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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
  • Paulão 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:

Road to Major Update #1 - Captain Rose

Hey Loners!

We're really excited to release the first Major Update for Atomic Picnic on February 28th, and we want to give you guys a second glimpse into what's coming!

It's a new Character! Captain Rose!

Introducing Captain Rose


[h2]Quote[/h2]
"Destroying the World? I've been there..."

[h2]Profession[/h2]
[h3]Captain[/h3]
Fall in line or fall dead.

[h2]Likes[/h2]
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???
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[h2]Description[/h2]
  • Secure, detached, tough, and observant, Ash's mentor figure and leader of the Loners
  • The world’s greatest Agro hunter in the time before the Harvest Festival. While that skillset isn’t openly valued today, her living legacy is enough to earn a free drink at any passing bar.
  • Exposure to
  • REDACTED* at the heart of the Harvest Festival has left her body brittle and in constant pain. She’s certain that any additional exposure to The Zone could be her last.
  • Her illness prevents her from returning to The Zone, and her embitterment prevents her from engaging with the Survivors’ Republic.
  • She claims not to have any living friends.


Active Skill: Jetbelt
When activated, you gain the ability to fly and shoot. While active, you lose a percentage of your maximum Health as damage every second, but this damage cannot down you. Can be canceled at any time.



When using Rose's Active Skill, she equips her Jetbelt, allowing her to Fly through the map! She's capable of freely moving horizontally and vertically while using her Jetbelt. Rose can also use Devices, Shoot, and fire Weapon Skills freely!



Once the Jetbelt timer is over, it ends with a literal bang, shooting Rose up in the air for one last mobility burst.



Just keep in mind that Rose needs to use her own **REDACTED** Power to make her uniquely designed Jetbelt work, so she'll lose a % of her Max Health over time while it is active!

[h2]Jetbelt Level 2[/h2]
While Jetbelt is active, dealing Bullet Damage generates Charges. When the Charges reach a specific threshold, they are consumed to restore Health.

Enables Rose to accumulate Bullet Damage done to enemies. Once enough damage has been accumulated, Rose can convert it into Health!



[h2]Jetbelt Level 3[/h2]
When Jetbelt is activated, it creates an exact copy of your weapon as a Drone. This Drone inherits all your weapon-related Curios and fires simultaneously whenever you shoot.

Jetbelt is further upgraded and summons a small Drone that copies Rose's current weapon, keeping a copy of every single Curio that affects Weapons as well! The Drone shoots at the same time as Rose and with the same cadence.



Passive Skill 1: Mature Mastery
When falling, if Rose enters Weapon Skill mode, reduces fall speed. Increases all damage done while in the air.

Whenever Rose is in the air, and enters Aim Mode, she activates her Jetbelt, slowing her fall and making it easier to reach far distances and also giving more time to Shoot enemies while airborne. It also increases Rose's damage every time she's airborne! Be it during her Jetbelt Active Skill, Slowfall, or just by jumping around!



Passive Skill 2: Survivor's Guilt
Whenever Rose receives healing, she gains one stack of Guilt for each point of health restored. The next time she fires her weapon at an enemy, all Guilt stacks are consumed and added as a percentage-based damage boost. Firing at non-enemy targets does not remove Guilt stacks.

After the events of the Harvest Festival, Rose has been permanently scarred, giving her PTSD but also empowering her rage whenever combat is tight. Every time Rose is healed, she receives buff Stacks; whenever she shoots her gun, these stacks are consumed and converted into bullet damage. Rose can accumulate unlimited stacks for incredible amounts of damage.

Passive Skill 3: Every Shot Counts
When Rose fires a bullet that consumes all Guilt stacks and defeats an enemy, all Guilt stacks are fully restored.

A massive upgrade to Survivor's Guilt, Rose can now recover parts of her Guilt Stacks whenever she defeats an enemy after consuming her Guilt Stacks. This improvement can make Rose keep on getting bigger and bigger damage numbers, maybe even becoming capable of killing the strongest of bosses with ONE SHOT.



Rose is a massive new addition to Atomic Picnic's roster and a special person to some of the other Loners that have already been introduced.

Are you looking forward to playing with Rose? What do you think of her kit? Are you already theory-crafting her builds? Let us know in the comments below and join our Discord

Cheers,
Edu
Atomic Picnic's Creative Director

Major Update #1 Preview - Weapon Mods

[h2]Hey Loners!

Now that we've revealed that the first Major Update for Atomic Picnic is coming on February 28th, it's time to take a deep dive into the game's biggest new feature: Weapon Mods.[/h2]

What are Weapon Mods?

Weapon Mods were designed to enable more gameplay styles and better build variety for players. These Mods are modules you can freely swap in and out of your gun while in the camp. They completely change how your weapon works, from how its trigger functions to how many bullets it shoots to making bullets bounce around the environment if you want!

How do they work?

When you open your Weapon Loadout menu, you'll notice a new button that you can press to customize your mods. There are three types of mods: Primary Mods, Reload Mods, and Weapon Skill Mods.


Click the new Modify button to start using your Mods!


There will be 3 slots to customize, read about them below!

Primary Mods

Primary Mods change the base behavior of your gun, they can modify bullet damage, fire rate, magazine size, etc... One new mechanic that they are also able to change is the Weapon Skill Fill which increase the rate at which you can use your Weapon Skill!


When customizing your weapon some might even change their firing pattern!


Weapons might change their Shooting Trigger, the Assault Rifle can have a "Charge Time" for increased Fire Rate over time!

But it doesn't stop there. Primary Mods can also change the bullet behavior itself! You can now have a Bubble Shotgun, a Sticky Grenade Launcher, or even a Homing Shot Sniper!


The new Bubble Shotgun is excellent to keep an area safe!


Sticky Grenades, you shoot a lot of grenades! Great for hordes of enemies!

Reload Mods

Reload Mods change the behavior of your Fast Reload Minigame and provide a small buff for completing it! Buffs can range from increased area size to a small burst of movement speed or infinite ammo for a little bit. There's also a new reload mod that lets you reload twice in a single reload, activating Fast Reload Curios twice! (JD fans REJOICE!)


Reload can grant you a small movement speed buff for a little bit.


You can also buff your jump builds if you choose to do so!


This one makes JD go crazy. You can activate your fast-reload curios multiple times in a single reload!

Weapon Skill Mods

Here's the real meat of this new system! Weapon Skills is an entirely new mechanic that will be introduced in the first Major Update!

Every weapon will have a Weapon Skill Mod slot; you can equip a variety of different Weapon Skills that each have their own unique functionality, but to use your weapon skill, you need to fill a new gauge located right below your Crosshair. The rate this fills is based on the current Primary Mod, but the quantity needed to fill this gauge and the number of gauges change depending on the Weapon Skill itself!


Fill your Weapon Skill Gauge by shooting enemies!

So now that you have filled some gauges, it's time to use your Weapon Skill! You just now need to Aim your gun and then shoot! This will consume your Weapon Skill Gauge and shoot your Weapon Skill!


The new Lightning Orb Weapon Skill shocks enemies around it, but if you fire at the Lightning Orb itself, you can boost its output like crazy!

[h3]Important: all Weapon Mods will be unlocked from the start when the update is released so everyone can try them out! But we'll soon lock them behind Discoveries for you to unlock them as you play :)[/h3]

There's more to come during this update and more mods we haven't even shown!

What do you think? Please leave a like and comment below to tell us what you want to see!


Cheers,
Edu
Atomic Picnic's Creative Director

Only 15 Days Until Our First Major Update Drops!



The countdown is on!

What are YOU most excited for?! Whether it’s new features, new gameplay changes, or other surprises you’ve been waiting for, there’s so much to look forward to!

Share your thoughts on our DISCORD; what's got you hyped?!

🌹