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Patch Notes 8.27

[p]This default branch update incorporates content previously tested in the beta branch.[/p][p]Note: Updating may cause data errors when continuing gameplay. Please complete your current run before updating.[/p][p][/p]
Default Branch Updates
[hr][/hr][h3]Bug Fixes[/h3]
  • [p]Fixed unresponsive "Continue" button on death screen[/p]
  • [p]Fixed inability to interact with Key Faith drops due to Natural Decay[/p]
  • [p]Fixed Fate Data Pollution allowing collection of others' coins[/p]
  • [p]Fixed missing teleportation animations[/p]
  • [p]Fixed Wildshift switching errors during multiplayer[/p]
  • [p]Fixed negative key count issue[/p]
  • [p]Fixed Golden Dice anomalies in shops[/p]
  • [p]Fixed Alien Poster/Rooster Head not triggering when collected in near-death state[/p]
  • [p]Fixed missing portals in Black Dog safe rooms[/p]
  • [p]Fixed abnormal flight state[/p]
  • [p]Fixed Dull and Dreary not affecting Zen Rooms[/p]
  • [p]Fixed Overflare energy bar displaying on other clients[/p]
  • [p]Fixed potential invincibility glitch after revival[/p]
  • [p]Fixed certain weapons continuing to attack after death[/p]
  • [p]Fixed consumable Silver Egg issue[/p]
  • [p]Fixed JAMES melee weapon switching errors with JEDON[/p]
  • [p]Fixed players becoming unable to attack after multiple soulshift states[/p]
  • [p]Fixed PulseArc and other laser weapons failing to trigger Popcorn effect[/p]
  • [p]Fixed Hatchmon Converter prompt errors[/p]
[h3]Experience Improvements[/h3]
  • [p]Optimized REBEL and TOPSPIN weapon mechanics[/p]
  • [p]Improved REBEL ammo counter display[/p]
  • [p]Enhanced AVALANCHE: Reduced charge time and laser spread angle[/p]
  • [p]Improved jumping room experience[/p]
  • [p]Adjusted Portal Stone placement in Faith Temples[/p]
  • [p]Changed Key Faith sacrifice machine to deduct resources instantly[/p]
  • [p]Added key icons to Treasure Temple altars[/p]
  • [p]Optimized egg consumption priority (uses lower-experience eggs first)[/p]
[h3]New Features[/h3]
  • [p]Added UI indicators for active Egg Set/Death's Door Set effects[/p]
[h3]Other Updates[/h3]
  • [p]Updated Archive configurations[/p]
  • [p]Revised Wisp Set: 10 Purple Wisps now auto-combine into 1 Golden Wisp[/p]
  • [p]Adjusted Fox Spirit enhancement duration[/p]
  • [p]Updated Death's Door Set heart shield acquisition effect[/p]
  • [p]Reduced Tech Wave visual effects[/p]
[p][/p]
Beta Branch Updates
[hr][/hr][h3]Bug Fixes[/h3]
  • [p]Fixed hand-clipping through one-way platforms while flying[/p]
  • [p]Fixed ghost state unable to descend through one-way platforms[/p]
[h3]Experience Improvements[/h3]
  • [p]Enhanced Hunter Queen: Always triggers Safe Explosion on kill, removed bomb drops[/p]
  • [p]Improved Insect Net: Guaranteed insect spawn (chance for golden), no bullet collision[/p]
  • [p]Optimized Lipstick: No price increase after restocking[/p]
  • [p]Revised Repair Ticket: Now consumes only 1 crystal[/p]
  • [p]Enhanced Turkey Theory item[/p]
  • [p]Improved Mistpeak Token, Dragon Statue, Blank Shell, Scream Soda: Affects ally explosions[/p]
  • [p]Refined Exothermic Charge: Only affects player-thrown bombs[/p]
  • [p]Adjusted God of Card transformation duration[/p]
  • [p]Balanced Data Pollution and Supply Fracture probabilities[/p]
  • [p]Upgraded Shark Grenade: Revives all Hatchmon in recovery rooms[/p]
  • [p]Revised Whetstone Halves effect when hurt[/p]
  • [p]Enhanced Legendary Jersey and Aura Harp: Damage scales with jump count[/p]
  • [p]Improved Dragonlord Scale: Now drops Coin Sacks[/p]
[h3]New Features[/h3]
  • [p]Improved suit progress display: Shows progress after collecting 4th suit item[/p]
[h3]Other Updates[/h3]
  • [p]Modified APOLLO level transition:[/p]
[p]• Can enter regular Psychedelic Level without Faith[/p][p]• Only requires Psychedelic Token for Dark Psychedelic Level[/p][hr][/hr][h3]How to Switch to Beta Branch[/h3][p]Steam Library >>> NEON ABYSS 2 >>> Right-click >>> Properties >>> Betas >>> Beta (no password required)[/p][p]Note: Different branches cannot play together due to version differences.[/p][p]Veewo Games[/p]

Fire Support - Major Update is Live

Major Update: Fire Support
[p][/p][p][/p][p]Hey Agents!! We’ve got a Big One for you today with the Neon Abyss 2 Fire Support update, our first major patch since Early Access release. We’ve got a couple of brand new elements added here, as well as a huge number of fixes and balances for a bunch of weapons.[/p][p]The Fire Support patch is live NOW, after testing in our Beta Branch over the weekend. The highlights include:[/p]
  • [p]The New Blackdog Patch System – allowing players to pick a starter build to jump in with, following failure in the Abyss[/p]
  • [p]Weapon Fixes and Balancing – we’ve been listening to your feedback and have a huge list of weapon tweaks and fixes[/p]
  • [p]Visual optimisation and improvements – for multiple visual effects and artwork[/p]
  • [p]New Items! – adding a little more spice to the Abyss[/p]
[p]If you played back at launch, there’s a whole lot more to jump in with now, as well as ongoing fixes and improvements (it’s Early Access, right?!). Let us know how you find the new Fire Support patch and we’ll continue to throw tweaks, fixes, improvements and balancing at you in the coming weeks before our NEXT Major Update.[/p][p]
[/p][h3]The Blackdog Patch System[/h3][p]This all-new system lends a hand to players after a losing run in the Abyss (and we know there are a few of you out there! Sadly, me included). This new ability can be unlocked within the first page of the Evolution Tree, allowing a little leg up for those that fancy it. After losing a run, players will be thrown a random weapon / item bundle, specially bolted together by our Abyss Architects.[/p][p]Agents who complete an Abyss run with their random item bundle from the Blackdog Patch will unlock it to be able to select in future – meaning that you can choose to select that again (after failure in the Abyss), or get another random Patch to try out a new combination and try and unlock that one, too.[/p][p][/p][p][/p][p][/p][h3]Comprehensive Weapon Adjustment, Optimisation and Balancing[/h3][p]We’ve been listening to your feedback, and one of the things you’ve really let us know about is that weapon balancing has been feeling a little off in the Abyss. We’ve been taking some time to add a butt-load of new tweaks (and fixes) for a huge number of weapons.[/p][p]All of these changes are in addition to our new Damage system. While we’re not giving you the ins and outs on exactly how this works (we need to keep SOME things aloof and mysterious) we’re hoping that this will help with weapon balancing, and all weapons have had stats tweaked to essentially improve the fun factor – though we’ll let you be the judges of that.[/p][p]We’ve put a (partial!) list of these within the more patch-notes style bit just below, but do also keep in mind that the team are constantly working on weapon tweaks and balancing within regular updates. Your feedback is not only welcome, but critical to these balancing patches, as we need to know what you like and don’t like. We can’t promise to make every tweak (as one Agent’s Abyss Trash is another Agent’s Abyss Tresure) but we’re using feedback heavily to plan and prioritise balancing.[/p][p]
[/p][h3]Visual Optimisations and Additions.[/h3][p]The Abyss is meant to be chaotic, that’s the point of the Abyss, and it only gets crazier with multiplayer co-op. But we’ve heard your feedback, and we do agree that it needs to be manageable chaos at the very least (for reference, see the weird scene with Jeff Goldblum in the original Jurassic Park movie where he’s dropping water on Laura Dern’s hand).[/p][p]So we’ve been making changes to how the chaos gets represented in game. We’ve toned down player effect animations, and increased visibility of enemy projectiles as well. All of this aims to keep the chaotic feeling of the Abyss, while making sure you can see what you’re doing and what’s going on around you.[/p][p]We’ve also added new high-definition pixel art for all weapons , just to help the Abyss get a little extra shine.[/p][p][/p][h3]New exciting Items[/h3][p]After searching the forums, it looks like you all really wanted new items which helped you to get more jump boxes, so we’ve added 94 new items to help you get additional jumps![/p][p]I really need to point out that this is a joke, just for anybody who thinks we’re being serious. We’ve not added jump boxes, but we HAVE added a bunch of new items which improve attack speed, range and trajectory aiming, which we hope to help you feel a bit more buffed up in the Abyss.[/p][p]Seriously, though. If you do want more jump boxes, just say. We’ve got so many going spare and we can just throw them into the Abyss any time.[/p][h2]
The (Blackdog) Patch notes[/h2][p]So. That’s the narrative. But if you’re the type of Nerd that likes a bullet point list, we’ve got your back. Here it is in all it’s stunning glory. The Patch Notes for our first major patch, the Fire Support Update.[/p][h3]Additions[/h3]
  • [p]New Blackdog Patch Mechanics[/p]
  • [p]New Damage System[/p]
  • [p]New items[/p]
[h3]Weapon Adjustment List (partial)[/h3]
  • [p]VOLTEDGE - Mechanic Change: Charge time no longer decreases continuously, but each slash's damage increases progressively.[/p]
  • [p]VAJRA - Greatly reduced guardian cooldown. Guardian attack range scales with damage growth. New mechanic: Landing normal attacks during cooldown reduces cooldown time.[/p]
  • [p]RAGNAROK - Optimised charge time and reduced axe recall difficulty. Increased flame gauntlet attack speed and damage.[/p]
  • [p]AVALANCHE - Fixed a bug causing double damage (sorry!) and reduced weapon charge time.[/p]
  • [p]OBLIVION - Reduced charge time and added piercing effect.[/p]
  • [p]CATALYST - New mechanic: Enemies marked beyond 9 layers detonate immediately.[/p]
  • [p]COGDRIVE - Greatly reduced all charge times. Fixed a bug where damage could be taken during third-stage dash attacks.[/p]
  • [p]WILDSHIFT - Fixed a bug where weapon damage wasn't affected by egg count. Significantly increased mark duration.[/p]
  • [p]RED WIDOW - New mechanic: More eggs extend the reload window.[/p]
  • [p]LOONG - Optimized dragon behaviour for better player control.[/p]
  • [p]JADEWEAVE - Optimised orb behaviour and fixed orbs not attacking enemies (because, honestly, what’s the point if they don’t).[/p]
  • [p]ZANSHIN - Fixed a bug where damage could be taken during dash attacks.[/p]
  • [p]FLUORESCENT - Increased weapon damage and attack speed.[/p]
  • [p]JINGU BANG - Fixed a bug where spell damage didn't scale. Increased staff swing range.[/p]
  • [p]PULSEARC - Fixed missing damage bug. Optimised lightning strike mechanics and fixed tracking logic errors.[/p]
  • [p]EUPHONY - Greatly increased soundwave range and weapon attack speed. Removed combo mechanics.[/p]
  • [p]NIRVANA - Mechanic optimization: Not attacking no longer interrupts combos. Greatly increased soundwave range and damage.[/p]
  • [p]SWEETALK - Weapon attacks changed to soft lasers. Super Hatchmons now generate additional homing bullets.[/p]
  • [p]TOPSPIN - Fixed a bug where tennis balls could disappear (new balls, please!)[/p]
  • [p]YOKO - Increased Hatchmon absorption speed.[/p]
  • [p]SUNDER - Adjusted to key-themed weapon. Fixed critical-hit chance bug.[/p]
  • [p]ASCEND - Increased Wisp absorption speed and spirit sword damage/flight speed.[/p]
  • [p]PURGE - Fixed a bug where homing bullets couldn't deal multi-hit damage. Increased Wisp absorption speed.[/p]
  • [p]CACKLE - Increased sound ring speed damage, and Wisp absorption speed. Sound rings no longer trigger "Popcorn" explosions.[/p]
  • [p]VERDICT - Increased weapon range. Optimised light spear logic to prevent missed targets.[/p]
  • [p]TEMPEST - Increased storm cloud movement speed. Fixed a bug where bullets hitting clouds generated marks.[/p]
  • [p]STEEL TEETH - tack speed bonuses now extend sawblade duration.[/p]
  • [p]CHAMPION - New mechanic: More jump marks reduce Frenzy loss when hurt.[/p]
[h3]Optimisations and Adjustments[/h3]
  • [p]XUAN's skill now grants invincibility frames.[/p]
  • [p]Fishing Room and Zen Room no longer display as Arcade Room icons (ever visited a Zen Arcade room?).[/p]
  • [p]GOD OF ENTERTAINMENT (HYPERION) Phase 2 superheroes now appear in random order, much like sound balancing on entertainment streaming services.[/p]
  • [p]Task system now displays progress for clarity.[/p]
  • [p]Reduced plugin display time and boss transformation duration for better pacing.[/p]
[h3]Bug Fixes[/h3]
  • [p]Fixed weapon raise state persisting after upgrading in Soul Room.[/p]
  • [p]Fixed potential errors when generating relics.[/p]
  • [p]Fixed errors when collecting Null Sample with gauntlet weapons.[/p]
  • [p]Fixed relic sync errors.[/p]
  • [p]Fixed blue screen on Continue.[/p]
  • [p]Fixed enemy teleportation anomalies.[/p]
  • [p]Fixed relic "Ark Reactor" not converting Hearts properly.[/p]
  • [p]Fixed boss transformation logic errors.[/p]
  • [p]Fixed hotkey issues in bar evolution interface.[/p]
  • [p]Fixed progression blocks in certain rooms (Arcade Room).[/p]
  • [p]Fixed occasional XUAN skill failures.[/p]
  • [p]Fixed NIRVANA error when switching weapons during sound ring activation.[/p]
  • [p]Fixed Debt not clearing after maxing Smiley Privilege  (Coin suit).[/p]
  • [p]Fixed attack anomalies during weapon swaps.[/p]
  • [p]Fixed YOKO anomalies when hit during Hatchmon absorption.[/p]
  • [p]Fixed unresponsive evolution interface.[/p]
  • [p]Fixed duplicate Hatchmon bug after Continue with Dr. Blue items.[/p]
  • [p]Fixed bombs detonating immediately on barriers (though, this one WAS funny for friends if you’re playing multiplayer).[/p]
  • [p]Fixed barrier items (e.g., Hybrid Doctrine, Microphone) detonating Bouncing Bettys.[/p]
  • [p]Fixed Spinal Fluid bug after Continue.[/p]
  • [p]Fixed "HORUX" Magic Eyes not auto-targeting enemies.[/p]
[p] Veewo Games[/p]

Update Note 8.12

August 12 Update Notice
[p]Note: Updating may cause data errors when continuing the game. Please complete your current game session before updating.[/p]
Default Branch Update
[hr][/hr][h3]Bug Fixes[/h3]
  • [p]Fixed an issue where no pop-up appeared when Steam initialization failed.[/p]
  • [p]Fixed an issue where the number of school items was not restored after reconnection, and an error occurred in the player's flight status settings.[/p]
  • [p]Fixed a bug where the Abyss entry count for the client player was not effective.[/p]
  • [p]Fixed an issue where interaction with the ERIS portal was not possible.[/p]
  • [p]Fixed a phantom error that occurred when continuing the game.[/p]
  • [p]Fixed a room error related to HYPERION.[/p]
  • [p]Fixed an issue with incorrect initial drops for the Psychedelic Butterfly.[/p]
[hr][/hr]
Beta Branch Update
[hr][/hr]
Major Update \[ Fire Support ] Now in Beta Branch
[p][/p][h2]Update Summary[/h2]
  • [p]Blackdog Patch System: Players will receive a Black Dog Patch (item bundle) after each defeat to help Agents dominate the Abyss.[/p]
  • [p]Comprehensive Weapon Adjustments and Optimization: Optimized mechanics and feel of numerous weapons, reworked some weapons, and adjusted all weapon values according to the new damage mechanics. (Continuous optimization in progress)[/p]
  • [p]Weapon Visual Effects Optimization: Enhanced enemy bullet visibility and reduced player attack effects. (Continuous optimization in progress)[/p]
  • [p]New Items: New batch of attack speed, range, and projectile items.[/p]
  • [p]High-Definition Weapon Artwork Update[/p]
[p]This update is currently in testing. We welcome everyone to experience it and provide feedback. We will continue to optimize and adjust based on the situation.[/p][p][/p][h2]Key Points of Weapon Optimization and Adjustments[/h2][p]Adjusted the underlying damage mechanics and added damage bonuses for each resource to their respective weapon types. Most weapons have undergone damage adjustments to adapt to the new version's damage configuration.[/p][p]VOLTEDGE [/p][p]Mechanism adjustment: Charge time no longer continuously decreases, but damage increases with each slash.[/p][p]VAJRA [/p][p]Significantly reduced the cooldown time of the messenger. The messenger's attack range now scales with damage growth.[/p][p]RAGNAROK [/p][p]Optimized charge time and reduced the difficulty of retrieving the axe. Increased fire gauntlet attack speed and damage.[/p][p]AVALANCHE[/p][p]Fixed the error of dealing damage twice, shortened weapon charge time.[/p][p]OBLIVION [/p][p]Shortened charge time and added enemy penetration effect.[/p][p]CATALYST [/p][p]New mechanism: Enemies will instantly explode when marked layers exceed 9.[/p][p]COGDRIVE [/p][p]Significantly shortened all charge times. Fixed the bug where damage could be taken during stage 3 charge dash attack.[/p][p]WILDSHIFT [/p][p]Fixed the error where weapons weren't affected by egg quantity bonuses. Significantly increased mark duration.[/p][p]RED WIDOW [/p][p]New mechanism: The more eggs, the longer the reload time window.[/p][p]LOONG [/p][p]Optimized dragon behavior, now easier for players to control.[/p][p]JADEWEAVE [/p][p]Optimized artifact behavior, fixed the issue where artifacts wouldn't attack enemies.[/p][p]ZANSHIN [/p][p]Fixed the error where damage could be taken during dash attacks.[/p][p]FLUORESCENT [/p][p]Increased weapon damage and attack speed.[/p][p]JINGU BANG [/p][p]Fixed the error where spell damage wouldn't scale. Increased staff spinning range.[/p][p]PULSEARC [/p][p]Fixed damage loss error. Optimized lightning strike trigger mechanism, fixed lightning tracking logic error.[/p][p]EUPHONY [/p][p]Significantly increased sonic wave range, increased weapon attack speed. Removed combo mechanism.[/p][p]NIRVANA [/p][p]Mechanism optimization: Not attacking no longer breaks combo. Significantly increased sonic wave range and damage.[/p][p]SWEETALK [/p][p]Weapon attack changed to soft laser. Super Hatchmon now generates additional tracking bullets.[/p][p]TOPSPIN [/p][p]Fixed the error where tennis balls could be lost.[/p][p]YOKO [/p][p]Increased Hatchmon absorption speed.[/p][p]SUNDER [/p][p]Adjusted to Key faction weapon. Fixed critical chance error issue.[/p][p]ASCEND [/p][p]Increased Wisp absorption speed, improved spirit sword damage and flight speed.[/p][p]PURGE [/p][p]Fixed the error where tracking bullets couldn't deal multi-hit damage. Increased Wisp absorption speed.[/p][p]CACKLE [/p][p]Increased sonic ring speed and damage, increased Wisp absorption speed.[/p][p]VERDICT [/p][p]Increased weapon range. Optimized light spear generation logic, now won't attack lost targets.[/p][p]STEEL TEETH [/p][p]Attack speed bonuses now increase saw wheel duration.[/p][p]TEMPEST [/p][p]Increased thunder cloud movement speed. Fixed the error where bullets hitting thunder clouds would generate marks.[/p][p][/p][h3]Bug Fixes[/h3]
  • [p]Fixed an issue where the character would remain in a weapon-raised stance after upgrading a weapon in the Soul Room.[/p]
  • [p]Fixed a potential error that could occur when generating Relics.[/p]
  • [p]Fixed an error that could occur when picking up the Null Sample with fist-type weapons.[/p]
  • [p]Fixed a Relic synchronization error.[/p]
  • [p]Fixed a blue screen issue that occurred when continuing a game.[/p]
  • [p]Fixed an issue where attacking monsters would repeatedly grant energy.[/p]
  • [p]Fixed an error that occurred when exiting and re-entering the game after a weapon reached its maximum level.[/p]
  • [p]Fixed an issue where continuing the game would cause duplicates of Remote Harrow and other followers.[/p]
  • [p]Fixed an issue where PULSEARC's Lightning Bolt would attempt to track untrackable enemies.[/p]
  • [p]Fixed an issue where the Magic Pocket function would malfunction for non-host players after reconnecting.[/p]
  • [p]Fixed an issue where the Key Set would not take effect when entering a Challenge Room under specific conditions.[/p]
  • [p]Fixed an issue where gravity would behave abnormally when flying in the first room after continuing the game.[/p]
  • [p]Fixed an issue where the invincibility effects of COGDRIVE and ZANSHIN would fail.[/p]
[h3]Balance Adjustments[/h3]
  • [p]Synthesized Food: Trigger chance increased. Now has a chance to drop Moldy Heart.[/p]
  • [p]Godfather Disc: Now speeds up Egg incubation once per room after killing enemies.[/p]
  • [p]Peking Opera: Trigger chance increased to 100%.[/p]
  • [p]Shattered Note: Crystal cost adjusted to 1.[/p]
  • [p]Aura Harp: Trigger chance increased, and the number of notes increases with each jump.[/p]
  • [p]Taoist Talisman: Trigger chance adjusted to 100%.[/p]
  • [p]Quake Bull: Crystal cost adjusted to 2.[/p]
  • [p]Falcon Supplies: Added Moldy Heart and Rainbow Heart to the drop pool.[/p]
  • [p]Arms Receipt: Now grants 5 additional bombs when collected.[/p]
  • [p]Work Alarm: Crystal cost adjusted to 2.[/p]
  • [p]Bridge Baby: Trigger chance adjusted to 100%.[/p]
  • [p]Spartan Bloodline: Trigger chance adjusted to 100%.[/p]
[h3]Optimizations and Adjustments[/h3]
  • [p]The maximum number of Eggs you can hold is now capped at 99.[/p]
  • [p]The Fishing Room and Zen Room will no longer be marked with a game room icon.[/p]
[hr][/hr][h3]How to Switch to the Beta Branch[/h3][p]Steam Library >>> Neon Abyss 2 >>> Right-click >>> Properties >>> Betas >>> Beta (no password required)[/p][p]Also, please note that players on different branches cannot play together due to version differences.[/p][p]Veewo Games[/p]

Update 8.05 Patch Notes

[p]Agents, what is UP. We’ve hit another Tuesday and that means another patch coming your way! Yeah, I know Tuesday isn’t a thing or anything but I needed something to say to open this and I couldn’t think of anything else so here we are.

Anyway, much like Backstreet, we’re back with some more updates for the Default and Beta branches (alright)! As ever, please note that update versions may cause an issue with the “continue game” function, so try and get through any runs before stopping to update.

So this is what we’ve got for you today in the year of the Abyss 2025, August 5th.[/p][hr][/hr][h2]Default Branch Update[/h2][hr][/hr][h3]Bug Fixes[/h3]
  • [p]Fixed soul monsters from Craftsman Faith above the 6th floor not dropping souls[/p]
  • [p]Fixed set item quantity recording failure when using Continue Game[/p]
  • [p]Fixed interface errors caused by Steam SDK initialization errors[/p]
Beta Branch Update
[hr][/hr][h3]Bug Fixes[/h3]
  • [p]Fixed getting stuck when teleporting on Jump Pads[/p]
  • [p]Fixed date calculation issues with Flash Rabbit Coin machines[/p]
  • [p]Fixed soul monsters above the 6th floor not dropping souls[/p]
  • [p]Fixed follower direction errors after entering rooms[/p]
  • [p]Fixed issues causing some delayed vibrations[/p]
  • [p]Fixed genre item quantity recording failure when using Continue Game[/p]
[h3]Experience Optimization[/h3]
  • [p]HYPERION Phase 1 room platform optimization[/p]
  • [p]Shop Room special effects resource update[/p]
  • [p]Rewrote teleportation implementation mechanism[/p]
  • [p]Save interface operation function adjustments[/p]
[h3]Other Updates[/h3]
  • [p]Multi-language updates[/p]
  • [p]Save interface update[/p]
[hr][/hr][h3]How to Switch to Beta Branch[/h3][p]Steam Library >>> Neon Abyss 2 >>> Right Click >>> Properties >>> Betas >>> Beta (No password required)[/p][p]Please also note that online play is not possible between different branches due to version differences.[/p][p]Veewo Games[/p]

PATCH NOTES: 8.01

Hey Agents! We’re back again after the weekend and we’ve been working on getting come bug fixes and optimisations into the Abyss! It’s our first update in August, but it’s the first of August to cut us some slack, right?

A good number of changes in both Default and Beta Branch, and as usual if you do head into the Beta Branch, keep the bug reports coming – but please do bear in mind that this is the least stable branch (or the darkest timeline, whichever way you want to look at it).

Anyway. I’ve been nerding out enough for all of us. This is what’s hitting you today. In the spirit of Columbo – just one more thing (ask your parents if this goes over your head) – Updating may cause errors for the “continue game” function, so if possible, finish your run before updating.

[hr][/hr][h2]Default Branch Updates [/h2][h3]Bug Fixes [/h3]
  • Fixed an issue related to backup saves
  • Fixed an issue where players wouldn’t enter the Busy state when collecting souls (if you were overlapping a portal)
  • Fixed the duplicate Cypher coin drops
  • Fixed incorrect save data preventing mission completion (we haven’t yet found a patch which can fix skill issues preventing mission completion so I am out of luck)
  • Fixed abnormal bullet effects from plugins
  • Fixed Psychedelic token drops on level 7 and above
  • Fixed non-host character companions (Hatchmons, Drones et al.) which weren’t attacking monsters
  • Fixed an issue where purchasing items in the Shop failed when carrying the Festival Red Envelope artifact
  • Fixed an issue where switching between controller / keyboard during QTE prompts in game rooms caused the QTE interface to freeze (and not in like a “Robot on the dancefloor” cool type of freeze, that would be sick)
  • Fixed an issue where repeatedly clicking continue on the settlement screen would cause Bar characters to disappear (we honestly don’t know where they went to but they are back now and they wouldn’t tell us what happened)
  • Fixed bugs related to the Dawn system
[h3]Adjustments and Optimisation [/h3]
  • Optimised controller operation (auto aim now prioritises enemies which you can actually hit – which might be useful)
  • Improved Busy state detection based on actual player status rather than the UI status (or a finger-in-the-wind rough guess which works more often than you’d expect)
  • Optimised monster activation detection to prevent aiming at inactive monsters (how could you)
  • Improved Monster spawning mechanics
[hr][/hr][h2]Beta Branch Updates [/h2][h3]Additions [/h3]
  • Added a new backup save system
[h3]Bug Fixes [/h3]
  • Fixed an issue related to backup saves (yup. Here, too!)
  • Fixed an issue where players wouldn’t enter the Busy state when collecting souls (if you were overlapping a portal)
  • Fixed duplicated Encrypt coin drops
  • Fixed incorrect damage calculation for JINGU BANG’s spell
  • Fixed potential duplication or collection failure issues with Saya’s weapons
  • Fixed incorrect save data preventing mission completion (just pretend we did a hilarious but original joke for this note, as well as the one in the Default Branch)
  • Fixed JADEWEAVE focus shaking after combat (gave it a hot mug of sweet tea)
  • Fixed abnormal bullet effects from plugins
  • Fixed non-host character companions (Hatchmons, Drones et al.) which weren’t attacking monsters
  • Fixed an issue where picking up Relics caused interaction abnormalities
  • Fixed an issue with abnormal item drop positions in Pain rooms (to be fair if you are going into Pain rooms you might just be looking for punishment anyway)
  • Fixed an issue with incorrect spawn positions for enemies related to Faith elements and Crystals
  • Fixed an issue where shop weapon levels would not scale with floor progression (because apparently you don’t like a challenge)
[h3]Adjustments and Optimisation [/h3]
  • Improved the Hatchmon animation synchronisation in multiplayer
  • Reworked the Wild Hatchmon system for an improved experience
  • Improved backup state functionality (which now support swapping between backup and current saves)
  • Enhanced Critical Hit level change events and UI display
  • Improved player Busy state detection
[h3]Art and Localisation [/h3]
  • Multi-lingual text update
[hr][/hr][h3]Beta Branch Shenanigans [/h3]As ever, a quick reminder that if you’d like faster access to fixes, additions, improvements and other improvements, you can join the Beta Branch. To do this, just select it as your option by heading over to:
  • Library – Right click Neon Abyss 2 – Properties – Betas
And selecting the Beta Branch from the drop-down menu.

Bear in mind, Agents, you will only be able to play multiplayer with folks on the same Branch as you, and the Beta Branch (as the name implies) is a testing platform meaning likelihood or more disruption.