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Two of the best-reviewed FPS games in Steam history are finally together

The history of FPS games is also a history of collaborations and influences. Without Wolfenstein, you have no Doom. No Doom, no Half-Life. No Half-Life, no Counter-Strike, and so on. Whether it's FEAR or Far Cry, Deus Ex or Delta Force, the big-hit shooters all owe a debt of inspiration to one another. In that spirit, two of the best-reviewed FPS games on all of Steam have finally forged an official crossover. Available via a free update, this is, quite literally, Mullet Mad Jack meets Ultrakill.


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Classic boomer shooter hits 100,000 reviews, still rated 98% positive

It's a common pattern in statistics. The more people watch, play, read, or otherwise experience something, the more varied the responses become. Then again, sometimes all the math and probability stuff doesn't apply whatsoever, and despite thousands upon thousands of players, the rating remains stratospheric. A superb boomer shooter influenced by Half-Life, Doom, Quake, and the rest of the '90s icons, one FPS game has managed to defy the laws of numbers, and has an almost flawless score despite 100,000 reviews.


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98% rated ultra-fast retro FPS updates with bevy of new gun variations

Patch 15d Changelog

  • Fixed Malicious Faces not taking initial impact damage from explosions when made vulnerable with gasoline
  • Fixed Streetcleaner flamethrower flames not causing see-through enemy outlines effect
  • Fixed Cerberus gibs not being deleted when intended
  • Fixed gasoline particles causing inconsistent fill when hitting multiple enemy hitboxes on the same frame
  • Fixed the HUD Background Opacity option not working on the Speedometer when using Classic HUD
  • Speedometer now has options for horizontal only and vertical only
  • Fixed 0-3 and 4-2 mid-level shops still playing/muting music
  • Fixed Mannequins continuing to be parryable after landing from a launch on Brutal difficulty
  • Fixed the Mover Arm breaking after letting go of a chess piece
  • Fixed 7-S pond not getting stained
  • Fixed Speedometer not taking into account objects the player is riding
  • Fixed SRS Cannon firing absurd amounts of simultaneous cannonballs when using a Dual Wield powerup
  • Fixed Sawed-On Shotgun playing the chainsaw spark particle effect during the core heat release animation
  • Made Rocket Launcher hologram display slightly dimmer
  • Made HUD weapon icon glow slightly dimmer
  • Fixed slide particles being blue when the player has dodge frames stored but is not currently invincible

Patch 15c Changelog

[h3]Additions:[/h3]
  • Added binds for swapping to each variation slot
  • Added "On swap to already drawn weapon" option for changing functionality when pressing a weapon key multiple times
  • Added Speedometer in HUD options
  • Added new higher resolution fire sprite


[h3]Weapon Changes:[/h3]
  • Hitting a tram with the JumpStart now causes it to accelerate instantly and move at double speed for 5 seconds
  • Fixed JumpStart conduction proccing even if the zapped enemy doesn't have nails or magnets attached and isn't touching water
  • Fixed JumpStart conduction through magnets and coins causing an unintended minimum damage override
  • Underwater gasoline explosions are now sparser
  • Underwater gasoline explosions can now only hit an enemy once per continuous explosion string
  • Gasoline projectiles now ignore dead enemies
  • Gasoline no longer burns away when No Weapon Cooldowns cheat is on
  • Alternate Shotgun's launch direction can now be changed during hitstop
  • Alternate Shotgun can now always hit a core, even if already hitting an enemy or object at the same time
  • Hitting an Idol with a red hit from the Alternate Shotgun no longer triggers the cooldown
  • Alternate Shotgun speedometer now also displays time left in the red hit cooldown
  • Added colored lights to the Alternate Shotgun to make it easier to see which variation is being used
  • Changed the Core Eject trajectory and velocity inheritance to be similar to the Marksman coin's
  • Increased style points gained with the Alternate Shotgun
  • SRS Cannon now vibrates while charging the cannonball
  • SRS Cannon secondary fire is no longer affected by the primary fire's cooldown
  • Magnets can now again be broken with a ground slam
  • Screwdriver screws now only get destroyed when a dying Mindflayer explodes, rather than a second after the Mindflayer's health reaches zero
  • The visual motor spin speed on the Alternate Shotgun is no longer FPS-dependent
  • Improved optimization on enemy gasoline fill effect


[h3]Enemy Changes:[/h3]
  • Malicious Faces and Soldiers lose their anti-explosion resistances when gasolined
  • Radiant Soldiers no longer have their radiance speed boost applied twice
  • Reduced Radiant Soldier speed boost from 2x to 1.5x
  • Reduced damage of Ferryman lightning bolt from 50 to 35
  • Ferryman lightning bolts now flash before striking
  • Chargebacked lightning bolts can no longer deal damage to the player
  • Ferryman, Gutterman and Guttertank can no longer hit the player through a wall with a melee attack
  • Added hurt sounds for Virtues and Malicious Faces
  • Drones, Virtues and Malicious Faces no longer bleed when damaged by fire
  • Flesh Spawn no longer get set on fire when Flesh Prison/Panopticon does
  • Flesh Prison/Panopticon now has the same resistance to sawblades as nails
  • Cerberi no longer fall on Brutal difficulty while tackling or between two tackles
  • Insurrectionists can now be killed by fire when gasolined
  • Swordsmachines "Agony" and "Tundra" now properly take extra damage from JumpStart electricity and Firestarter fire respectively
  • Stalkers now take double damage from ground slams
  • Stalkers can now be puppeted


[h3]General Changes:[/h3]
  • Slide speed particles are now blue when the player has stored invincibility frames
  • 6-1 doors now open faster when the player is moving fast
  • Unlocking the Drone Haunting cheat now displays a message to notify it has been unlocked
  • Added a unique weapon icon for the other 7-S tool
  • Hide UI cheat now also hides the dual wield powerup vignette, boss health bars, subtitles and the 7-S overlay
  • Shop music now gets muted if music volume is set to 0
  • Malicious Face Sandbox prop is no longer only breakable with hitscan attacks
  • Made FUPs more consistent in non-cardinal directions (If you don't know what this means, don't worry about it)
  • Nerfed FUP speed to 60u/s (again, don't worry about it)
  • Changed name of Last Weapon to Last Used Weapon to clear misunderstandings with Previous Weapon
  • Blocked off the windows in the final hallway of 5-3


[h3]Fixes:[/h3]
  • Disabling blood and gore no longer causes some attacks to heal the player an incorrect amount
  • Fixed gibs not getting cleared out correctly by gorezones and Cyber Grind wave ends
  • Fixed bloodsplatters replaying and gibs getting re-flung when the room they're in is disabled and re-enabled
  • Fixed Filth, Strays and Schisms sometimes getting stuck in slowmo
  • Fixed missing colliders in 7-4
  • Fixed the 0-2 and 0-3 second arena Swordsmachines not dropping the Shotgun
  • 3-1 checkpoint and 6-1 blood tube bloodsplatters now heal the player correctly
  • Fixed fire and Virtue beams no longer showing the outlines of enemies behind them
  • Fixed a chapter showing as golded or P-ranked on the wrong difficulty after first selecting a difficulty with it golded or P-ranked
  • Fixed temporary FOV changes getting stuck while sliding sideways
  • Fixed Shotgun and Alternate Shotgun breaking when parrying or shield breaking without having either punching arm equipped
  • 1-3 boss terminal no longer mutes the level music
  • Fixed gasoline exploding instead of burning in the 5-1 dry tunnels
  • Fixed gasoline stains stretching when placed on some 5-2 geometry
  • Fixed Gasoline stains showing on top of fire (though they may again appear buggy when placed on glass)
  • Fixed Stalkers becoming intangible when forcepuppet is turned on
  • Fixed Brutal Swordsmachine's unarmed attacks not having the SFX Volume setting applied
  • Fixed Screwdriver screws detaching and falling off if attached to a Mindflayer during its death animation
  • Magnets no longer become warped when getting stuck on a door that is both non-uniformly scaled and non-orthogonally rotated
  • Fixed Alternate Shotgun not giving the appropriate style bonuses on killing low health Malicious Faces or with parries
  • Fixed Alternate Shotgun not being able to transition to the cooldown idle from a chainsaw launch
  • Fixed rockets not ignoring some body parts of dead Mannequins
  • Fixed the restart/quit mission pop-up appearing behind the pause menu in the Early Access End screen
  • Fixed 7-4 front balcony Sentry being able to survive being punched off if landing on the entrance building
  • Fixed Cerberus not being able to walk to the player when they hide in a corner in the 0-5 boss arena
  • Fixed inconsistent enrage behavior with Cerberus when enraged with the Alter Arm
  • Spawner Arm spawned Earthmover Defense System parts now correctly stop attacking while being moved or altered
  • Fixed Mindflayer beams inheriting the previous damage type an enemy took when hitting that enemy
  • Fixed an untagged platform in 4-3
  • Fixed ghost Drones not working correctly with Clash mode
  • Guttermen can no longer open the door of the 7-2 building that houses the Alternate Shotgun
  • Fixed inappropriate objects being outlined during 7-2 intro
  • Fixed Knuckleblaster shells having enemy outlines
  • Fixed the current wall jump amount not resetting when landing on a gasoline stain
  • Fixed mis-tiled textures on the sides of stairs in one of the 7-1 arenas
  • Fixed the weapon wheel not updating whether to use alternate or normal weapon icons mid-mission
  • Fixed "This enemy cannot be puppeted" pop-up sometimes going offscreen
  • Fixed a bug that caused Size 2 fish to be catchable

Patch 15b Changelog

[h3]Alternate Shotgun:[/h3]
  • Increased Alternate Shotgun cooldown on red hit from 5 seconds to 7 seconds
  • Decreased Alternate Shotgun red hit damage from 12 to 10
  • Added unique style bonuses for Alternate Shotgun
  • Fixed the Alternate Shotgun not losing freshness when used on core ejects or rockets
  • Alternate Shotgun no longer activates red hit cooldown when hitting a dead enemy
  • Alternate Shotgun now applies environmental hit pushback when hitting a dead enemy
  • Alternate Shotgun core eject vertical momentum is now no longer relative to the camera when looking downwards
  • Alternate Shotgun core eject cooldown now no longer resets on weapon change
  • Fixed an offset bug caused by picking up a dual wield while charging the primary fire of the alternate shotgun
  • Added short descriptions of each Alternate weapon when they get picked up


[h3]Sawed-On Shotgun:[/h3]
  • Chainsaws no longer get stuck inside the player when punched with the Feedbacker before immediately swapping arms
  • Fixed the Sawed-On chainsaw sometimes continuing to damage enemies that are no longer in range
  • Fixed the Sawed-On chainsaw sometimes removing limbs off the wrong enemies
  • Chainsaw can now properly hit the same enemy again after being punched
  • V2 can longer be damaged with the chainsaw during its intro animation
  • Alternate Sawed-On Shotgun no longer instantly launches chainsaw if the player swaps back after swapping to another weapon while charging it
  • Made launched chainsaws a bit quieter
  • Added sparks when launched chainsaws hit enemies
  • A launched chainsaw's sprite becomes smaller while touching the player so it doesn't block their vision


[h3]JumpStart Nailgun:[/h3]
  • Conduction now damages the magnets it conducts through to stop infinite conduction chains
  • Fixed the JumpStart nailgun not losing its higher firerate after a zapper is destroyed if the player continues to fire without pause


[h3]Firestarter Rocket Launcher:[/h3]
  • Spraying gasoline on moving objects such as doors no longer causes physics anomalies
  • Fixed gasoline fire sustaining forever after a checkpoint restart
  • Firestarter gasoline now explodes instead of burning when underwater
  • Fixed gasoline stains under gasolined burning enemies lasting much longer than intended
  • Fixed gasoline stains not being easily visible on glass
  • Burning objects now also set gasoline stains on fire on contact
  • Fixed gasoline fill visuals not working properly on some enemies
  • Increased damage of fire on gasolined enemies from 0.2 to 0.5 per tick
  • Napalm firerate is no longer framerate dependant


[h3]7-S:[/h3]
  • Added "Hard Mode" in the Advanced Options
  • Added 7-S music to the Cyber Grind jukebox
  • 7-S no longer resets objective progress on checkpoint restart
  • Fixed a bug where the whiplash could grab skulls through blocking doors if really far away
  • Respawning at the 7-S courtyard checkpoint will now reset the red skull if the player is holding it to avoid softlocks
  • Added unique cubemaps to every 7-S room's completion reflection
  • Improved accuracy of 7-S bloodstains
  • Fixed the alternate skybox sometimes appearing black
  • Fixed inconsistencies with gib amount in 7-S based on gore settings
  • Ghost Drones now have an animation when being pulled
  • Increased range of Ghost Drone chirps to make them easier to find
  • Removed unintended colliders from 7-S clock
  • Blue skull case in 7-S now opens if Disable Enemy Spawns cheat is on


[h3]Brutal:[/h3]
  • Hideous Mass harpoon health reduced to 3 on Brutal and 2 on other difficulties
  • Slightly reduced attack frequency of Virtues on Brutal difficulty
  • Added Brutal difficulty to the Boss Difficulty Override Major Assist
  • Fixed Gabriel's Brutal difficulty spiral swords attack staying after checkpoint reset
  • Ferrymen now have a global cooldown on lightning bolt summons to avoid them being stacked
  • Brutal Ferryman close range lightning bolt windup increased from 2 seconds to 5 seconds
  • Ferryman oars now start glowing blue when they're charging a lightning bolt
  • Ferryman lightning bolts can now be cancelled by attaching a JumpStart zapper to or parrying the Ferryman
  • Added a short delay and a blue flash before a Cerberus performs a second tackle


[h3]General:[/h3]
  • Fixed player not being able to heal while dashing
  • Fixed bloodsplatter healing range being too small
  • Improved performance of bloodsplatters and bloodstains
  • Fixed performance drops caused by bloodsplatters not getting properly deleted if Blood and Gore is disabled
  • Fixed HurtZones such as acid continuing to hurt dead enemies when not intended
  • Level Stats overlay is now rebindable
  • Player can no longer be damaged or killed while exiting a level
  • Weapon wheel and leaderboards change are now also on the Previous Variation bind (more specific options to come later)
  • Audio no longer stays muffled when restarting or quitting mission while underwater
  • Fixed audio pops caused by pausing and unpausing
  • Fixed auto-aim not working with some of the new weapons
  • Checkpoints now display their text correctly from both sides
  • Delayed the health and weapon charge reset from clearing a wave in the Cyber Grind slightly to avoid overlap with killing the last enemy
  • Fixed Cyber Grind end screen text blurriness and Brutal difficulty title
  • Fixed Enemy Silhouettes option not saving
  • Fixed Enemy Silhouettes Activation Distance option not displaying in the main menu
  • Fixed Swordsmachine's shotgun pickup sometimes getting blasted out of bounds by explosions
  • Fixed magnets getting destroyed after 30 seconds even if No Weapon Cooldowns cheat is enabled
  • Altered Cerberus hitboxes for less janky collision on the chest
  • Fixed the Alter Arm menu still staying on when a Cerberus or Malicious Face dies from being both Puppeted and Sandified
  • Fixed the insurrectionist not freezing properly with the Alter Arm
  • Fixed jump pad physics status not saving in Sandbox saves
  • Added Alter Arm option for enraging Guttermen
  • Fixed the enrage texture for the casketless Gutterman in 7-2
  • Fixed Filth getting stuck in midair after performing a jump attack while dropping down a ledge
  • M̶i̶n̶o̶t̶a̶u̶r̶ no longer stays stuck in its back swipe animation when dying during it
  • M̶i̶n̶o̶t̶a̶u̶r̶ chase now has an additional collider on its arm to push off players on its back
  • Swordsmachines Agony and Tundra are no longer missing their right arms
  • Player can no longer get Cannonball related style bonuses from dead enemies
  • Fixed P-2 Cerberi not dying when touching the red tunnel vortex
  • Shockwaves no longer break breakables that are only supposed to break with the Revolver
  • Fixed forcebossbars carrying over on level change even if cheats are no longer enabled and being undisableable
  • Fixed some enemies having the wrong names in their health bars
  • Fixed controller look being framerate dependant
  • Fixed an act appearing gold even when not actually gold on that difficulty after first going to chapter select on a difficulty that does have it gold
  • Fixed an untagged wall in 1-4 first room
  • Fixed a hole in 6-2 geometry
  • Restored FUPs (if you don't know what this means don't worry about it)
  • Fixed a bug that caused Size 2 fish to be uncatchable