1. Hyper Light Breaker
  2. News

Hyper Light Breaker News

June Monthly Update Now Live – Patch Notes v0.6.2.120584

[h3]Features and Gameplay Updates[/h3]

[h3]Game Flow Updates[/h3]
  • Quitting/Crashing Mid-Run
    • If a player quits or crashes mid-run, we no longer treat it as death. Instead, on the next play session, the player will skip the Hub and start in-run at the last shrine (unless in multiplayer).
  • AI updates around Shrines
    • Enemies will not prioritize players who are near/interacting with a shrine.
  • Resurrecting Breakers from their corpse returns!
    • Use one of your own med kits to revive a fallen teammate where they stand.
      • You can also still spend Bright Blood at a nearby shrine to resurrect them.
  • Skeksis has returned!
    • Check out Skeksis, the mod vendor in the hub, for the ability to upgrade your amps, similar to your blades and rails.
  • Map Revealers now found around The Overgrowth
    • Activate these to clear Fog of War more quickly and reveal previously hidden items on the map.
  • Amp System Rework
    • Each Breaker now has two Amps available to them.
      • The second one will need to be unlocked by spending a Core.
      • Select your amp on the loadout screen - only the chosen amp will drop during your run.
      • Expect additional updates and improvements to Amps and Loadouts in future updates!
  • Improved post extraction flow so that players now go straight to the Abyss screen and then are loaded back into the hub.

[h3]New Mods and Updates[/h3]
  • Exploding Shot - Rail Affix
    • Landing 3 consecutive shots creates a sticky explosive on target on that last shot, flash enemy then detonates creating an AoE that hits for 40% of Blast DMG.
  • Splinter Blades - Blade Affix
    • Grants ability for any Blade Skill to cause an explosion of blades on impact, dealing damage.
  • Cluster Bomb Impact - Amp Affix
    • Explosions triggered by your Blade Special creates mini-bombs which explode nearby, dealing a percent of your Blast DMG.
  • Overload Trigger - Amp Affix
    • Using your Blade Special triggers an explosion around you.
  • Ally Siphon - Amp Affix
    • Chance to refill some player ammo when a summoned Ally inflicts damage.
  • Ally Spike - Amp Affix (Ally Corpse Hazard)
    • On death, summoned Allies leave a Spike Hazard behind.
  • Ally Tribute - Amp Affix
    • Gain Armor shard(s) when one of your summoned Allies dies.
  • Cronotized Chip - Amp Affix
    • Amp duration is increased.
  • Status Effect Updates
    • Status Effects now work differently between Breakers and enemies.
      • Previously, enemies would apply status effects to Breakers on every hit.
      • Now, enemy attacks build up a status effect meter before applying status effects.
        • This has made most status-applying enemies easier to battle, but be aware that rapid attacks like the Bat Elite and Dirk Elite can fill the meter before the full attack combo has finished.
  • Holobytes no longer have rarity tiers.
    • Expect additional updates to Holobyte synergies and acquisition methods in future updates!

[h3]New Enemies[/h3]
  • Burst Beetle Variant
    • This blue and pink beetle will dash at you and create an explosion. Found at later world ranks in the Forest biome.
  • Grey Dirk Variant
    • This dark grey Dirk can power up to gain the ability to phase through incoming attacks. Parry them to break them out of this state! Found at very high world ranks in all biomes.

[h3]Enemy Improvements[/h3]
  • New Hack, Rot and Acrid ground hazards left by the Elite Leaper!
  • Behavior improvements for the Dirk Missile Spread have been implemented. They now properly perform their melee attack and execute their retreat behavior correctly.
  • Grenadier Dirk now has new SFX.
  • Leaper Elite Character Model now in game!

[h3]Other Polish Items, Updates and Improvements[/h3]
  • Blade Specials now inherit the blade's assigned status effect.
  • Upped the minimum requested elites from 1 to 2 per biome.
  • Added verticality to warning ring vfx to make it more visible when spawned on uneven terrain.
  • Amps now have their own custom aiming reticle.
  • Added new VFXs to use as icons when allies are set to inflict status effect damage.
  • Added adaptive SFX for player healing.
    • SFX reflects your current HP with pitch and the strength of the heal with intensity.
  • Shrine icons now appear on the map if the Fog of War has been lifted, even if the player has not discovered the shrine yet.
  • Improved collision on some Ruined Outskirts rubble piles.
  • Players now have the option to use Steam Icons in Multiplayer - this is enabled by default.
    • Option to toggle this off and use Breaker icons instead located in the ‘Gameplay’ tab of the settings menu.
  • New VFX implemented to indicate unparryable attacks.
  • Updated the ‘battery collected’ toast to make it more clear how much battery the player has actually collected - now it will show how many shots of your currently equipped weapon were gained.
  • Audio improvements made to the Explosive Hilt affix.
  • Made improvements to various enemies tethering and tracking behaviors.
    • Beetles, Melee Dirks and Ranged Dirks
  • Added a Discord button to the Multiplayer menu.
  • Fixed issue where Cobra Balta’s (Hub rail vendor) intro text still uses ‘Bright Blood’ as the currency.
  • Improved boss hill pathing in certain terrains for more optimal traversal.
  • Improved the target room in the Tutorial:
    • Updated the room so the targets on the wall are more easily found.
    • Updated the UI prompt to be more clear.
  • Improved the Starting Bunker and Drop Down Lab elevator collision so the player can smoothly walk over all four sides.
  • Made audio improvements to the short sword blade special SFX.
  • Added SFX to the Dash Bash mod.
  • Added dripping water VFX to Jeweled Spire Temple POI’s.
  • Made improvements to assassin movement tasks to prevent sliding while stunned.
  • Updated the short sword dash attack so that it no longer knocks enemies up into the air.
  • Fixed missing invincibility frames on blade specials. For looping specials like the hammer or glaive, only the final "out" attack has the invincibility frames on hit.

Affected gear:
  • Glaive
  • Short Sword
  • Balanced Sword
  • Heavy Axe
  • Heavy Blade
  • Force Hammer

[h3]Bug Fixes:[/h3]
  • Fixed issue with missing jump pads at Arid Wastes cliffside bases.
  • Fixed issue where Jeweled Spire sightline blockers would deck in pathways.
  • Fixed issue where Ruined Outskirts sightline blockers would deck in the middle of pathways.
  • Fixed issue where cave water VFX wasn’t triggering properly.
  • Fixed issue where Shrines would deck tilted when on uneven terrain.
  • Fixed issue where the "Core Shard Collected" UI could get stuck on the screen.
  • Fixed issue where the "Shrine Discovery" UI could get stuck on the screen.
  • Fixed an issue where the player would not receive a Holobyte if they closed the menu before the selection appears.
  • Fixed an issue where sand piles around cave mouths didn’t match the beach sand.
  • COMMUNITY ASSIST: Fix for Root Hash Hack causing enemies to have wrong mesh.
  • Fixed an issue where some Ruined Outskirts boulders were decked with edges hovering above the terrain.
  • Fixed some popping bushes and plants in the hub.
  • Fixed an issue where defeating a Crown Boss causes the symbols on the Crown Boss Barriers to disappear.
  • Fixed issue where the Shattered Fortress boss arena had an extra pink barrier when the camera is at certain angles.
  • Fixed issue where the Croc Brute wouldn’t count towards the final extraction progression causing a soft lock.
  • Fixed an issue where the Crystal Leaper SFX would play at the listeners position when added to the enemy pool.
  • Fixed an issue where closing the Shrine menu while interacting with a Shrine action caused the audio to play without end.
  • Fixed an issue where the mesh from status effects disappears when an assassin uses their dash animation.
  • Fixed issue where status effect affix stacks were not being removed properly.
  • Fixed issue where gear was not being properly reset at the start of a new cycle.
  • Fixed issue where Shock SE bounces weren’t dealing damage consistently.
  • Implemented fix for an issue where SyComs skins were displaying the same for all players (in multiplayer).
  • Fixed issue where a Shrine was decking into a slope of dirt next to the sewer pipe POI in the Ruined Outskirts - World Seed 344336640/9.
  • Fixed issue where modifying stamina via Holobytes and Affixes was not calculating correctly.
  • Fixed issue where sometimes the loot corpse in the tutorial would clip into the block behind it.
  • Fixed issue where homing missiles from Holobytes were targeting allies.
  • Fixed issue where the Sword Master freezes up after defeating an Elite within range of them.
  • Fixed issue where multiple UI toasts pop up when collecting HP, Batteries, and Armor.
  • Fixed an issue where reviving by entering crown arena was causing fatal error crashes.
  • Fixed an issue where Charge Beetles would sometimes remain stuck in environmental assets while doing their attack animation.
  • Fixed issue where keys were not a shared currency.
    • Now, when one player collects a key, it only goes to that player.
  • Fixed issues where caves would deck improperly in certain terrains.
  • Fixed issue where the Elite Melee Dirk could get stuck on the roof of the Large Abandoned Hall POI.
  • Fixed issue where Dro could jump through the ceiling of the Shattered Fortress boss arena.
  • Fixed issue where the Giant Oak Tree POI would deck into the starting bunker elevator in some cases.
  • Fixed an issue where there would sometimes be a cleared out dot in the middle of the Fog of War on a brand new map.

[h3]Performance Improvements:[/h3]
  • Disabled dynamic shadows on breakables in world and in Dro’s arena - previously some breakables were spawning large numbers of shadow casting fragments.
  • Numerous environment asset optimizations, particularly for the Desert.

[h3]Known Issues[/h3]
  • Host Gear drops from defeated Bosses appear as a pink Key model for Client players. IE, Clients will see a key on the ground that they can’t interact with after a boss is defeated. Item vanishes once the Host collects their Gear drop.
  • Medigems give dead teammates HP
  • Shrine states, armor, and battery aren’t saved through new Exit to Desktop / Crash handling.
  • Players do not see Death Text when transitioning to Spectating.
  • White leaper lags during its triple leap attack.
  • Opening player inventory before receiving End of Cycle Report disables Ready Up button.
  • Wolves continue pathing briefly when entering Stagger Break.

Announcing the June Monthly Update

Hello Breakers!

Time flies when you’re having fun, and we can already reveal that our June Monthly Update will launch next Monday, June 16! As we’ve shared in our Summer Edition Roadmap, this is the second monthly update before our next major content drop. Let's take a first look at what you can expect from next week’s update!

[h3]June Monthly Update Preview[/h3]
  • Update for the Amp system: Similar to how Blades and Rails work, we’re adding rarity scaling and Affixes to Amps. The higher the rarity of your Amps, the more Affixes will be on the item, and Breakers will also have their own “preferred” Amps.
  • Change it up with new Affixes: Trigger an explosion around you with Explosive Ground, leave a spiky surprise when your summoned Allies fall with Ally Spike, stick an explosive on your enemies with Exploding Shot, and more!
  • Square off against the new Grey Dirk and Charge Beetle enemy variants!
  • Plus, more balancing changes and quality-of-life improvements!

Keep an eye on our social channels over the next few days where we will have a sneak peek of these new features coming to Hyper Light Breaker. And as usual, we’ll have all the details for you in our patch notes on Monday!

- Heart Machine Team

Early Access Roadmap - Summer Edition

Breakers!

With spring about to end, the moment we've all been eagerly awaiting is finally here: the Summer Edition of our Early Access roadmap! Since Early Access launch way back in January (time flies when you’re in The Overgrowth!), we've been working hard on going out with consistent updates each month filled with content, gameplay improvements, bug fixes and more, including our first major content update in April, Buried Below, which changed things up quite a bit (ICYMI: details here!) The Breaker team is pouring that same effort into our next Major update, as we continue to make Hyper Light Breaker in Early Access bigger and better than before and it's all thanks to your incredible feedback and support!



Summer Early Access Content Explained
Let’s dive into what’s to come next month and July. For starters and we mentioned this before, June will be a little on the lighter side. The reason for this is we wanted our next major update (name to be revealed when we’re ready!) to be even bigger than we initially planned, so we shuffled some content around to make sure that could happen. Our June update will still have cool content, including an awesome Amp rework that we can’t wait to share more details about it soon, but our July update will truly shine.

For the July update, it will bring a TON of new content and introduce plenty of new features we absolutely are thrilled to reveal when the time comes. From a new Crown to quests being added and a whole new Rail (ranged weapon) type (spoiler alert: it goes boom) and a highly anticipated new Breaker plus a new difficulty system, we’ve been cooking big time on this update. With all the new content in this update—alongside everything we've already introduced—we believe now is the perfect time to dive into Hyper Light Breaker, whether you're playing for the first time or returning for more!

What’s to Come
Some of you might be wondering what’s to come for August and September and beyond as those two months do technically fall under summer. The long story short of it is we’re gearing up for 1.0 launch! We’re currently locking in what the content should look like in the Early Access updates post-July – we have a lot of things in the works, and now it’s just a matter of figuring out where things should land. As always, we’ll continue to keep you all in the loop of what future updates will be like, but as you can tell from the roadmap, there’s a lot we have in the works!

Also, come July, we’re going to start going through the console development process! Now we know the big question for this and the question we’ve gotten before is: “What consoles will Breaker be available on?” We wish we could answer this, but we’re not quite ready just yet and don’t want to spoil the fun. Trust us that we will let you all know the consoles Breaker will be available on, and when we do, it’ll be a very exciting moment for all of us – so continue to stay tuned for updates.

To wrap things up, thank you all again for your continued support and feedback as we continue forward with our Early Access journey! As we approach the half year mark since Hyper Light Breaker’s launched in Early Access, it’s been incredible to see the game evolve and improve in so many ways thanks to you all.

- The Heart Machine Team

Hotfix Patch Notes - v0.6.2.118084

Hello Breakers!

We’ve got a small hotfix today, closing up a few issues that cropped up in our last release.

[h3] 🐛 Bug Fixes:[/h3]
  • Removed Corundum affix temporarily while it gets updated to function with the new armor system.
    • This had been removed, but Crystal is too strong both in-game and in-code and announced it could not be tamed by man nor beast.
  • Fixed an issue where the Shock Status Effect could combine with the impact implosion holobyte and allow you to damage yourself.
  • Fixed a few issues with Root Hash Hack.
    • White Dirk Allies no longer injure players when they die.
      • Enemy White Dirks will still explode and hurt you (and other enemies).
    • Ranged attacks from Allies should now properly target all enemies.
    • Note: there are some cosmetic issues with Root Hash Hack that will be addressed in our June update.
      • Allies do not always display the correct allied material.
      • Sometimes enemies will have the wrong color applied after using Root Hash Hack repeatedly.
  • Fixed an issue where Shrine icons would vanish from your map after exiting a Crown Arena (as mentioned in the May update Known Issues).
  • Temporarily removed some affixes from accessories that were causing issues with stamina and armor stats. These will be re-added in the June update.

New Monthly Update Out Now – Patch Notes

Breakers!

We’re thrilled to reveal our new Monthly Update is OUT NOW (surprise!) Like with our other Monthly Updates, this update brings a nice slice of content in-between the releases of Major Content Updates (ICYMI: we dropped our very first one, Buried Below, last month!) In the coming weeks, we’re planning to share a Summer Edition of our Early Access content roadmap that will include what we have planned for updates from this month until July, and what’s to come in the future.

[h2]May – Monthly Update Details[/h2]

This month's update, like our previous Monthly Updates (separate from our Major Content Updates), brings a nice slice of content to Hyper Light Breaker in Early Access. This update brings a new Blade, Soulburn, a new Amp, Roly Poly Grenade, an Armor rework, a new Acessories system, new Holobytes, a new Status Effect, new enemies, bug fixes and improvements across the board and more.
  • We know players have been patiently waiting for new Amps to be added and we’re thrilled to introduce a new one for this update! The Roly Poly Grenade’s name gives you a good idea of what the Amp is: it’s a powerful grenade that rolls across the ground to seek out foes. This new Amp is just the beginning, as we plan to introduce more Amps throughout Early Access and beyond!
  • For the new Accessories system, we’re always looking for ways to give players even more options, especially when it comes to builds. The system is yet another way to give you more control of your build and how you want it to be!

Read the Patch Notes below for even more details on what this update brings.

[h2]Additional Updates from Heart Machine[/h2]

Post-Buried Below Launch - Thank You!

We just want to take a moment to thank you all so much for your feedback and support for our first major content update, Buried Below! We poured a lot of heart and soul into every part of it. We went into knowing it’d be a game changer (quite literally!) as it’d change up how runs are structured and change up a few other systems in place, and the feedback we’ve received from you all has been nothing short of incredible. We’re thrilled that it seems the update is a step in the right direction for Breaker, and as we continue Breaker’s development in Early Access, we want to continue hearing from you on how you’d like to see the game evolve before it enters 1.0!

Summer Edition Roadmap Update

Mentioned earlier, we’re working on a Summer Edition of our Early Access content roadmap and plan to go out with it in the coming weeks, aiming for the end of this month. There’s still so much more to come for Hyper Light Breaker in Early Access, including our next major content update launching this summer! To make the major content update even more “major”, we’ve shuffled around our content pipeline a bit – so expect for our next Monthly Update next month to be a little on the lighter side (it’ll still have a nice slice of content, don’t worry!) We can’t wait to share what’s to come for Breaker.

And now, here’s today’s patch notes you’ve all been waiting for. Thanks again for the feedback and support!

- The Heart Machine Team
 
[h2]PATCH NOTES[/h2]

[h3]Features:[/h3]

New Status Effect
  • Shock: Striking an enemy causes lightning to bounce between nearby foes dealing damage.
New Holobytes
  • Doppler String: When summoning an ally, there is a 20% chance to create a double of that summon.
  • Clean Capacitor: Use med kit to get an additional 20% of the base heal value as a bonus on top of the base heal value.
  • Dire Dash: Dashing through enemies marks them. Marks increase melee DMG dealt to the enemy by 25% for 3 seconds.
  • Dash Bash: After a kill, the next dash will damage the next enemy you collide with.
New Affix
  • Dash Bullets: Dash Specials fire a projectile that seeks out enemies near the player.
New Amp
  • Roly Poly Grenade: A powerful grenade that rolls across the ground seeking out foes. When the grenade finds an enemy, it inflicts pulsing damage the entire time it’s in radius.
New Accessories System
  • Accessories are now found around the Overgrowth!
    • Accessories act as an additional slot for affixes, allowing you more control over your build - these are sometimes sold by the Junker or occasionally dropped from loot corpses marked “Equipment”.
      • “Equipment” corpses can also drop Armor.
New Enemies
  • Dirk Missile Elite: This elite harnesses all the fire power of its missile comrades and then some. Watch out for its Fury Attack Missile; it’s slow but deadly.
  • Grenadier: This bazooka wielding adversary packs a punch. At a distance he rapid fires arching projectiles and lobs lethal grenades, but get too close and you might get a bazooka to the face.
New Weapon
  • Soulburn (Blade): A blade with shorter range but a faster attack combo that deals double stagger DMG. Perfect Parries are easier to perform with this Blade.
    • Its Blade special causes an explosion around the player and knocks back surrounding enemies, and its short cooldown allows the player to make space around them when crowded but can be charged for more damage.
    • This Blade is favored by Lapis, Vermillion, and Rondo.
Armor Rework
  • Previously, the Armor stat would reduce incoming damage.
  • Now, the Armor stat grants you an armor “pip” for each point of Armor.
    • Each armor pip will absorb 15hp or 1 hit, whichever is smaller.
      • i.e., this means you will lose 1 armor pip if you take 1-15 damage, and two armor pips if you take 16-30 damage in a single hit.
    • When a player takes damage, armor pips are the first vector that absorbs that damage, before HP.
  • Armor Shards will drop from enemy groups, crates and capsules and auto-collect like bright blood and small batteries.
  • New Armor Shard pickup added.
  • SyComs rebalanced for Armor stat.
    • SyCom Armor is not increased by leveling up at Shrines.
    • Some Breakers have a SyCom Armor value of 0.
Enemy Updates
  • New Plunge Attack added for the Sword Master Assassin.
  • Frost Dirk Improvements - Adjusted attack timing to give the player more time to react as the telegraph time is small for the claw drag attack.
  • Enemy Composition Improvements: Swapped out a couple Missile Dirk Spread variants for Missile Dirk Grenade variants.
  • Enemy Composition Improvements: Reduced the spawn weight chance of the duo heavy (Leaper + Croc Brute) composition in the Jeweled Spire biome.
  • Made code improvements to prevent melee deadlock on the Dirk Wretches and CrocBrutes that could trigger in certain rare edge cases.
  • Improved Elite CrocBrute behaviors to reduce awkward behavior in certain locations and compositions.
  • Increased Elite CrocBrute network precision to help with feet sliding on clients.
Other Polish Items, Updates and Improvements
  • Added new Arid Wastes environment assets.
  • Added new Ruined Outskirts environment assets.
  • Added party member names to the Hub HUD creating better visibility for when players join your lobby.
  • Hub cables optimization pass completed.
  • Updated rail vendor podium added.
  • Polished the Maw Intro Cinematic.
  • Destroyed walls optimization pass completed.
  • Made improvements to the Maw Boss Arena to prevent hatchlings from spawning on boundary rocks.
  • Made terrain improvements to prevent holes from forming around boss hills.
  • Added socket blocks to cliff sides to better indicate where jump pads are located.
    • If you see grey blocks embedded in a cliff face, you will find jump pads below them!
  • Drone Amp Improvements: Removed the 'In' animation from the Sync Group. This was causing the play rate to slow way down.
  • Improved Hoverboard tutorial instructions for Keyboard and Mouse controls.
  • Edited radar rotation preference player-facing name to better match the behavior.
  • Disabled "extraction available" callout on danger notifications (legacy tip).
  • New bleed and rot ground hazards now spawn from Elite Leapers leap attack.
    • Improved the Leaper’s leap attack telegraph to better communicate new ground hazards.
  • Updated homing missile “beep” SFX.
  • Added Hunter’s Mark SFX.
  • Death Wheel Improvements:
    • Sped up the first attack in the attack combo.
    • Polished hand placement on charge attack.
    • Polished the swipe arc on the 'out' of the Dash Attack-- Made it more vertical/diagonal instead of horizontal.

[h3]Bug Fixes:[/h3]
  • Made an adjustment to the Maw Intro in an attempt to fix a bug where players can teleport underground at the start of the boss fight.
  • Fixed a clipping issue on the Jeweled Spire Lighthouse POI.
  • Fixed an issue with the spawn animation of the Chrome Golem when 2 Golems are spawned at the same time.
  • Maw ending cutscene is no longer skippable — This is to prevent cases where players were fast and skipped the cutscene causing Maw to be visible after death.
  • Fixed various tutorial collision bugs.
  • Potential fix for an issue where opening the menu on Steam Deck and tabbing quickly causes the menu to stop working.
  • Fixed issues with fading and letterboxing on the edges of ultra-wide monitor screens.
  • Implemented a fix for being able to confirm resolution change when KBM binding is set to same input as submit.
  • Fixed an issue and improved code for Dirk Rifle laser beam telegraph.
  • Fixed an issue where the “Upgrade Sycom” option disappears after purchasing a sycom perk.
  • Fixed an issue where the Arid Wastes Academy point of interest had floating pews.
  • Fixed an issue where a Jeweled Spire Bell Temple point of interest decked over a cliff.
  • COMMUNITY ASSIST: Fixed an issue where a Jeweled Spire cave entrance was blocked by a point of interest.
  • Fixed issue where the “Proceed to Next Cycle” button lights up again for the Host after they have already held the button down to proceed.
  • Fixed an issue where the hub vendor icons were clipping into the surrounding environment.
  • Fixed double-focus state of the pause menu loadout screen on subsequent visits.
  • Fixed the multiplayer menu issue where the lobby ping field always read “0 ms”.
  • COMMUNITY ASSIST: Fixed issue where some users get a LowLevelFatalError when attempting to join a multiplayer game.
  • Fixed issue where an Arid Wastes jump pad decked partially inside a cliff in an unreachable area.
  • COMMUNITY ASSIST: Fixed issue where currencies were not being deducted when unlocking SyCom perks.
  • Speculative fix submitted for an issue where a tiny white dot lingers on all players screens, likely vendor UI related.
  • Fixed issues with various holobytes carrying over from successive runs.
  • Fixed issue where the Critical Cuffs holobyte wasn’t functioning as described.
  • Submitted a fix for the issue where a Client can have 2 SyCom perks active at once after joining Lobby.
  • Fixed issue where skipping the combat training tutorial left the player unresponsive.
  • Fixed issue where holobyte drops were including multiple high rarity holobytes.
  • Submitted a fix to prevent SyComs from going into walls.
  • Fixed issue where vendors were seen floating in several points of interest.
  • Fixed issue where loot wasn’t spawning at the top of the Jeweled Spire Lighthouse.
  • Fixed an issue where sometimes the tutorial shrine would stop functioning.
  • Fixed UI bug where the extract prompt appears partially filled if you exit the menu early and reenter.
  • COMMUNITY ASSIST: Fixed a bug where players couldn’t finish the cycle because a teammate died at end during extraction.
  • Fixed UI issue where we were showing the Hub screen after pausing in the Tutorial/Combat Training.
  • Possible fix (at least an improvement) for enemies spawning (and/or dropping) below, or inside objects during extraction.
  • Fixed UI issue where controller input wasn’t working properly on the title screen.
  • Fixed issue that was causing Dro to be invisible during part of her intro cutscene.
  • Fixed UI issue where the assassins health bars were not synced properly.
  • Fixed issue where, sometimes, the camera view fails to center on the player after closing the map while moving at the beginning of a run.
  • Fixed an issue where the Shrine Healing EXE perk was not functioning in multiplayer.
  • Fixed issue where loot dropped from Dro when defeated in the Ruined Outskirts biome would drop out of bounds.
  • COMMUNITY ASSIST: Fixed an issue where Vermillion's Contractor perk wasn’t activating consistently.
  • Fixed issue where Hunters Mark was affecting allies.
  • COMMUNITY ASSIST: Fixed an issue where playing the tutorial repeatedly could prevent players from completing the tutorial as they could not level up at the Shrine after maxing out their level.
  • Fixed issue where blade specials would fail to activate or charge when starting to hold the input during a jump/dash.

[h3]Performance Improvements:[/h3]
  • Small performance improvements in the Overgrowth, Hub, and Crown Arenas.
  • Small performance improvements for Exus and Dro fights.
  • Small performance / latency improvements for multiplayer.
  • Improved projectile handling for singleplayer and multiplayer.

[h3]Known Issues[/h3]
  • Shrines will disappear from your in-game map when you return from a Crown fight.
    • We are exploring a hotfix solution for this right now.
  • Some POIs will show dark marking around them on the map texture. This will be removed in our June update.
  • Some features that did not make it into our May update, but will show up in our June Update are:
    • Quitting/Crashing Mid-Run
      • If a player quits mid-run, we no longer treat it as death. Instead, on next play session, the player will skip the Hub and start in-run at the last shrine (unless in multiplayer).
    • Performance Updates
      • We’ve identified a number of additional performance improvements but many of them require additional QA before we can include them in an update.