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Update notes via Steam Community

Improvements

  • Further reduced network traffic.
  • Increased player character's material brightness slightly.
  • Mouse wheel will now only cycle through weapons that have ammo.
  • Ripper now shows Spin-up status/progress in the weapon bar at the base of the HUD.
  • Don't show direction arrows to your co-op partners while you are dead and waiting to respawn.

Balance

  • Selective Fire Perk - your friends are now also immune to your Fire damage.
  • Selective Fire Perk - you are now also immune to Fire damage coming from your friends, even if they don't have the Perk.
  • Smart Explosives Perk - your friends are now also immune to your Explosive damage.
  • Smart Explosives Perk - you are now also immune to Explosive damage coming from your friends, even if they don't have the Perk.
  • Profiteer Perk - +100 Credit bonus is now applied on top of the new 1500 Credits cap earned each wave, for a maximum total of 1600 earned per wave.
  • Doomed/Escape earned Credits cap per wave has been increased from 1000 to 1500. This will effectively increase ammo availability.
  • Added Sentry Bots to the first zone in Doomed, but they only appear from the second loop onwards (after Wave 8).
  • Orbs are only dropped by enemies where the kill is credited to the local player. This prevents a massive boost in total number of orbs based on player count, since orbs are not shared between players.
  • Capped the max number of orbs (health/oxy) dropped by a killed enemy to 20.
  • Similar to Blast, the Shift ability's target area damage will no longer hurt co-op partners.
  • Sensible Saver Perk earns +5% interest instead of +10%, and ONLY if your balance is below 5000.
  • Increased health and damage for Elite enemies. This will scale up the difficulty more drastically in later Doomed waves.

Fixes

  • Enemies walking on the side of buildings above the "tech panels" (Doomed mode zone 1, and other zones where the same building is used).
  • Fixed some network code issues.
  • Potentially fixed area where enemies were able to "leak" out to the base of the cliff.
  • Orbs dropped by enemies were sometimes falling through the ground.
  • (unconfirmed) Prevent unwanted lockdown of bridges or teleporters while transitioning from a completed zone to a new zone ("awaiting players" logic).
  • Prevent Dazed melee enemies from causing attack damage or initiating an attack.

Stuck/unreachable enemy handling

  • Ground enemies (non-flying) detected out-of-bounds will be killed immediately.
  • Enemies detected at a drastically different elevation from the local player character will be killed immediately.
Rogue Shift Playtest Content Depot 1513381
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