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Rabbit and Steel News

Patch 1.0.4.0 - The Steam Workshop Update!

Hello Rabbits!

It's been a hot minute, but it's here! The Steam Workshop Update is now live to all players.
You can make...


[h2]Custom Items!![/h2]


[h2]Character Skins!![/h2]

(You could technically do this before, but now it's on Steam Workshop!)

[h2]Custom Boss Fights!![/h2]


[h2]...And share them with the world!![/h2]

To be honest, this took me a lot longer than I thought it would.
Within the game, all of these are just data in spreadsheets, so I thought it would be as easy as letting you add your own spreadsheets.
So I thought I could get it out by mid-September or so...

...But, I have been reminded that nothing is ever as easy as it seems when it comes to game development!

Another note, people have also asked for a way to add custom character classes in the game.
Unfortunately, the way the game is programmed, that would likely be significantly more difficult than Items, Skins and Bosses.
Not impossible! But difficult and time-consuming. So it's not in.
Perhaps I'll see how the game is doing post-DLC, and take it into consideration.

In addition to Steam Workshop support, this patch also comes with some balance changes!
The goal of these was mostly to make the "useless" gems a bit more pick-able.

Without further ado, the patch notes!




- There is now Steam Workshop support! I said that already!

- The game is now available in French! Thank you to Longfr for their translation!


- Toybox now additionally includes "Fight Settings", where you can play modded fights freely, as well as change other settings about Toybox fights

- To have an item available in the Toybox, you now only need to have picked it from a treasure once, instead of winning a run with it.
Especially since people are trying to test their mods out, it's probably time to relax the Toybox requirements.
Note: Modded items will always be unlocked in the Toybox from the start; you don't have to find them in a run first.




- Fairy Spear's damage bonus has been increased from 30% > 40%, and the time it stops you in place has been slightly reduced
- Moon Pendant no longer starts battles on cooldown
- Smoke Shield now starts battles on a 5 second cooldown (previous was a full 24 second cooldown)
- Altair Dagger now only runs your GCD for 3 seconds on failure (previously was 4 seconds)
- Rockdragon Mail now starts battles on a 5 second cooldown (previous was 15 seconds), now has a 45 second cooldown (previous was 60 seconds) and invulnerability duration was reduced to 2 seconds
- Diamond Shield now has a new effect; it will lay down a field of invulnerability that lasts for 3 seconds. It now starts battle on a 5 second cooldown
- Blue Rose will now, in addition to its healing effect, give you 100xp when it procs.
- Lost Pendant's Decay damage has been buffed 20>30, and its duration has been increased 60s>99s
- Blood Vial's Sap duration has been increased 60s>99s
- Tiny Hourglass now has a new effect; it will deal 120 damage to all enemies every 12 seconds, with the amount increasing by 120 every activation. It cannot crit, and doesn't deal random damage.

- Fire Potion's damage increased 800>1000
- Darkness Potion's damage increased 1500>2500, and now hits all enemies.
- Both of those potions can now hit for criitcal damage




- Ruby Secondary > Radius increased 280 > 400; Cooldown decreased 5s > 4s
- Ruby Special > Effect changed; now no longer randomly resets when you use your Primary; resets when you use your Defensive instead




- Garnet Primary > Now gives you 10% boost to luck in general; rather than just boosting Defensive reset chance
- Emerald Primary > Now gains Charge whenever you get a buff (in addition to not breaking Vanish)
- Opal Secondary > Effect changed; now additionally activates whenever you use a cooldown/loot with a cooldown activates (it's previous effect of resetting Defensive at 7 seconds or less has been removed)
- Emerald Secondary > Now hits as quickly as normal knives, instead of slowly

- Base Special and all Special upgrades > Movement slow 0.2x > 0.8x (meaning you are a lot more mobile while using Special now)
- Ruby Special > Has a countdown timer on your ability icon now, damage increased 250 > 300
- Opal Special > Damage increased 300 > 340
- Emerald Special > Backstab bonus increased 1.5x > 1.6x




- Garnet Secondary > Now additionally erases bullets in a small radius and gives you *very* brief invulnerability
- Opal Defensive > No longer slows down your movement on use (which was a bug), cooldown reduced 15s > 10s
- Garnet Defensive > Now makes a visual effect when your character gains Super




- Ruby Primary > Effect changed, now is an oGCD with a cooldown of 4s
- Opal Secondary > Effect changed; now will ALWAYS reset Special if it's Charged
- Garnet Secondary > Now only has a chance to reset Defensive if it's Charged
- Opal Special > Cooldown reduced 4s > 3s, damage increased 350 > 400
- Garnet Special > Damage increased 350 > 400
- Ruby Defensive > Now additionally makes Warcry last longer (5s > 10s)




- Garnet Primary > Effect changed; now has a 50% chance to deal damage to all enemies, and a 25% chance to deal damage to all enemies again (no longer gives Flash-Dex)
- Emerald Primary > Damage increased 180 > 220
- Garnet Special > Now hits ALL enemies, instead of exploding in a radius




- Opal Secondary > Effect changed; Now will deal 80 damage and absorb Darkspell from any enemy you place any debuff on
- Ruby Secondary > Effect changed; now deals 160 damage once, but deals 640 damage if you have 0 Darkspell (and restores 9 Darkspell)
- Sapphire Secondary > Now will hit 4 additional times if you have less than 3 Darkspell, restores 7 Darkspell
- Garnet Secondary > Damage buffed 100x2 > 140x2, Darkspell threshold for resetting Defensive is only 3 now (was previously 2), restores 7 Darkspell
- Emerald Secondary > Cooldown increased 3s > 4s, now restores 9 Darkspell




- Emerald Primary > Damage increased 600 > 750
- Opal Secondary > Debuff damage increased 350 > 400
- Garnet Secondary > Now has a 50% chance of instantly resetting itself
- Ruby Special > Now has a *much* larger radius (now an explosive arrow that explodes like Druid Ruby Special), damage increased 200x2 > 280x2, cooldown increased 10s > 20s
- Emerald Special > Now doesn't slow you down as much, or as for long
- Opal Defensive > Now makes you move faster on use (previously slowed you down), has 2 uses per cooldown, damage increase reduced 30% > 20%
- Emerald Defensive > "Tranquility" has been buffed; see below in "Other Adjustments"




- Emerald Secondary > Effect changed; Is now an auto-activating ability with no GCD and a cooldown; can no longer be Charged, and permanently increases movement speed
- Opal Special > Cooldown reduced 4s > 2s




- Garnet Defensive > Now has a 30% chance to reset itself, damage decreased 250>200
- Opal Defensive > Effect changed; now reduces all other cooldowns (including loot) by 3 seconds when used; can no longer be reset by loot effects




- The amount of HP recovered by Matti when transitioning to Phase 2 of her fight has been decreased from 70% to 65%.




- The "Tranquility" status effect no longer has a duration, and will stay on until you move too far. The amount you're able to move has also increased threefold.




- Fire Potions and Darkness Potions no longer slow you down slightly when thrown.
- A number of translation errors have been fixed across different languages.

- Fixed issue where, if you had an ability or loot item that activated automatically, you could stop it from activating by pausing your game while playing online

- Fixed issue where Heavyblade's Opal Special could randomly reset your Defensive if you had luck items
- Fixed issue where Darkstorm Knife flashed twice every time it proc'd
- Fixed issue where Shinsoku Katana could still run your GCD and make a lucky proc when used with an ability with no GCD

- Fixed issue where AoEs could seem to disappear then re-appear for a moment when bosses like Twili transitioned to their second phase

- Fixed issue where the visual effect for Line Spreads seemed incomplete if you moved all the way to one side of the arena

- Fixed issue where the visual effect for Thorns wouldn't line up correctly between attached characters
- Fixed issue where Thorns could turn red after they resolved if players immediately moved back to being close together

- Fixed issue where, when playing for the first time, your default language wouldn't be properly set for certain languages

[h3]1.0.4.1 Hotfix[/h3]

- Fixed crash when a custom encounter has enemies spawning at negative coordinates
- Fixed issue where the "ending" hallway option could crash the game
- Fixed issue where Diamond Shield's description was incorrect
- Fixed issue where French item names were incorrect
- Fixed some typos in Chinese




Another few pieces of news to close out the post!

First, Rabbit & Steel will be at MagFest 2025!!



If I have the first stage of the DLC done by the event, I'll have it available to play.
If I don't, then you'll just be able to play the base game with other congoers!
Hope to see you there!

Speaking of the DLC... uh, I still haven't really done much! My hands have been full with the Steam Workshop stuff.
I do have a good idea of everything that will be in it, though.
I'll take a small break after this update, and then get right to work on it. This update has been very programming-heavy, so I'm really looking forward to drawing up new rabbits and bosses.

I'll have another dev blog about it when I have more to show! See you then!

Heavyblade Plush & Modding Beta Branch!

Hello Rabbits,
I've made some progress on Mod Support; and have some other updates!



First, some excellent news!
You can now purchase a Heavyblade Rabbit Plush!
(Assuming you didn't already get one by pledging before).



https://www.makeship.com/products/heavyblade-rabbit-plushie

From the raiding roguelike RABBIT & STEEL comes THE Rabbit with THE Steel! Features ribbons, rabbit ears, an innocent smile, and a giant sword that solves all of her problems.



Available from now until the 20th of August! Be sure to pick one up!

If you pledged during the first campaign, you don't need to do anything further; your plush should already be on it's way. Check your email!




I have been hard at work on mod support!

There have already been a few people in the Discord and elsewhere making mods for the game. Some mods have been simple character skins made by replacing files; others have been more complex affairs that directly change the game's code.

I'm working to make things a bit more simple and flexible, so that people can make certain "easy" modifications to the game, and have those modifications work online where they can.

I've put what I have so far on a public beta branch! It's accessable by right-clicking the game in your Steam listing, going into Properties > Betas, and selecting "modding-beta" from the dropdown.



Note that the "modding-beta" branch can't play with the "default" branch, so if you're playing with others, be on the same branch!

Currently, the beta supports Animation mods and Loot item mods.
...And also currently, there's very little documentation about how it works. It's still very much a "beta".
Let me show off a few things though!



First off, I made a menu that lets you enable and disable things from within the game. This won't work for mods that directly edit the game's code, but it will work for mods that use my systems.



You're also now able to edit animations in the game, to a greater extent than before. Rather than replacing files within the game, you're able to specify what file an animation should use, and which frames are movement, attack, defeat, etc.. So, you don't have to stick rigidly to my sprite sheets anymore.

Though, animation mods will still only work locally; if you want others in your lobby to see your sick custom skin, they'll have to install the same mod.



You can also now make custom items!

These will work online... sort of. Whoever picks up the item has to have the appropriate mod installed for the item to appear and function correctly. And, the game will spawn modded items based only off what the lobby's host has installed.

If one player doesn't have the mod installed, it'll look a bit like this:



On the left, the host has the mod installed, so this item will work for them fine if they pick it up. On the right, a lobby member doesn't have it installed, so they just see a blank item, and picking it up will do nothing.

Theoretically, it should be possible to remake any item that's currently in the game, with a few exceptions (like Book of Cheats or Feathered Overcoat). ...But, again, very little documentation yet. It's a work in progress.

I'll be updating that in the Discord as I go, so if you want to get a jump-start on using the new stuff, or have any feedback, feel free to hop in.



As for the DLC... I haven't done much yet!
I wrote down all the stuff I want to put in it, and did a few character sketches. That's kind of progress, I guess. Mostly I've just been working on the modding stuff.

Uh, yep, don't have much on that right now.
I'll try to get some sort of preview in the next post like this I make.
...That's all for now, see you next time! Buy a plush!!

Patch 1.0.3.5 (Korean + Ukrainian Languages added!)

Hello Rabbits,

Small update with some bug fixes and new languages, courtesy of some people in the Discord!
Rabbit & Steel now has a Korean translation by A1NVERSE, and a Ukrainian translation by Arficord!

Before the patch notes, some development status updates:

Mod Support: I've got a system for modding in Animations (to a greater extent than just replacing sprites) and Loot Items. But, a lot of the framework around it is still unfinished. So, things like a menu to turn mods on and off, and some of the network functionality of it all is still missing. I'll try to get a 'beta' version of it onto a separate branch sometime next week, in case people want to play around with it.

Heavyblade Plush: Soon! Very soon.

DLC: I've written out all the content I want to put into it, but haven't really started it in earnest other than some rough character sketches. I've got a pretty good idea of what it will all be; it'll take a while before it's all complete, though.

With that all out of the way, the patch notes:

1.0.3.5 Patch Notes





-Korean Language added
-Ukrainian Language added


-Added a "Mods" folder to the game's directory (this does nothing for now, but will be useable somewhat soon!)

-Slightly adjusted the visual for "X hearts remaining" after you get hit (to be consistent across languages)
-Very slightly adjusted certain UI elements across the game (to allow for longer strings to be inserted into them in different languages)

-If you hit multiple inputs at the same time, it will now prioritize them in the following order:
Defensive > Special > Secondary > Primary
(Previously, this order was reversed)

-Potions are now affected by any item that changes the damage of Loot.
(Previously, the behavior was inconsistent, where Potions would be affected by some items and not others)

-To prevent weird desyncs, you will not be able to proceed out of the starting area for 2 seconds after a new client has joined your lobby





-Fixed issue where players leaving could occasionally cause player profiles to overlap each other
-Fixed issue where, if you get hit by two Enrage circles in very quick succession, your controller wouldn't stop vibrating until you got hit again
-Fixed issue where names in the chat for players playing in different languages would disappear after a loading screen
-Fixed issue where the onscreen keyboard for changing your name could appear offscreen
-Fixed issue where the onscreen keyboard would linger after a run started
-Fixed issue where the Art Gallery and Music Room sprites would be too small if you had Low Quality Sprites enabled

-Fixed issue where Spark on a Treasuresphere could occasionally crash your game
-Fixed issue where your 4th loot item wouldn't activate if you had the "No Defense" status effect
-Fixed issue where the strength of abilities and loot wouldn't round correctly
-Fixed issue where your health could occasionally look wrong to other players after you get a Max HP increasing item

-Fixed issue where Sniper's Ruby Secondary's effect didn't match its description
-Fixed issue where cooldowns wouldn't display correctly over the internet when affected by abilities like Wizard's Opal Primary

-Fixed issue where status effects would stay in the middle of the screen when Tassha disappeared at the beginning of a fight
-Fixed issue where you could defeat one of Tassha's clones without defeating Tassha
-Fixed issue where the attack Saya does on Hard/Lunar with a really long sideways teleport would have different distances between the host of a lobby and everyone else

-Fixed issue where Range Potion wouldn't have any effect
-Fixed issue where Killing Note would increase damage more than listed in its description
-Fixed issue where Pocketwatch would affect Loot and Defensives without a GCD
-Fixed issue where items like Floral Bow would activate even when your character is KO'd
-Fixed issue where Altair Dagger and Shinsoku Katana could "fail" even when you have Rabbitluck
-Fixed issue where Red Tanzaku could activate twice in one battle
-The effect of Moss Shield will now always happen after the effect of Seashell Shield (previously, it depended on the order you picked them up in)

-Fixed a number of typos and mistakes in dialog and item descriptions
-Fixed and adjusted a LOT of things in the Chinese translation, based on some player feedback


1.0.3.6 Hotfix Patch Notes


-By popular request, the Pocketwatch now boosts the damage of abilities that don't have a GCD.
-Fixed issue where holding target during the Tassha fight would cause the cursor to be off-center
-Fixed a number of issues in Korean where text overflowed out of item description boxes

1.0.3.4 Patch Notes


Still on psuedo-vacation, but I've gotten quite a few bug reports, and it'd be easier to relax knowing that they aren't issues. Most of the things on here and pretty small, and didn't take much effort to fix.

1.0.3.4 Patch Notes




- To prevent rounding errors, the calcuations for item strength has been very slightly adjusted.

For instance, in the case that an ability did 99 damage, and you had a 10% damage buff, the ability would deal 108.9 damage.
Before, this would be rounded down to 108, but now it is rounded to the nearest integer, making it deal 109 damage.


- How your wins are recorded in your Collection are now based off how the run started, rather than how it ended.

Previously, if you started a run with two players, and then someone left just before the final boss, then you won, the clear time + win statistic would be recorded in your Collection as a "Single Player" run.
Now, it would be recorded as "Multiplayer", because even though you cleared Solo, you started in Multiplayer mode.

- The Art Gallery will now remain unlocked once you have unlocked it, even if you reset your Story progress



- Fixed issue where "Super" could be active while you had "No Defense"
- Fixed issue where Rabbitluck could overwrite the effects of Youkai Bracelet and Kyou no Omikuji

- Fixed issue where the remaining uses for Defender's Special would appear incorrect online at the start of a fight
- Fixed issue where Druid's Sapphire Primary wouldn't reduce her movement speed as much as her other Primary upgrades (a leftover effect from her pre-buff Sapphire Primary I forgot to change)
- Fixed issue where Druid's Emerald Defensive could activate while you had "No Defense"
- Fixed issue where Druid's Emerald Defensive had an animation, despite being an auto-activating ability
- Fixed issue where Bruiser's Secondary could miss if you were too close to your target
- Fixed issue where the calculation for Obisdian Rod would be incorrect on Ancient Rabbit

- Fixed issue where Shadow Bracelet would buff abilities that did no damage
- Fixed issue where Lion Charm would proc off of some other players' loot
- Fixed issue where Seashell Shield would change cooldowns of abilities that were not meant to be changeable
- Fixed issue where the buff from Sacredstone Charm wouldn't be reflected online
- Fixed issue where Boulder Shield would start battles on cooldown, even though its description said it didn't
- Outside of combat, Tidal Greatsword will now reset its size and damage to its initial values if you stop attacking
- Divine Mirror and Golden Chime's counter now counts down to 0 instead of up, to match other items in the game

- Fixed issue where Fieldlimit's effect on players would be slightly different based on your framerate

- Fixed issue where the Treasure Chest after Tassha wouldn't be targettable
- Fixed issue where if you KO'd a training dummy or treasure chest via a status effect right before you moved to the next room, odd things would happen

- Fixed issue where clicking on the "Store" button while spectating would bring up the Inventory instead of the Store
- Fixed issue where buff text and large damage numbers would slowly go off the top of the screen if there were too many happening at once
- Fixed issue where some sprites were too small when using the "Low Quality Sprites" config setting
- Fixed issue where the menu would still take inputs while your were using a textbox (like if you were changing your name)

- Added some new text strings to the files so that they can be localized (previously they were fixed in English)
- Fixed some typos across various languages

1.0.3.0 Patch Notes

Hello Rabbits!

The Toybox Mode is finished!
It's in the Extras, and becomes available when you've unlocked all playable characters and item sets.






You can play with the Toybox both alone, in local co-op, and online! Everything should work exactly the same as a normal run.
It even has it's own public lobby listing separate from the main game, though I don't really expect it to get much use. It's mostly there so you can meet up with people without being Steam friends.



Even if you have the mode itself unlocked, actually using an item in it will require you to have won at least 1 run holding that item, on any difficulty.

For the upgrade gems, they become available after winning with one on any character, so you don't need to unlock those separately.

Once you've chosen your items, you can try them out against the Training Dummy in the center, or...

Fight a giant rainbow treasuresphere!



What does the sphere do, you ask...?
Uh, nothing! It just sits there and has a lot of health.
But, trying to see what combination of items destroys it fastest might be fun.

This "fight" might seem like an odd inclusion, but it is the start of some grander plans.
Eventually, I'd like the toybox to be the place where modders test their creations, as well as a place where people can fight modded bosses and try modded items quickly without having to go into a full run.

...That is, when mod support is a bit more developed.

After this update, I'll be taking a short vacation (as I've been working pretty hard on the game since last September). After that I'll start work on Steam Workshop support, and allowing you to mod bosses into the game.

Though, while I say a short vacation, I'll be mostly playing games and drawing for fun, as well as doing some grass-touching. So you'll still be able to reach me via email or the Discord; I might just be slower to respond than normal.

With that out of the way, here are the full patch notes!




- A config option has been added to use lower-quality character select sprites. If your game crashes because of lack of RAM when loading into a lobby, go into:
C:\Users\YourName\AppData\Local\RabbitSteel\SaveFileNonSynced\config.ini
And change the value for "lowQualitySprites" to "1".
Currently this is only implemented for the character select, because it's by far the place that uses the most memory. But, if memory continues to be an issue for low-end PCs, I'll make this affect the rest of the game as well.

- All characters now move slightly faster, and items that increase or decrease your movement speed affect your character less
Previous formula: 7 + (stat)*0.8
New formula: 7.7 + (stat)*0.7

- Loot and Abilities that apply a temporary speed boost or slow your speed down slightly now overwrite each other, rather than stack; with a faster speed overwriting a slower one

- The SFX for "Stop Moving" and "Keep Moving" has been adjusted to match the timings for when you have to stop or keep moving

- The priority for things that shield you from damage has been adjusted. Items/Statuses will now shield you in the following order, with lower effects not happening if a higher effect shields you first
1) Rockdragon Mail
2) Red Tanzaku
3) Stoneskin Status
4) Graniteskin Status
5) Emerald Chestplate
6) Phoenix Charm
(Previously, behavior was inconsistent, with some items activating at the same time)



- Ruby Special now applies a palette-dependant Burn effect, so multiple players taking this upgrade can all apply their own Burn



- Ruby Special now applies a palette-dependant Burn effect, so multiple players taking this upgrade can all apply their own Burn



- Ruby Primary now applies a palette-dependant Burn effect, so multiple players taking this upgrade can all apply their own Burn



- Fixed issue where invulnerability length when using Emerald Special was shorter than intended



- The size and damage of Hydrous Blob has been increased, 250 damage > 300 damage, size 240 > 340
- Boulder Shield now only reduces your movement speed slightly (was "significantly" before)



- Fixed issue where Avy's Phase 2 enrage would hit for 2 hearts after the first jump
- Fixed issue where a pattern during Matti's second Phase 2 summon phase would persist even after all the smaller mice were defeated
- Fixed issue where Sohko would enrage more quickly than intended for her pattern where she stands in the center of the screen
- Fixed issue where a 5th Tassha would appear when you were defeated by her
- Fixed issue where the "Cardinal" pattern used by enemies like Illie, Ranalie and Shira wouldn't disappear correctly when the enemy is KO'd or it changes to Phase 2
- Attempted fix of issue where a boss's HP is suddenly reduced to 0 at the beginning of fights (please let me know if this still happens)
- Fixed issue where the behavior of Obsidian Hairpin + Oni Staff would be inconsistent (Oni Staff's effect will always come second now)

- Fixed crash that could happen if an Assassin disconnected right after using Vanish, or if someone disconnected while having the "Super" effect

- Fixed issue where certain items like "Old Bonnet" and "Eaglewing Charm" wouldn't work on abilities that had their damage reduced to 0 by items like Timespace Dagger and Darkglass Spear
- Fixed issue where Stoneskin would proc "on gaining invulnerability" items twice
- Fixed issue where when an ally gives you Stoneskin, it would erase an area around the person who gave it to you, rather than an area around yourself
- Fixed issue where the descriptions for Potions would have extra newlines
- Fixed issue where, when playing with Text Size set to "Large", item descriptions could run off the edge of the screen
- Fixed issue where Book of Cheats effects that dealt damage weren't affected by loot, abilities or status effects that increased overall damage
- Fixed issue where item procs would stop happening altogether if too many happened in quick succession

- Fixed issue where the "Shining Arms" trinket would be in the wrong position when moving to the left

- Fixed issue where clearing a boss on Cute Mode would unlock Hard Mode, when the unlock condition said Normal Mode

- Fixed issue where a player leaving could result in another player suddenly losing an item
- Fixed crash that could happen very very rarely when playing online with another player
- Fixed crash that could happen when a large number of players tried to join your lobby at once
- Fixed crash that could sometimes happen if you applied a debuff to the Training Dummy or a Treasuresphere and then moved forward
- Fixed issue where the number of wins you have would be displayed incorrectly in your Collection if you had over 100
- Fixed issue where the sprite in the Music Room would move too quickly while playing "Emerald Lakeside (Off Vocal)"
- Fixed issue where "Online Player SFX Volume" wouldn't effect the sound of someone getting hit
- Fixed issue where, if you were looking at the Inventory when a new player joined, their character's inventory wouldn't be visible until you closed the Inventory
- Sound will no longer cut out from two players using the same ability at the same time

- Fixed a number of typos across various languages


[h2]1.0.3.1 Hotfix[/h2]

- "Adjusted Values" now show up over loot and abilities in the Toybox
- Restored the previous functionality of how abilities that temporarily change your speed (such as Winged Cap and Fairy Spear) work, with a new cap of multiplying your speed by 2x its normal amount

- Fixed issue where an error message would show up upon changing stage as Defender
- Fixed issue where certain boss attacks were too loud
- Fixed issue where the game would occasionally crash upon taking an upgrade
- Fixed issue where two sets of Desert Earrings would proc infinitely off each other
- Fixed issue where changing lobby settings on the Toybox menu would put you back on the normal run menu

[h2]1.0.3.2 Hotfix[/h2]

- Silver Coin now works in Toybox Mode
- Fixed crash when you proceeded forward solo in Toybox Mode on controller
- Fixed issue where the wrong images would load for cutscenes if you clear two stories in one run
- Adjusted volume of "Stop Moving" "Keep Moving" SFX
- Fixed crash that could be sometimes caused by Desert Earrings
- Adjusted "Heavy" status effect's speed to be more in line with the pre-patch speed (it is still slightly faster)

[h2]1.0.3.3 Hotfix[/h2]

- The "Low Quality Sprite" config option now applies to all character sprites in the game
- In the event that two of your attacks deal the same amount of base damage, Nightguard Gloves will now buff both
- Fixed issue where Avy, the Starry Frog's enrage wouldn't proc Red Tanzaku's effects