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Update notes via Steam Community
Patch 1.01.0 is here! We included a lot of changes and improvements based on all the feedback, bug reports and data from all of you, so thank you all for playing and letting us know what you liked / didn't like!

The main goal of this patch was to add some much needed quality of life updates, explain mechanics in a clearer way and balance out the early game so the player can get their build off the ground better. To highlight the most important balance changes: more Scrap is now available in the early game, and we've buffed many weapons that were on the weaker side. We've also heard you loud and clear about the Dillosaurs: their charge now gives the player significantly more time to react.

Our goal was for the normal difficulty to be easier to allow more trial and error - but for the later difficulties (especially Turing Test) to stay about as challenging as they have been so far.

Thank you so much for all your feedback, and we hope you have fun playing!

Full patch notes below.



v1.01.0

General:

-You can now view your Upgrade grid at any moment. There are buttons during level ups, in the game over screen, and when a map is paused that will take you to see your Upgrades.
-Added an uncommon rarity module to increase pickup range that is unlocked at base line
-Added several new tutorial tips to better explain Upgrades, Evolves, Scrap Bots and Toolboxes
-"Manual aim on toggle" is now the default when first starting the game (If you've already ran the game, this won't override your setting. You can change aiming mode from the Settings menu)
-The "Manual aim toggle" glyph indicator will no longer prompt you to manually aim weapons that can't do so
-Made evolve pairs show up in the tooltips of already evolved weapons, so you can clearly see what a weapon evolved with when that happens
-Improved the look of having multiple melee weapons


Gameplay:

-Made Dillosaurs fairer by increasing the amount of time the player has to react to their charge
-Adjusted Dillosaurs charge hitbox to be more accurate
-Increased the range at which the player will pickup Scrap and other items
-Adjusted the balance of the early maps and enemies for the player to have access to more resources and get started on their build easier
-Generally accross all difficulties the game is now easier to start and will give you more resources. Later maps and enemies adjusted slightly so they still provide an adequate challenge and enough enemies for you to destroy
-Buffed many Weapon Systems
-Reduced the cost of some Weapon Systems
-Increased player base move speed and dodge speed slightly
-The player should now slide along walls or around corners more than before if one is hit during a dodge
-Tightened up Slime damage hitboxes, they were ever so slightly too big
-Range increases will also make Weapons more accurate, when applicable
-Improved Fire Extinguisher targeting so it won't sometimes waste part of its spray right as it starts firing
-Slime Boss wave attack now deals 3 damage instead of 4
-Turing Test difficulty makes some enemy and boss attacks deal more damage
-Reduced the amount of Scrap required to purchase locked hexes on the Upgrade grid
-Changed one Upgrade grid (moved the starting point from the corner to the middle, along with slight other changes)
-Adjusted colliders on some terrain pieces to smooth out maneuvering around them
-The Bat will now more aggressively choose the nearest enemy to hit
-Increased single target Weapon System rank scaling


Fixes:

-Fixed a bug where you could place an Upgrade on top of one that is already max rank intending to uprank it, wasting your Scrap
-Fixed some cases where Steam Achievements would display with a delay
-Fixed a faulty tooltip with Impact damage on the player details screen, and made all the damage type tooltips use their proper colors
-Nuclear Football now displays the proper Augment icon in the Evolve tooltip
-Fixed the player being able to receive posthumous healing
-Fixed a bug that could cause an upgrade selected for purchase to be in the wrong place initially when using the controller
-Fixed a case where Slime Boss Seniors slimeballs could come back to haunt you in the next map
-Fixed a performance drop on a specific lategame map
-Fixed some issues with manual targeting on toggle on some weapons
-Fixed an issue where weapons could be wrongly rotated at the start of a map
-Fixed some cases where the tooltip could get stuck on the screen
-Fixed a rare issue where you could get extra levelups if you saved and loaded the game at the right moment
Windows 64-bit Depot 2800841
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