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Crashlands 2 Update 1.2: The Hardcore Scramble

[previewyoutube][/previewyoutube][p]WELL HELLO, intrepid explorers of Woanope! We’ve been cooking up a storm since Update 1.1, and HOT DANG do we have a fresh new batch of tasty changes coming to Crashlands 2! Let’s crack it open![/p][p][/p][h2]The TL;DR[/h2]
  • [p]Go Roguelike, Godmode, or Creative with the new Mutators and Custom Modes[/p]
  • [p]New creature in the Aquadunes, plus robotic pets[/p]
  • [p]New docks, dockable garden plots, Bureau Buildings, and creature statues[/p]
  • [p]Armor crafting skill-ups to increase your RNG power[/p]
  • [p]Recipes auto-craft needed compounds, and better display craftability when tracked[/p]
  • [p]Map expanded and game intro streamlined[/p]
[p][/p][h2]New Feature: MUTATORS![/h2][p]One of our main goals for Update 1.2 was to add lots of replay value to Crashlands 2 by coming up with ways for your second, third, and ninetieth playthroughs to stay fresh and interesting. So we added two new MUTATORS: Scramble and Hardcore! These mutators are meant for more experienced players, so most tutorial quests and UI elements are disabled when playing with any mutators active.[/p][p][/p][h2]The Scramble Mutator[/h2][p]The Scramble Mutator takes all the special items, Jems, pets, InfiniSuit Infusions, bombs, and traps, and SCRAMBLES them all around, resulting in an unpredictable playthrough where you aren’t quite sure what your loadout is going to be, what pets you’ll get, or even where to find Jems! Here’s how it works:[/p][p][/p][h3]Scrambled Equipment[/h3][p]Most gadgets and trinkets are rearranged. For example, normally you can craft the Sluggarang right away as your first gadget within the first few minutes of playing the game. But in Scramble, you may be crafting an Abyssal Boops, a Six-o-Clock, or even a Hot Hive instead! You might fish Giga Blaster bombs right out of the waters of the Mantle where Voltslugs once slugged, or maybe you'll find a Ten Foot Pole just lying on the ground where you’d normally find a Scroll of Burning![/p][p]Scrambling equipment in this way means you’re never quite sure what’s coming next and what your combat loadout options will be. The end result? A weird playthrough with surprises around every corner.[/p][h3][/h3][h3]Scrambled Jem Locations[/h3][p]We’ve added over a hundred new potential Scramble Locations for Jems to the world map. When you start a new Scramble save, every Jem in the world has a 50/50 chance to get scrambled to a random one of these new locations. Better get to exploring if you want to find them all![/p][p][/p][h3]Scrambled Infusions[/h3][p]In Scramble, the Infusions for your InfiniSuit are mixed around to new locations in the tree. Sometimes you’ll get a bunch of cheap Juke Recovery in the first row, or maybe a bunch of extra crit right off the bat! In Scramble, you’ll have to adjust your Jem spending strategy on the fly as you uncover your Infusions.[/p][p][/p][h2]Scrambled Eggs[/h2][p]This is where things get a little wild. Pets are an important part of Crashlands 2, and they augment your gameplay in a whole bunch of different ways. So it only made sense to scramble them as well![/p][p][/p][p]When you find an egg in Scramble, it will be... A SCRAMBLED EGG! It’ll look different than before and contain an unknown pet. You’ll have to hatch it to find out what’s inside![/p][p][/p][p]Once hatched, your new pet will have the Life Lessons of the pet it replaced. So if you get a Wurgle as your first pet instead of a Sluggabun, your Wurgle can be embiggened via the same Life Lessons that would normally be required to embiggen a Sluggabun. This approach lets us ensure that you can always embiggen your pets at the normal pace.[/p][p][/p][h3]Scramble-Handling Quests[/h3][p]We had to adjust A LOT of quests to handle the fact that in Scramble, we have no idea what items or pets you will have at any point in the game. So when you have the Scramble Mutator active, there are a whole bunch of tweaks to conversations, quest objectives, and storylines so the game still makes at least SOME amount of sense. For example, what happens if your first pet is a Wurgle instead of a Sluggabun? It seems like Baani and Clood at Baan-a-Gaan Raanch should have some opinions about that. SO THEY DO![/p][p][/p][h3]Scramble Seeds[/h3][p]Last, to make sure you can share a Scrambled world with the community if you have a particularly fun run, we added a seeding system. The same seed will always scramble the world in the same way.[/p][p]Note: Scramble Seeds may not give consistent results across major updates as new items get added to the Scramble pool, but they will give consistent results within the same major update.[/p][p][/p][h2]The Hardcore Mutator[/h2][p]Want to challenge yourself and strive to be the best Flux you can be? Try the Hardcore mutator - just DON’T DIE![/p][p][/p][p]When playing in Hardcore, you’ll earn points toward a total Hardcore Score as you progress through your adventure. Once you die, your score is locked in on your personal Hardcore Scoreboard, and you’ll no longer accumulate points on that save. Playing on higher difficulties nets you more points, so if you want a really big score, you gotta push yourself![/p][p]The Hardcore Mutator also introduces a few tweaks to the game’s mechanics to keep things moving and ensure your Hardcore Score is well-earned. In Hardcore:[/p]
  • [p]Research progresses faster. Since you may end up starting over somewhat frequently in Hardcore, we didn’t want research times to be such a bottleneck.[/p]
  • [p]You can’t teleport for a few seconds after taking damage. So no more cheesing the Arbiter build by taking a trillion damage and then teleporting away to clear your Pact![/p]
  • [p]You can’t change the difficulty. If you want to be Hardcore, you gotta COMMIT![/p]
  • [p]Time no longer slows down in the Equipment UI. So if you want to swap equipment around mid-combat, you’d better do it fast![/p]
[p][/p][h2]Go Roguelike with a Hardcore Scramble![/h2][p]Mutators can be mixed together, so if you want to experience Crashlands 2 as a roguelike, go ahead and flip both Hardcore and Scramble on. It’s the team’s new favorite way to play (since we’ve been playing this for years) and provides plenty of fun comparisons with friends, too.[/p][p][/p][h2]New Creature: The Swoggle[/h2][p]The Aquadunes is a cold and lonely place. A little too lonely, honestly. When we created the Aquadunes, we wanted it to feel like a wasteland whose ecology had been decimated by the Bureau of Shipping. Mission accomplished! Though since the only living creature in the Aquadunes was the Yola, we might have swung a little too far in that direction. We heard your feedback and lo, a new creature has been born![/p][p][/p][p]Update 1.2 adds a whole new creature type to the Aquadunes: the SWOGGLE! These little cat-like laser piranhas hang out in large packs, primarily near Volbs, brawling with the bots that have overtaken their habitat.[/p][p][/p][p]Several Aquadunes recipes have been updated to include the new components dropped by Swoggles, so don’t be surprised if you load into a late-game save and see some recipes asking for items you’ve never heard of![/p][p][/p][p]Oh, and naturally we added a Swoggle Egg as a rare drop from the larger Swoggles, so you can have your very own Swoggle pet![/p][p][/p][h2]New Robo-Pets[/h2][p]Speaking of pets, Update 1.2 also introduces two new robotic pets: the SC4MP and the FL1T! As Flux adventures across the Aquadunes, she may come across defective versions of these robots, which opens up a small quest chain to find a way to reboot and reprogram them to accompany Flux as pets![/p][p][/p][h2]New Base-Building Items[/h2][p]Speaking of taking the Bureau’s assets for yourself, we opened up a WHOLE bunch of new recipes so you can craft your own Bureau-style buildings! Once you’re able to collect Bot parts, Bureau building recipes have a chance to drop from bots throughout the Aquadunes. Now you can make a sterile soulless home for yourself, like a true corporate drone![/p][p][/p][p]Lots of players told us they wanted more styles of docks. WELL, SO DO WE! So we added them. Now, you can craft Grumblestone, Tendraam-style, and Bureau-style docks — a dock for every occasion![/p][p][/p][p]But why stop there? What good is a dock anyway? You can’t even grow a tree on it, RIGHT? WRONG. In Update 1.2, every type of Garden Plot now comes with a dock variant! Build your gardens out onto the water like your hydroponic heart desires![/p][p][/p][p]Last, if you ever wanted to make a trophy room of the wild beasts of Woanope, now you can! We added luxurious statue versions of each creature, which have a chance to drop from the most powerful versions of each.[/p][p][/p][p][/p][h2]New Custom Mode[/h2][p]When we make games, we spend a lot of time on balance — that is, giving the game the right level of challenge so it’s fun for everyone. But sometimes it’s fun to just throw balance out the window and transform yourself into an immortal god who runs at mach 20 and one-shots everything in your path. Or perhaps you’re a masochist who wants to give yourself a ludicrous challenge, like making everything in the game one-shot you and see how far you can get. Or maybe you missed the original game’s Creative mode — now you can just set the price of buildmode items to nearly 0![/p][p][/p][p]Grab the sliders and play around with a whole bunch of variables to change how the game feels and plays! Make stuff turbo fast, turbo slow, way too hard, way too easy — it’s up to you! When playing in Custom Difficulty, you can even change the sliders during gameplay, and the game will dynamically adjust on the fly.[/p][p][/p][h2]Armor Crafting Skillups[/h2][p]Now that armor is randomized, it felt a little weird that no matter how many times you crafted the same piece, you'd never get better at producing high-quality items. So we fixed that![/p][p][/p][p]Update 1.2 introduces a new “Armor Crafting Skill” system, whereby your chance of crafting higher-quality pieces of armor increases each time you recraft that same item. This is particularly useful when playing in Hardcore, where every stat point matters and you want to be fully kitted out in Legendary equipment as much as possible.[/p][p][/p][p]What we found with our internal testing is that once this system was added, we ended up wanting to recraft A LOT more armor pieces, which meant we were out harvesting quite a bit more materials than before. So...[/p][p][/p][h2]Map Expansions[/h2][p]We expanded the world map! We combed through all the various parts of the world and fleshed them out quite a bit. Some zones are now more filled in, others were expanded to be larger, and most had their layouts tweaked and updated to be a little easier to traverse with fewer dead ends. It’s subtle in some areas, while others have been changed quite dramatically.[/p][p]A few of the map expansions shown overlaid on top of the original map.[/p][p][/p][p]We also added a bunch more Juice Jems to the world, now that there are three new pets to spend those Jems on![/p][p][/p][h2]Quality of Life Changes[/h2][p]Aside from all the big new features and changes from above, we wanted to spend a little time on some QOL improvements to make the game feel just that little bit better.[/p][p][/p][h3]Rollup Compounds[/h3][p]Crashlands 2 has a lot of recipes that contain what we call “compounds” — that is, craftable components that are required to craft other items. These compounds can make it fairly tricky to determine whether you can actually craft something, because you need to go craft the compounds first. So in Update 1.2, we added a new “rollup” system for craftable compounds.[/p][p][/p][p][/p][p]With this system, your crafting page takes into account the whole stack of components necessary to make something and crafts them automatically, so you no longer have to manually create the individual components before making a downstream item. For example, if you wanted to make some Grumblestone Tiles, previously you’d have to first craft a bunch of Grumble Slabs manually, and then go craft your Grumblestone Tiles. Now, you can just directly craft the Grumblestone Tiles, and the necessary Slabs will be crafted automatically.[/p][p][/p][p]The Tracker UI also handles rollups, so you will always be able to tell how many of something you can actually craft.[/p][p][/p][p]As part of this change, we revisited ALL of the game’s recipes that use compounds and found a handful of spots where recipes were double-dipping in components — that is, they’d use a compound, AND they’d use some of the same ingredients that the compound required. This made some items particularly tedious or expensive to craft. Well, NO MORE! We adjusted all recipes so that double-dipping is no longer a problem.[/p][p][/p][p]Note: Are you a weirdo who still wants to craft everything by hand? No problem! You can disable this new feature in the game’s settings menu.[/p][p][/p][h3]Streamlined Opening[/h3][p]After collecting player feedback and reading reviews, we think that our new player experience still has plenty of room for improvement. So in Update 1.2, we revisited the first hour of gameplay and trimmed a bunch of conversations, removed a few quests, reduced some crafting costs, chopped out and merged a few Insights, and generally enslickened the progression flow to get the player right into the action! Oh, and you no longer have to craft your first weapon — Graal will hand you a Rayblade Shanker as soon as you get floors slotted into their cabin![/p][p][/p][h3]Unarmored Movement[/h3][p]Flux now has a built-in "Unarmored Movement" bonus, which grants you a little bit of run speed (2.5%) for every empty armor slot you have. This is intended to make world navigation and combat a little smoother and easier at the early game when you're still running around in your birthday InfiniSuit, and as you gear up, you'll be able to replace that early boost with run speed from other sources.[/p][p][/p][h3]Compendium Improvements[/h3][p]We’re continuing to expand the Compendium in Update 1.2 to provide more information about your adventures. Now, you’ll be able to see whether you’ve harvested the Shiny version of a plant, like so:[/p][p][/p][p]And you’ll be able to see whether you’ve picked up the Special Items that are rare drops, such as the Hot Hive or the various Boops fish![/p][p][/p][p]With these changes, completionists and gardeners alike will be able to triangulate what they might be missing.[/p][p][/p][h2]Misc Changes, Fixes, and Improvements[/h2][p]Aside from everything mentioned above, we’ve got a smattering of smaller tweaks coming in Update 1.2. Here they are![/p][p][/p][h3]Settings[/h3]
  • [p]Added a new setting in the Graphics tab that lets you disable the Low Health Overlay.[/p]
  • [p]Added a setting to disable the new Compound Rollup system.[/p]
[h3]World[/h3]
  • [p]Added a workbench next to Oowee on the Haarlipol docks, so completion of Pop Boots may be faster.[/p]
  • [p]Fixed a gap in the fence containing Wurgles in the Preserver's JEF.[/p]
  • [p]Bots at the Fabricator Entrance can now respawn, to compensate for scenarios where somehow the player's kill of the bots doesn't count.[/p]
  • [p]Fixed an issue where some equipment pickup items would draw vertically offset weirdly when out in the world.[/p]
[h3]Quests[/h3]
  • [p]Added a map marker for the Haarlipol teleporter quest.[/p]
  • [p]Maarlo is now marked on the map when you get the Sluggabun Egg and have a quest to go talk to him.[/p]
  • [p]Fixed an issue where the quest to infuse a Jem wouldn't complete, depending on which infusion within the first row you chose.[/p]
  • [p]After meeting Matt in Haarlipol, you should now only get an Emblaa map marker if you haven't yet started Emblaa's quest chain.[/p]
  • [p]Added a quest for completing Oowee's first insight, Lovely Gloves, so players don't accidentally delay their acquisition of the Toothpick.[/p]
[h3]Economy & Crafting[/h3]
  • [p]Increased crafting cost of Grumblestone building parts, as the new Rollup feature exposed how ludicrously cheap they were.[/p]
  • [p]Reduced number of items required to complete Baarli’s Dead Ends quest to avoid economy pinching.[/p]
  • [p]Simplified Wilderness Kebab recipe so you can actually make them.[/p]
  • [p]Increased drop rate of Phanta’s Flight Bladders.[/p]
  • [p]Increased the drop rate of Chargestones from Ampy Chargers, and adjusted recipes that require them to require a bit less.[/p]
  • [p]Voltslugs no longer require an insight to fish up, so you can have fun blasting stuff as soon as you get your fishing pole![/p]
[h3]Combat Balance[/h3]
  • [p]Sticky Trap, Giga Blaster, and Chillcore Bomb now scale with the player’s level.[/p]
  • [p]Increased Bola damage slightly, and it no longer requires Focus to use.[/p]
  • [p]Increased Strained Boops’ damage by 40%.[/p]
  • [p]Your "player level," used to determine the strength of your gadgets, trinkets, bombs, and traps, was previously determined by the average level of all the armor and weapons you had equipped. Now, it is based on the highest level of armor and weapons that you have ever owned. This way, if you craft a higher level armor piece but want to continue wearing a lower level piece due to its stats, you still go up in level and you don't miss out on your combat items becoming stronger.[/p]
[h3]Interface[/h3]
  • [p]The Feedback button now serves a confirmation window to inform players that diagnostic info is copied to their clipboard.[/p]
  • [p]Increased the space allowed to show stat names in the random stats UI, so the text doesn't shrink in some languages.[/p]
  • [p]Fixed an issue where the loading tips on the loading UI would cause the loading bar to move up and down, depending on the size of the loading tip.[/p]
  • [p]Quests that require crafting items, such as the SC4MP's Alive Wire quest, now properly show the infostream counter even if crafting pushes you past the maximum required.[/p]
  • [p]If you pick up a schematic that's a variant of a recipe that you don't yet have, you will no longer see the primary recipe in the schematic pickup celebration UI.[/p]
[h3]Audio[/h3]
  • [p]If you have music disabled in the settings, you will no longer hear Kleewik's theme song when turning in Kleewik's notes to Greebl during the "Reengineering a Problem" quest line.[/p]
  • [p]Fixed the issue where critter sounds would play super loudly in some interfaces (like crafting).[/p]
  • [p]Fixed an issue where the epilogue music would keep playing in some areas of Break Point after the epilogue party finished.[/p]
[h3]Miscellaneous[/h3]
  • [p]The game is now smarter about deciding whether to refresh quest availability as world elements move across area thresholds. Now, quest checks should only be triggered if the type of world element changing areas has quests associated with it being in (or out of) the area.[/p]
  • [p]The game now uses GPU compression on mobile to reduce texture memory usage and improve performance.[/p]
  • [p]Harvested plants from your garden now always count toward your Compendium's stats and achievements, even if they are blown up by another plant or are self-exploding.[/p]

Minor fix

  • [p] Fixed an edge case silent crash issue that tends to happen more prominently for late-game saves.[/p]

Steam Trading Cards have landed in Crashlands 2


Ready to flex your Crashlands 2 obsession on your Steam profile? We’ve just dropped:

  • 6 Badges – Craft your way to shiny badge glory

  • 9 Trading Cards – Featuring your favorite (and weirdest) faces from Woanope

  • 3 Profile Backgrounds – For maximum space-drama aesthetics

  • 10 Emoticons – Express yourself… the Bscotch way 😎

Whether you're here to collect or just want a Flux face in your chat box, the goods are live!

Minor Hotfix

  • Fixed an issue where the Compendium was miscounting the number of Jems you have collected.

Update 1.1: The Compendium



OH HI THERE! It’s been a few weeks since the launch of Crashlands 2, and it has been a REAL WHIRLWIND! Tons of players have gotten their hands on the game, and they’ve left us LOTS of feedback. We've read nearly every comment and review, everywhere people are talking about the game, and found a bunch of fair critiques (and some super mean ones 😭... some of y'all need a stress ball or pile of kittens or something). After all of this time working on Crashlands 2 we'd be silly not to take some additional time to address those, and so we are!

In this post we'll talk about two things: the huge patch we just dropped (1.1), and what's coming next!

[h2]TL;DR Patch 1.1[/h2]

Before we get too deep in the weeds, here's the concise(ish) list of ALL of the things that are in this Patch. For full details, read the whole post!

[h3]Major Additions[/h3]


  • The Compendium. Like in the original Crashlands, there is now a sort of in-game encyclopedia for all the stuff you find in the world. Plus game stats!
  • Praise RNGesus! Armor now rolls random stats when crafted, and you can salvage old armor pieces!
  • Pet redesign! Pets now constantly attack in combat, and have a 20-second cooldown “Special Ability.”
  • Funner, quicker. You now unlock 3 kinds of weapons right away instead of just one, and there are a bunch of new trinkets and gadgets you can get VERY early on.
  • There's any place like Home. You can now set any teleporter as your "Home".
  • Legend Mode! Some people said that Challenge Mode was too easy. Time to put your money where your mouth is.
  • Exploration Mode! It turns out that "Chill Mode" wasn't all that chill. Instead of making it chiller, we just added an Exploration Mode for people who want combat to be almost completely stress-free!
  • Boneless terrain. Tired of building around bones, ship debris, and other stuff in the way of the base of your dreams? Now you can BLAST that crap out of existence with your Space Wrench!
  • Underfoot Pets, GONE. Tired of your pets getting in the way while you're trying to pull up docks or place workstations? They'll now teleport out of the way.
  • Right Triggered. Some players REALLY didn't like how Right Trigger was set as the keybind for default interactions throughout the game. We swear it's better that way. But now you can decide for yourself: choose A or RT as your default action button!


[h3]New Settings[/h3]


  • Added a Graphics setting to allow the user to cap their FPS to save battery. This defaults to 60 on mobile and "Highest Possible" on other platforms.
  • Added a graphics setting to modify how dark the game gets at night.


[h3]Improvements[/h3]


  • Later-game nets can now be used to capture critters from prior biomes.
  • All small versions of creatures now drop loot.
  • The Ice Hook can now grapple onto your DED Dummy, pulling you to it.
  • Special fish, such as the Boops fish or quest rewards, will now drop from any type of fishing (Whopper or Open Water).
  • Rephrased Kleewik's Spicy Cabinet comfort to reliably convey that you have already crafted one and that it just needs to be moved into his room.
  • Updated the Missing Scout storyline to use a Hook Point as its icon, and to have the quest text explain that you'll need to craft a Hook Point to get across.
  • Updated the Shmu's embiggening quest to explicitly state to use a Shmuma Compressor.
  • Added additional weak lighting to all withered objects to somewhat enhance navigability at night time.
  • The buttons along the top of the in-game menu are now aqua-colored when selected, to make it easier to tell which tab you have selected.
  • Added light emitters to a bunch of projectiles, which should make fighting in the dark more exciting!
  • Most pet ability telegraphs are now larger.


[h3]Fixes[/h3]


  • Volbab no longer shows as a source for Volb Cables until you have researched them.
  • Acquiring the Ripper Shard in the Obelisk room now closes the quest to clear the bots.
  • The bots in the Ripper Shard Obelisk room will no longer despawn immediately upon picking up the Ripper Shard.
  • Speaking with GUY-D on the second Landing Pad in the Nexus Shipping area will now close the quest to clear the bots on the first Landing Pad if you haven't cleared them out by then.
  • Graal should no longer care if you give them MORE than one Clay Planter for the Cultivator Comfort.
  • Fixed an issue where abilities that fire multiple projectiles in different directions would show their arrow telegraphs slightly offset from the true projectile path.
  • Polari Grand Firepit is now hidden when under closed roofs so it doesn't clip through them.
  • Extended Shattered Shelf area near the Globbone schematic to remove a gap in music/fishing.
  • Fixed an issue where the quest log was only scrollable with a controller if your mouse cursor was hovering over that location on the screen prior to using the controller.
  • Forced-movement effects now fully stop updating when the game is paused, which should resolve an issue where pausing the game in the same frame as a Shmu's leap attack ending would cause the camera to vibrate nonstop.
  • Fixed an issue where if you are holding the attack button and then initiate movement and then juke and then release movement during the juke while still holding the attack button, Flux wouldn't resume attacking.
  • Fixed an issue that caused crazy camera behaviors when talking to the Acolyte in the Aquadunes under certain conditions.
  • The game will no longer crash if you stand in the projectile of a gardened Volbab and destroy the Volbab while the projectile is in the air.
  • Added FPS rounding to reduce stuttering on certain displays that have non-integer refresh rates.


[h2]Patch 1.2 and beyond[/h2]

Patch 1.1 was all about addressing the most common player requests that affect the whole game. As we start work on patch 1.2 and beyond, we’ll be focusing on the next major points of player feedback, which is a desire for more pets, more stuff in the Aquadunes, and more base building options.

We also acknowledge players wanting more bosses to fight as well as some kind of endgame or postgame stuff to do, and we intend to shore that up as well! We’ll revisit that stuff after we finish patch 1.2. We can only do one thing at a time, so you’ll have to be patient as we work our way through the list! Now... On to patch 1.1!

[h2]Patch 1.1 DETAILS[/h2]

If you made it this far then we're going to assume you like words and reading them. So prepare to experience the Patch Notes of a lifetime!

[h3]The Compendium[/h3]

In patch 1.1 you’ll find a new tab in your in-game menu for THE COMPENDIUM!



Now, as you explore Woanope you’ll unlock new knowledge about the wild things you encounter, so you can use your Compendium as a handy reference for what things are called, what they look like, and what loot they drop. We also added a bunch of new stats that you can track, such as how many times you’ve died, how many plants you’ve farmed, and how many lives you’ve mercilessly ended!

Aside from all that, the Compendium also gives you a way to see how much of the game you’ve completed. Did you find all the Jems? Hatch and embiggen every pet? Discover all recipes? Find all special combat items? Now you'll be able to find out!

[h3]Randomized Armor[/h3]

One of the core parts of the Crashlands 1 experience was crafting items and having random qualities and stats pop in. Whenever you crafted armor or weapons, you were never quite sure what you were going to get, and every now and then you’d get a surprise turbo powerful item.

Because of the huge number of changes in how items function in Crashlands 2, we didn’t think we could make random stats work in a balanced way. So up until now, all items in Crashlands 2 had specific, fixed stats on them.

But after hearing from so many players that they loved the random stats system, and that they were bummed out by no longer having it in Crashlands 2, we decided to revisit that decision and find a way to bring it back. So in patch 1.1, all crafted armor pieces will get random qualities and stats assigned to them. There’s even a small chance to craft a LEGENDARY armor piece with bonus stats!



To accommodate this change, we’ve added a few other tweaks as well.


  • Armor crafting costs have been reduced by about 1/3, since most players will want to craft the same armor piece multiple times and fish for good stats.
  • To allow crafting the same armor piece multiple times, armor pieces no longer require the prior tier of armor as a crafting ingredient.
  • We’ve added a Salvaging mechanism in the Equipment page, so you can get some materials back from armor pieces that you no longer care about.
  • Armor is now part of the Loadouts system, so you can use different pieces of armor that have different stats for your various builds.
  • We rebalanced the stat breakdown on armor pieces so there isn’t quite as big of a difference between the stat values of each piece.
  • When you load into patch 1.1 on an older save, your existing armor will get random stats assigned to it, so you won’t need to craft new armor to start seeing this system.


Thanks to everyone who spoke up about wanting this feature! When we hear that lots of people want something, it gives us a nice nudge to take a step back and try to find ways to make something happen, even if we hadn’t originally planned on doing it.

[h3]Home Sweet Home[/h3]

We’ve got a lot of players who are going ABSOLUTELY NUTS on the base-building side of things. But there were a few things standing in the way of maximum base-building enjoyment, so we set out to correct those.



Lots of people wanted to move their base somewhere besides the starting location. But that pesky "Home" button on the map would only take them to the crash pod, so it was annoying finding their actual home on the map and teleporting to it. No more! Now you can set your Home to any teleporter on the map! To change your home location, simply interact with any teleporter and click the button to set your home. Have fun setting up shop in the Spark Flats and getting absolutely annihilated by Ampy Chargers every time you go home.



We expanded the capabilities of the Zapper, so you can now blast more things out of the way to make room for your base. Like the debris from your ship, bones, and a few other odds-and-ends. This will let you clear out a lot more space so you can build the base OF YOUR DREAMS! We also made a few tweaks to the world map layout in a few areas to make it easier to build a contiguous base across some bodies of water.

Last, we updated Build Mode so your pet no longer gets in the way of whatever you’re trying to do. You can build RIGHT on top of your pet, and if you put it into an impossible situation, it’ll just teleport to you. No more worrying about awkwardly shuffling your pet around so you can pick up the docks from under its feet!

[h3]New Early-Game Items![/h3]

In the early game, riding the line between giving people enough interesting stuff to do while keeping new players from getting overwhelmed is a huge design challenge. Based on the feedback we've gotten so far, it looks like we leaned too hard on the "not getting overwhelmed" side of things. So lots of people found that the early game just felt too slow. WHOOPS.

This was particularly true for combat, since you didn't really have any choices about how to approach combat until you'd unlocked a bunch of stuff over the first few hours of gameplay. This prolonged lack of options made early-game combat more difficult, clunky, and gave the impression that combat just wasn't as interesting as the original. So we added a whole bunch of new items to plug that early-game hole!



First, we added new Injector and Capacitor weapons throughout the crafting tiers all the way down to the very start of the game. You now unlock them at the same time as you unlock the Rayblade Shanker (the very first weapon), giving you multiple choices for your preferred playstyle INSTANTLY.



We also added two new super-early craftable gadgets and a new craftable trinket for the Slinger and Chemist sets. We rolled them into existing Insights, so you’ll probably already have them in your existing save, and you’ll be able to build them very soon after starting a new game.

And last, we added a rare Firebrand gadget, the Hot Hive, that has a chance to drop from Explungus. What does it do, you ask? You’ll have to BEE patient and find out for yourself!

All of these new items are available before you even reach the Stoneworks, so the early-game now feels much more fun and alive, with lots of cool combat options opening up very quickly.

[h3]Pet Overhaul![/h3]

Crashlands 2 brought some big changes to pets -- how you get eggs, how you hatch them, how you embiggen them, and the passive bonuses they provide to the player. Each pet is unique and brings interesting ways to affect how you build out your character.



We’ve gotten great responses from players about all these changes, but there’s one pet change that NOBODY LIKES: The way your pet fights. In Crashlands 2, pets have been more of a “support” system, where they don’t do a whole lot of fighting. Instead, they hang back, and deploy a big damage attack on a 20-second cooldown. When we were designing pets in Crashlands 2, we wanted them to be more of a “nuke” than a “chip away at stuff slowly” type of mechanic. However, this hasn’t panned out -- we miscalculated what players found fun about the combat aspect of pets. Players have given lots of feedback that they want it to feel like they’re fighting alongside their pet, and not just being occasionally supported by the pet.

To us, the only thing that matters is that our players are having a good time. Sometimes our design ideas just don’t translate into giving players the experience they want, and this was one of them.

So in patch 1.1, we’ve fully rebuilt how pets work. Now they fight alongside you in combat, dealing constant damage with one or more basic attacks that have no cooldowns. But we still wanted to have the fun “nuke” concept, so each pet now has a “Special Ability” on a 20-second cooldown, which it will use to deliver big damage. After playtesting with this new pet system, we can confirm that THIS IS INDEED MORE FUN! Thanks to everyone who spoke up about this feature!

[h3]The Right Button[/h3]



When some of our players learned that they had to press the Right Trigger to do stuff in Crashlands 2 when playing with a controller, many of them began vomiting profusely and then died of broken hearts. As it turns out, some players really really like using the A button instead. We violated that trust, and although we can never undo the horrific damage we caused by defaulting the game to Right Trigger, we hope we can at least prevent such tragedies in the future. So Patch 1.1 adds an alternate controller configuration that lets you use the A button instead.

For those with particularly adaptable brains, you can even use the A button in menus and RT for in-game stuff (or vice versa). We tried every combination ourselves and then had to take a mental health day to recover. We're still team RT-for-everything over here, but to each their own!

[h3]New Difficulties![/h3]



Get Out There!

For players who felt that Chill Mode was most certainly NOT chill, we’ve added a new difficulty: EXPLORATION MODE! Exploration Mode is designed for players who are seeking to simply enjoy the story, build bases, and explore the world of Crashlands 2 without being stressed out by the imminent fear of death. In this game mode, we’ve slowed down the combat aspects of the game even further, and we gave the player so much health that you are effectively an immortal god who can never die.

You call THAT a Challenge?

On the flip side, we had a bunch of players who beat the game on Challenge Mode, and then said, “BUT CAN IT BE... EVEN HARDER?” The answer, of course, is YERP.

Patch 1.1 brings a new top-tier difficulty called LEGEND MODE. This mode makes enemies attack faster and move faster, it reduces your health even further than Challenge Mode, and it gives enemies a significant HP boost. This new mode is only recommended for players who have quick reflexes, a strong sense of how to utilize every aspect of your gadgets and trinkets in combat, and a good understanding of how to assemble equipment loadouts that do extremely high amounts of damage.

Legend Mode has no achievements associated with it, but beating Legend Mode will give you all the other achievements for beating the game on the lower difficulties. Because at that point you’ve earned it!

[h3]Other Stuff![/h3]

This patch also has a lot of other stuff, but we don't need to get into the weeds on those. It's all in the TL;DR above!