 minute remaining, but > 0 seconds)
  • Some enemies didn’t have good lock-on locations for aim assist on gamepad. That has been fixed for: C4M-PR (Alien Sniper), Unit G-88 (Hover Alien), LIV-Mas (Lanky Alien), Elite Meat Boy, Man Wasp, and Meat Zord
  • Employee Rank on the End Stage screen should now be more accurate
  • Fixed bug that Franken Beans' health was ~8x lower than intended. Franken Beans now has a greatly increased pool of health. Players will now need to find the intend mechanism for damaging him
  • Fixed a bug that was causing some Franken Beans tentacles to be visible even if they were currently inactive
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