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Evil Empire (Dead Cells, The Rogue Prince of Persia) take over Brotato with a plan for more updates

Developer Evil Empire who did lots of work on Dead Cells and made The Rogue Prince of Persia have announced they're taking over future development of Brotato.

Read the full article here: https://www.gamingonlinux.com/2025/09/evil-empire-dead-cells-the-rogue-prince-of-persia-take-over-brotato-with-a-plan-for-more-updates/

The Future of Brotato

[p]Hello everyone, [/p][p] [/p][p]Something is happening to Brotato in the next few months – so what’s going on?  [/p][p] [/p][p]Well, what’s going on is that Evil Empire (that’s us) are taking over the development of Brotato – while remaining under the watchful, beady, fishy eyes of Blobfish Games of course. [/p][p] [/p][p]Its face haunts my dreams… [/p][h3] [/h3][h3]
Why is this happening? [/h3][p]
The Blobfish Games team would love to continue updating Brotato until the end of time so that you can keep slaughtering aliens in increasingly absurd ways. But, they are also humans with their own hopes and dreams, and they want to make some new games after spending years on Brotato. [/p][p][/p][p]However, they didn’t want to leave the game in the dust, and we’re huge Brotato fans, so we proposed to keep it going! [/p][p][/p][p]This way you get more cool stuff to play with from us, while Blobfish Games gets to experiment in their game laboratory to bring you even more cool new stuff in the future. Everyone’s happy. [/p][p] [/p][p][/p][h3]Who are we? [/h3][p][/p][p] [/p][p]Whassup [/p][p][/p][p]Evil Empire was created to work on updates and DLC for another action roguelike you might have heard of, Dead Cells, and we did that happily for 4 glorious pixel blood-soaked years. [/p][p][/p][p]We then made our own action roguelike, The Rogue Prince of Persia, which just released into 1.0 after 15 months in Early Access.[/p][p] [/p][p]So yeah, we live and breathe roguelikes, and we’ve got over 6 years of ‘live ops’ experience that can be put to good use on a game that we love – Brotato. [/p][p] [/p][p][/p][h3]What’s the plan, Stan? [/h3][p][/p][p]We have tons of our own ideas for the future of the game, plus we’ve already spoken with some community members, and the first small update will arrive in late October. [/p][p][/p][p]But, what we’ve learned is that the best content comes when we work with as many players as possible to collect ideas and to fine-tune our own. [/p][p][/p][p]So we’ll start sharing some broad ideas with you soon to get your feedback – stay tuned on Discord, reddit etc to keep up to date on minor news, and of course we’ll send out one of these Steam posts for major things (social media links are at the end of the post). [/p][p][/p][p]However, we couldn’t resist already adding a little something in-game to mark this occasion. [/p][p][/p][p] [/p][p]Look at this little cutie pie [/p][p][/p][p]The Gobbler alien has emerged to gobble up all the materials you carelessly leave lying around so it can grow big and strong. Show it why this is a bad idea. [/p][p][/p][p]Oh and if you’re lucky you might also stumble upon a new Evil Empire themed legendary item… [/p][p]Check out the end of the post to see the full patchnote.[/p][p][/p][h3]So how will this work? 
 [/h3][p]You'll receive more content for the game, more often. Simple.  [/p][p][/p][p]This content will come through regular updates (and betas of updates), plus we’ll also be doing other things like quality-of-life additions, various improvements and bug fixes. Maybe even a DLC… [/p][p][/p][p]Before you say it - we’re aware that too much content can bloat a roguelike, so don’t worry, we’ll be considering each addition carefully. [/p][p][/p][p]In any case, everything we do will be under the supervision of Blobfish Games, so that Brotato doesn’t lose what makes it unique.[/p][p] [/p][p][/p][p]That’s about it, we’re excited to see where this goes and can’t wait to get stuck into it with you all! [/p][p] 
Keep up the good fight Brotatos and we’ll be back soon. [/p][p] [/p][p]Cheers, 
Evil Empire & Blobfish Games

Follow Evil Empire here:
X, Bluesky, Instagram, Youtube, Facebook, WhatsApp[/p][h3]

Patch 1.1.12.0[/h3][p]
Content [/p][p]- Added the Gobbler enemy that steals materials [/p][p]- Added the Gobbler's Hat item + its challenge to unlock it [/p][p][/p][p]Fixes[/p][p]- Fixed challenges being duplicated when using retry-wave[/p][p]- Fixed Burning Spread stat and Damage against bosses translation in Simplified Chinese [/p][p]- Fixed Giant Belt description in Simplified Chinese [/p][p]- Fixed German translation for the Padding item [/p][p]- Increased precision of stat gains. Getting 5 Harvesting with 80% reduced Harvesting gain now correctly results in 1 Harvesting[/p][p]- Updated to Godot version 3.6.1 [/p]

PATCH 1.1.11

  • High knockback values no longer lead to enemies being able to be knocked outside the level
  • Fixed a bug with Mirrors that caused wrong item prices if cursed and non cursed version are being used to duplicate an item
  • The Retry Wave option now lets you retry on endless waves
  • Crates now take into account previous items received from the same crate to avoid exceeding item limits when having Treasure Maps or Pearls
  • Buffed landmines now have their explosions size reduced back to the initial value on buff expiry
  • Fixed a bug that showed wrong Tooltips for certain kind of effects. For example, Streamer holding 40 Materials had a tooltip of -2 Speed but the stats showed the correct value of -1. Now the stats screen and the tooltip should always show the same value.
  • Fixed a bug that the damage penalty for duplicate weapons was not removed when recycling the weapon as Curious
  • Fixed a bug that lead to wrong turret numbers when continuing a run with a Wrench II
  • The projectile effects from "Baby with a Beard" and "Alien Eyes" did not take cursed and non cursed items into account. The projectiles dealt the damage of the first item bought, reusing the damage calculation for all other items to save resources. Now the damage is merged together from multiple items. So if you have a normal "Baby with a Beard" dealing 100% Ranged Damage and a cursed one dealing 150% Ranged Damage, both projetiles deal 125% Ranged Damage now.
  • Optimize the Steam integration to better handle communication issues between Steam and Brotato. This should bring more stability for people with outdated or faulty Steam installations.
  • Unified behavior of gaining Max HP in a wave. Before, certain effects did give Max HP and healed for that amount (level ups, Extra Stomach) and others did only give additional Max HP (Hiker, Padding). Now, anytime Max HP is increased during a wave, the current health is increased by this amount as well. This is not considered healing, but an increase to the health pool and will not trigger healing effects like the one from Lich.
  • Remove Plank as a starting weapon from Chef
  • Change Turkish translation of Saver from "Kurtarıcı" to "Biriktirici"
  • Change Korean translation for the dodge stat upgrade called "Back" from "뒤로" to "등"
  • Optimized clean up and movement calculations for projectiles
  • During specific events in a wave (e.g. Gain Attack Speed for living enemies on Community Support) all weapons and structures are recalculated to match the current player stats. Instead of doing these calculations in 1 frame, they are now spread out over multiple frames to reduce lag spikes.

[h3]HOTFIX 1.1.11.1[/h3]
  • Update Spanish translation for Small Magazine from "Carregador Pequeno" to "Cargador Pequeno"
  • Update Japanese translation for the Pinguin item to include the "until end of wave" aspect of the effect
  • Spoon IV: Max HP Scaling 25% => 30%. Usually weapons have an increased scaling with higher tiers but that was missing for the Spoon IV.
  • The wave timer once again shows the remaining seconds of a wave instead of reseting to 0 when failing a wave.
  • Fixed a bug that weapons targeted recently deceased enemies.
  • Fixed a bug that Demon's health bar did not reflect the additional HP gained at the end of a wave.

[h3]HOTFIX 1.1.11.2[/h3]
  • Improve Barbecue challenge to more reliably detect when 25 enemies are burning
  • Continuing a Run with a Particle Accelerator could show that it has Bounces. This is a bug since Particle Accelerator can not bounce at all and it will no longer show up now.

[h3]HOTFIX 1.1.11.3[/h3]
  • Fixed a bug that the increased burn spread from Snake did not affect the burn from Scared Sausage

PATCH 1.1.10.0

  • Major overhaul of the Japanese translations. Big thanks to the community member Azure for providing the improvements
  • Coral no longer "saves up" health regen when moving around and healing for several HP when standing still
  • Being buffed by a charmed Buffer during the end of a wave resulted in negative stats during the next wave. Now the stats are correctly reset as expected.
  • Converted stats are now correctly reset when retrying a wave as Cyborg
  • Fixed a wrong ranged damage scaling value for Laser Gun IV. Reverted back to 600% as it was in version 1.0
  • Charmed enemies can no longer be damaged by "Deal damage to random enemy" effects from Lucky, Cyberball and other sources of similar effects
  • Projectiles and enemies are now reused during waves to increase performance
  • Optimize input handling and the HUD during waves for better performance
  • Optimized the logic for taking damage of enemies and players

[h3]HOTFIX 1.1.10.1[/h3]
  • Fixed a bug that crashed the game when combining a weapon in Coop mode

[h3]HOTFIX 1.1.10.2[/h3]
  • There was a chance that an enemy appeared invisible when being respawned. This is now fixed.
  • Ensure controller inputs are enabled when entering the shop

[h3]HOTFIX 1.1.10.3[/h3]
  • Fixed some changes to the code which broke a lot of mods. Some should be back to working as expected again.

[h3]HOTFIX 1.1.10.4[/h3]
  • Enemies which were respawned could not be cursed. Now it works as expected again.

[h3]HOTFIX 1.1.10.5[/h3]
  • Fixed a bug that Pufferfish and other shooting enemies sometimes did not fire all their projectiles
  • The builder turret was not correctly set up during spawning. This resulted in low attack speed until the next time the turrets stats were recalculated.

[h3]HOTFIX 1.1.10.6[/h3]
  • Projectiles from enemies that deal damage after a delay (slash and pillar projectiles) could deal damage during the initial frame that they were spawned. This resulted in Bosses like Invoker dealing instant unavoidable damage to the player. This is now fixed.
  • Opening the pause menu in coop resulted in analog sticks no longer being able to select crate rewards/level ups. The sticks should now be correctly enabled again on leaving the pause menu.
  • Cursed Stargazers now receive the buffed outline again if their Iron Lung is being destroyed

[h3]HOTFIX 1.1.10.7[/h3]
  • Killing the Eel boss to fast resulted in the orbiting projectiles from the last mutation being invisible and persisting after its death. This lead to randomly taking damage without being able to see the source of it. Now the boss is properly cleaned up upon death.

[h3]HOTFIX 1.1.10.8[/h3]
  • If a charmed Stargazer enters a charmed Iron Lung and that Iron Lung is later resued, it was no longer attacked by auto aim
  • Stargazers could get angry several times in certain conditions resulting in a overbuffed Stargazer chasing the player down. Now the getting angry is only able to happen once.

[h3]HOTFIX 1.1.10.9[/h3]
  • Fireball projectiles were not correctly hidden upon hitting an enemy or reaching its max range. Now their visuals are behaving correctly again.

HOTFIXES 1.1.9.x

[h3]HOTFIX 1.1.9.1[/h3]
  • Fix a bug that wouldn't let you click on upgrades if you played with manual aim and a controller

[h3]HOTFIX 1.1.9.2[/h3]
  • Fixed a bug that tooltips in Coop shops could no longer be toggled on and off

[h3]HOTFIX 1.1.9.3[/h3]
  • Dropped material has its appearance randomized again
  • Cursed Flame Turrets deal increased burn damage again by being cursed
  • Bull's explosion now triggers the effect from Ice Cube