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Atomic Picnic News

Atomic at the BRIndies Bundle!!

[h2]BRIndies launches its first Game Bundle packed with must-play titles for the Brazilian market this April [/h2]




April is heating up with major news: Soulstone Survivors, the hit roguelike, is officially leaving Early Access and making its console debut on June 17, launching simultaneously on PlayStation 5 and Xbox Series. Also featured in the bundle are Enigma of Fear, a haunting puzzle-horror experience with a chilling atmosphere; Pocket Bravery, a retro-inspired fighter with modern mechanics, nominated for The Game Awards 2023; and Mullet Madjack, a high-octane, '90s anime-style action game that just landed on Xbox! And, Atomic Picnic, a roguelike shooter that just dropped a fresh update packed with new content for players to dive into.


Atomic Picnic (BitCake Studio/Mad Mushroom): You know who Ash, Rose, and the picnic crew are.



Enigma of Fear (Dumativa/Nuuvem): Step into the role of Mia, a paranormal detective on a mission to find her missing father. With the help of her loyal dog, Lupi, dive into the investigation of the Cult of Fear in a world that blends 3D aesthetics with the charm of pixel art, creating an immersive, mystery-filled experience.



Mullet Madjack (HAMMER95/Epopeia Games): A fast-paced FPS that drops you straight into a VHS-era anime! Power up your character and push your skills to the limit as you fight to the top floor, facing off against relentless enemies.



Pocket Bravery (Statera Studio/PQube): An original SD-style fighting game featuring charismatic characters and vibrant visuals. Its combat system is inspired by '90s classics, making it a perfect pick for seasoned fighters and newcomers.



Soulstone Survivors (Game Smithing Ltd.): Face the Lords of the Void and their endless minions, collect Soulstones, and ascend to godhood! Uncover hidden spells, forge powerful weapons, and discover unique synergies in this action-packed roguelite.



The BRIndies Bundle is available with multiple discounts until May 9, 2025, offering an unmissable opportunity for players to experience the best of Brazilian creativity while saving substantially.

Update #8 - Inferno & Illumination - v0.6.3

[h2]🔥 A Blazing Opening Act
[/h2]

Hey, Loners

This update is fueled by fire! New flames to wield, smoldering overhauls, and the heat of community feedback. Forge your path with a reborn Ash Flare, wield the volatile Candle-lit Yoyo, and unleash the Fire Devil Curio as you dive into rebalanced challenges, polished systems, and long-awaited fixes.

[h3]The Fire Rises:
[/h3]
Evolution: Candle-lit Yoyo

Curio: Fire Devil

New Chamusca VFX

Ash Flare VFX Rework

[h3]Visual Improvements
[/h3]
  • New Rose Banner in Tutorial: A vibrant welcome for new hunters.
  • Rose’s "Every Shot Counts": Dual VFX! Glow radiates from both Rose and her weapon.
  • Anime-Style Decoy Shader: Distract enemies with a decoy that looks ripped from an anime showdown.

[h3]Quality of Life Improvements
[/h3]Toggle “Always Show Detailed Stats” in settings or focus only on Curio-affected stats. Your choice!

[h3]Changes:
[/h3]Viridity Pass Revamp
  • Stage 1 (Pre-Elite): Smoother early waves for newcomers.
  • Stage 2 (Post-Elite): Brace yourself! Denser enemy hordes await!
  • Objectives: Rebalanced Objectives so they are much easier to complete!
  • Picnic Mayhem: Increased enemy density across the board.
  • Elite Turtle Bomber: Replaces Elite Snacks. This armored menace explodes on impact...keep your distance!
  • Wilson Miniboss: Wilson will replace Little Mac as the Viridity Pass Miniboss, but he'll have fewer attacks and be weaker than his appearance in City of Sands.
Easier Progression (Viridity Pass)
  • Level 10 Challenge → Now Reach Level 8.
  • “Defeat 175 Enemies” → Reduced to 100.
  • The Peace Time duration has been shortened.
  • Faster XP Curve:Rank up quicker and unlock goodies sooner!
Misc Tweaks
  • Wind Blast Description: Clarified mod functionality (no more confusion!).
  • General Polish: Smoother hitboxes, cleaner animations, and more.

[h3]Community-Driven Fixes
[/h3]
  • Twilight Dam roots texture fixes near the bridge.
  • Healing Shrine is not counted as an event in the end-game screen.
  • Healing Shrine is not counting for "Thrift Shop" discovery.
  • The end-game screen displays Gold Goblin as completed, even if the player fails the event.
  • Failing Gold Goblin counts 3x for "Can't Win Every Round" discovery.
  • The end game screen displays Area Hold as completed, even if the player fails the event.
  • Failing Area Hold counts 2x for "Can't Win Every Round" discovery.
  • Events are not displayed consistently for all team members in the end-game screen.
  • Rich to the Core Discovery description shows code strings.

[h3]Known Issues:
[/h3]
  • "Can Take Much Longer" discovery instruction reads "During {[TARGET_1]}".
  • The fire devil model is to be replaced by the final version in the next update.
  • Once spawned, Blooming Falset taunt causes enemies to fall through the map.

[h3]Director Commentary
[/h3]Hey Loners, Edu here!

I've been reading a lot of feedback about the game's pacing, and we're starting to act on it. This Viridity Pass update shows some of the things we're thinking about, and I'd love to hear what you all have to say about these changes after playing!

As always, leave your feedback here. I'd love to hear some thoughts about the current game's pacing and ways to improve it directly from the community
Cheers!

[h3]Join the Picnic
[/h3]Share feedback, report bugs, and showcase your builds on our forums or Discord. Your input shapes the future of the game.

[h3]Stay Connected[/h3]
We invite players to join the conversation and share their thoughts on the update:

Update #7 - New Map, New Weapon Skill, Ash Rework and More! - v0.6.2

Hey Loners,

This update delivers fresh content, a reworked Ash, polished mechanics, and community-requested fixes to elevate your journey. Dive into the details below.

Viridity Pass – A New Frontier
Explore: A sprawling starting map filled with open paths, dynamic challenges, and untapped resources. Perfect for testing new strategies and for a fast understanding of the game.
  • Viridity Pass will replace Train Plateau as the first map the players experience in Atomic Picnic. Train Plateau will be unlocked via Discoveries. Also, to streamline the user experience, Viridity Pass will not feature a Boss Fight; completing the map requires only 2 Main Objectives.
  • Notice: Train Plateau might be locked for you once this update goes live. Just beat Viridity Pass to unlock it!


Evolution System Improvements
Unlock & Adapt: Discover evolution recipes mid-run via the ESC menu.
  • If more than one evolution has been found, the remaining will be displayed encrypted in the Atomic Font.
  • New players: Unlock your first evolution to reveal the system.


New Cursed Curios
We've remade some of the less-used Cursed Curios and created new ones with 2 brand-new stats!
  • Weapon Skill Fill - The higher it is the faster your Weapon Skill will charge!
  • Weapon Skill Charges - The higher it is the more times you can use your Weapon Skill!


New Weapon Skill

[h2]Wind Blast[/h2]
  • A great weapon against a group of smaller enemies! Enemies hit by its effect will receive damage and knockback!
  • The more charges it consumes when activated, the higher the effect!


Key Additions

[h2]Combat & Progression[/h2]
  • Unstuck Mechanic: Escape terrain traps (10s delay, 3min cooldown). Activate it on the ESC Menu.
  • Weapon Mod Visuals: Enhanced VFX for mods like Sniper Trampoline to match their impact.


[h2]Quality of Life[/h2]
  • Tab Menu Stats: Monitor your build’s stats in real time.
  • New Enemy Healthbar: Elite, Normal, and Mini-Bosses now have different healthbars. Mini-Boss bars now persist throughout the combat!
  • Combat Polish: Smoother dodging, absorbing, and UI responsiveness.
    We reworked the Gear Dash Colliders and Mechanics, so it's easier to take advantage of Dodge-related Curios like Good Times.


[h2]Visual & Immersion Upgrades[/h2]
  • Snowbro Redesign: A chilling new model for Alternate Actuality.
  • Loading Screen Poses: Dynamic character art to set the tone.
  • UI Revamp: Sleeker menus with animated backgrounds.



Changes:
  • Bosses and Minibosses cannot be stunned by One-Eyed Whirli Curio anymore

[h3]Weapon Mods now need to be unlocked via Discoveries![/h3]
  • As we said before, the Trial period for Weapon Mods is over now, and all players need to unlock them via Discoveries now!
  • But for those of you who have been playing since the last update, you might've already reached the Discovery Threshold to unlock them, resulting in an auto-unlock!

[h3]Ash's abilities and skills have been overhauled![/h3]
  • Scout (Passive): Ash has one extra Air Gear charge. Every time Ash uses Air Gear or Gear Bomb she gains a cumulative Movement Speed buff stack, max 10 stacks. Stacks are lost over time.
  • On the Prowl (Passive): Whenever Ash moves a certain distance, gain a Fire Rate Buff stack, max 10 stacks. Stacks are lost over time.
  • Flare (Passive): When Ash uses her last Air Gear Charge, her arm emits a special glow in an area around her. When a player touches or enters the area, they gain the Flare buff. When a Player with the Flare buff defeats an enemy, that Player's Air Gear cooldown is reduced by 0.2 sec.
  • Dash Bomb (Active - Level 2): Every enemy hit creates a minor explosion. Gear Bomb damage now also multiplies based on Ash's Movement Speed modifier.

[h3]Discoveries balancing changes: [/h3]
  • Damage Mult: 300 > 1.000
  • Pebbles A3: 10.000 > 80.000
  • Shotgun: 150 > 100 ; removed constraint (play in train plateau)
  • JD: 200 > 400
  • Attraction: 1200 > 5000
  • Pebbles E2: 5.000 > 20.000 ; 500 > 1.000
  • FireRate: 80 > 100
  • Cooldown Reduction: 10 > 25
  • Reroll: 30 > 36


Community-Driven Fixes
  • PaulĂŁo Shop: There was a bug allowing Players to buy more items and upgrades than the cap allowed; the bug has been fixed, and the value has been updated to a maximum of 10 of a specific stat.
  • The critical hit SFX now correctly plays when a critical hit defeats an enemy.
  • Twister VFX now correctly stops when pausing the game.
  • Fixed Incorrect Prompt for Curios Screen: "Touch Pad" Shown Instead of "Share" on PS5 Controller.
  • Fixed PS5 controller glyphs. The scroll button was showing the Left Stick glyph instead of the Right Stick.
  • Fixed Level up SFX playing in a loop when returning to camp via the ESC menu.
  • Fixed Throwing Knifes Crosshair overlapping Weapon Skill Charges on UI.
  • Removed a random explosion sound when healing shrine despawns.
  • Fixed Deposits spawn overlapping other Deposits.
  • Fixed Events spawn overlapping other events, often preventing completion.
  • Fixed the terrain on the Tutorial map being more elevated than expected.
  • Fixed Jonathan's health bar not being displayed for clients.
  • Fixed Combat text and HP not being displayed for Mini Jelly and its egg.


Known Issues
  • Unexpected Offerings Event and Cursed Curios Synergy: Stacking negative Damage Taken modifiers may trigger instant death if you accept an offering since its damage will be higher than 20hp and could kill you. Hotfix inbound! Meanwhile make sure you have enough health when picking up offerings!
  • Discovery Progression: Revives and Events aren't tracking correctly. We are already looking into this!
  • This might cause issues for some Discovery unlocks and End Game Screen stats.
  • Ash's Flare VFX is not final and will be reworked in the near future.
  • Music Box SFX is not playing consistently


Director's Commentary
Hey Loners, Edu here!

This is one meaty minor update, right? We managed to squeeze a lot of fixes but also some cool stuff like the complete Ash Skills redesign and a brand new map for new players!

I'm very happy with what we managed to ship this time, but work hasn't stopped. We're doing some experimentation internally for new Curios and Evolutions. There are also a bunch of UI updates that we are also in the pipeline (and that the community has been asking for, btw). Exciting stuff!

One big focus for us on this minor update was the new player experience, but internally, we are also tackling community-related issues such as Solo vs. Multiplayer balancing and how combat will scale later on! Hopefully, I'll be able to share a bit more with you all soon!

See you at our next Picnic!

[h2]Join the Picnic[/h2]
Share feedback, report bugs, and showcase your builds on our forums or Discord. Your input shapes the future of the game.

[h3]Stay Connected[/h3]
We invite players to join the conversation and share their thoughts on the update:


Update #7 - New Map, New Weapon Skill, Ash Rework and More! - v0.6.2

Hey Loners,

This update delivers fresh content, a reworked Ash, polished mechanics, and community-requested fixes to elevate your journey. Dive into the details below.

Viridity Pass – A New Frontier
Explore: A sprawling starting map filled with open paths, dynamic challenges, and untapped resources. Perfect for testing new strategies and for a fast understanding of the game.
  • Viridity Pass will replace Train Plateau as the first map the players experience in Atomic Picnic. Train Plateau will be unlocked via Discoveries. Also, to streamline the user experience, Viridity Pass will not feature a Boss Fight; completing the map requires only 2 Main Objectives.
  • Notice: Train Plateau might be locked for you once this update goes live. Just beat Viridity Pass to unlock it!


Evolution System Improvements
Unlock & Adapt: Discover evolution recipes mid-run via the ESC menu.
  • If more than one evolution has been found, the remaining will be displayed encrypted in the Atomic Font.
  • New players: Unlock your first evolution to reveal the system.


New Cursed Curios
We've remade some of the less-used Cursed Curios and created new ones with 2 brand-new stats!
  • Weapon Skill Fill - The higher it is the faster your Weapon Skill will charge!
  • Weapon Skill Charges - The higher it is the more times you can use your Weapon Skill!


New Weapon Skill

[h2]Wind Blast[/h2]
  • A great weapon against a group of smaller enemies! Enemies hit by its effect will receive damage and knockback!
  • The more charges it consumes when activated, the higher the effect!


Key Additions

[h2]Combat & Progression[/h2]
  • Unstuck Mechanic: Escape terrain traps (10s delay, 3min cooldown). Activate it on the ESC Menu.
  • Weapon Mod Visuals: Enhanced VFX for mods like Sniper Trampoline to match their impact.


[h2]Quality of Life[/h2]
  • Tab Menu Stats: Monitor your build’s stats in real time.
  • New Enemy Healthbar: Elite, Normal, and Mini-Bosses now have different healthbars. Mini-Boss bars now persist throughout the combat!
  • Combat Polish: Smoother dodging, absorbing, and UI responsiveness.
    We reworked the Gear Dash Colliders and Mechanics, so it's easier to take advantage of Dodge-related Curios like Good Times.


[h2]Visual & Immersion Upgrades[/h2]
  • Snowbro Redesign: A chilling new model for Alternate Actuality.
  • Loading Screen Poses: Dynamic character art to set the tone.
  • UI Revamp: Sleeker menus with animated backgrounds.



Changes:
  • Bosses and Minibosses cannot be stunned by One-Eyed Whirli Curio anymore

[h3]Weapon Mods now need to be unlocked via Discoveries![/h3]
  • As we said before, the Trial period for Weapon Mods is over now, and all players need to unlock them via Discoveries now!
  • But for those of you who have been playing since the last update, you might've already reached the Discovery Threshold to unlock them, resulting in an auto-unlock!

[h3]Ash's abilities and skills have been overhauled![/h3]
  • Scout (Passive): Ash has one extra Air Gear charge. Every time Ash uses Air Gear or Gear Bomb she gains a cumulative Movement Speed buff stack, max 10 stacks. Stacks are lost over time.
  • On the Prowl (Passive): Whenever Ash moves a certain distance, gain a Fire Rate Buff stack, max 10 stacks. Stacks are lost over time.
  • Flare (Passive): When Ash uses her last Air Gear Charge, her arm emits a special glow in an area around her. When a player touches or enters the area, they gain the Flare buff. When a Player with the Flare buff defeats an enemy, that Player's Air Gear cooldown is reduced by 0.2 sec.
  • Dash Bomb (Active - Level 2): Every enemy hit creates a minor explosion. Gear Bomb damage now also multiplies based on Ash's Movement Speed modifier.

[h3]Discoveries balancing changes: [/h3]
  • Damage Mult: 300 > 1.000
  • Pebbles A3: 10.000 > 80.000
  • Shotgun: 150 > 100 ; removed constraint (play in train plateau)
  • JD: 200 > 400
  • Attraction: 1200 > 5000
  • Pebbles E2: 5.000 > 20.000 ; 500 > 1.000
  • FireRate: 80 > 100
  • Cooldown Reduction: 10 > 25
  • Reroll: 30 > 36


Community-Driven Fixes
  • PaulĂŁo Shop: There was a bug allowing Players to buy more items and upgrades than the cap allowed; the bug has been fixed, and the value has been updated to a maximum of 10 of a specific stat.
  • The critical hit SFX now correctly plays when a critical hit defeats an enemy.
  • Twister VFX now correctly stops when pausing the game.
  • Fixed Incorrect Prompt for Curios Screen: "Touch Pad" Shown Instead of "Share" on PS5 Controller.
  • Fixed PS5 controller glyphs. The scroll button was showing the Left Stick glyph instead of the Right Stick.
  • Fixed Level up SFX playing in a loop when returning to camp via the ESC menu.
  • Fixed Throwing Knifes Crosshair overlapping Weapon Skill Charges on UI.
  • Removed a random explosion sound when healing shrine despawns.
  • Fixed Deposits spawn overlapping other Deposits.
  • Fixed Events spawn overlapping other events, often preventing completion.
  • Fixed the terrain on the Tutorial map being more elevated than expected.
  • Fixed Jonathan's health bar not being displayed for clients.
  • Fixed Combat text and HP not being displayed for Mini Jelly and its egg.


Known Issues
  • Unexpected Offerings Event and Cursed Curios Synergy: Stacking negative Damage Taken modifiers may trigger instant death if you accept an offering since its damage will be higher than 20hp and could kill you. Hotfix inbound! Meanwhile make sure you have enough health when picking up offerings!
  • Discovery Progression: Revives and Events aren't tracking correctly. We are already looking into this!
  • This might cause issues for some Discovery unlocks and End Game Screen stats.
  • Ash's Flare VFX is not final and will be reworked in the near future.
  • Music Box SFX is not playing consistently


Director's Commentary
Hey Loners, Edu here!

This is one meaty minor update, right? We managed to squeeze a lot of fixes but also some cool stuff like the complete Ash Skills redesign and a brand new map for new players!

I'm very happy with what we managed to ship this time, but work hasn't stopped. We're doing some experimentation internally for new Curios and Evolutions. There are also a bunch of UI updates that we are also in the pipeline (and that the community has been asking for, btw). Exciting stuff!

One big focus for us on this minor update was the new player experience, but internally, we are also tackling community-related issues such as Solo vs. Multiplayer balancing and how combat will scale later on! Hopefully, I'll be able to share a bit more with you all soon!

See you at our next Picnic!

[h2]Join the Picnic[/h2]
Share feedback, report bugs, and showcase your builds on our forums or Discord. Your input shapes the future of the game.

[h3]Stay Connected[/h3]
We invite players to join the conversation and share their thoughts on the update:


Update #6 - We hear you! - v0.6.1

Hey Loners,

The major update has passed by, but the work continues. Our next update is packed with exciting new VFX, SFX, visual enhancements, and quality-of-life improvements, many directly requested by our amazing community!

Here’s a breakdown of what’s new, what’s changed, and what’s been fixed:

[h3]What’s New
[/h3]SFX & VFX Additions
  • Added Camille SFX and Gold Goblin SFX for a more immersive audio experience.
  • Introduced Weapon Skill VFX for Throwing Knife, Rocket Launcher, and Ball Lightning which was missing from the last Major update.
  • Updated Blooming Faucet model and VFX (decoy) for better visual clarity.


Visual Improvements
  • New HUD for life and XP, including a low-life animation for added tension.
  • New UI for the Area Hold Event to improve readability.
  • Ammo bar now displays near the player’s aim for better combat awareness.
  • New wood windows were added to concrete buildings in the City of Sands.
  • Enhanced screen shake and shooting feedback when using weapon skills.
  • Updated Rose drone colors and Survivor's Guilty stack VFX for better visual feedback.
Quality of Life Improvements
  • Added unique crosshairs for each Weapon Skill to improve usability.

[h3]Key Changes
[/h3]The changes below are direct feedback from the community in response to the newest update, which introduced Rose and Weapon Mods. A huge thanks to everyone who spent some time writing their thoughts on our Discord and Steam forums and gave us some amazing feedback! ❤️

[h3]Rose Skill Rework
[/h3]Based on community feedback, Rose’s skills have been rebalanced and improved: