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Milo Demo 1.0.21

Milo Demo 1.0.21 Early Access Patch Notes

- Aim Down Sights(ADS) and Sprint ability can now be toggled and there is an option in the options menu
- player walks slightly faster when ADS is active
- cultist pathfinding is a bit better when moving through crowds
- added many quality-of-life UI options
- adjusted many HUD and UI elements
- added another camera cut in the front-end level

Milo Demo 1.0.19 Patch

Milo Demo 1.0.19 Early Access Patch Notes

- 'follow orders' cultists now explode in a bloody mess as well as random cultists that grants tickets on death
- navigation system improvements
- small map tweaks
- aim assist now works for those who use controller to play Milo
- UI settings will now update immediately and not require a restart or a new session

Milo Demo 1.0.14 Patch

Milo Demo 1.0.14 Patch

- added in the old kar98 and trenchgun and pistol until the new weapons are ready with animations etc.
- adjusted UI for readability
- possibly fixed bug for barricades that can be disabled by repairing
- added in old pistol mesh fix animations
- add milo box art as the loading background
- fixed bug that caused cream machine price to go up after a re-roll
- adjusted some collision that caused the rats to get stuck
- fixed lag spike when a bomb/grenade/popcorpse explosion occurs
- you can't sprint anymore unless you are moving forward
- adjusted size/style of large wave title in center of screen
- adjusted the colors and fx for flying ticket particles
- you now have an 8% chance to gain 3-5 tickets when a rat eats some of your food
- you will now see a status effect when you have max rat food in your inventory
- adjust the token ui icon a bit to make it more obvious

Milo Demo Update 1.0.13!

Milo Demo v1.0.13 is LIVE!

I apologize for the wait. It is almost 1AM here in Southern California and I really wish I could've delivered the update earlier this evening. **Thanks for your patience.** And thank you to *Yarrawah Interactive* for their amazing contributions to Milo (first person models/textures and map expansion) Below are a list of changes in Milo.

Note: I temporarily removed the Trenchgun, and the Kar98 to fix some issues before adding them back in as soon as possible!
Note #2: I will be working to improve performance in the upcoming patches


Major Changes:** (more comprehensive list in the 'changelog' channel in Milo Discord)

-Milo uses latest version of Unreal Engine
-Expansion to the map (a teaser for one of the new maps in production)
-Leaderboards now display top scorers
-Players can now repair barriers, grants points when repaired
-Basketball minigame can now move side-to-side in addition to back-and-forth
-Wall Buys are now purchased with 'Points'
-You earn 'Points' attacking enemies
-Rats are faster
-Rats can eat bodies with AOE explosions quickly
-Rats have a chance to give players tickets when they eat thrown food (10% to give 1-3 tickets)
-Rats now have fur!
-Players now have a static 3 rats they will spawn with
-New first-person models and textures
-Ticket currency replaced by 'Points'(tickets are now separate)
-Players can only command rats to target non-green bodies
-Using pop corpse and a bomb-body will now damage the player as well as cultists
**
Removed (either temporarily or permanently):**

-Rat Crate rewards (additional rat and ammo replenish)
-Toggleablility of Damage Number Pop-ups
-Toggleablility Cultist healthbars

Congrats to the top leaderboard scorers!

Thank You for 10k Wishlists!



I want to thank everyone for supporting my game and I'm pleased to announce that Milo has 10,000 outstanding wishlists on Steam!

For those of you who follow development closely, you've probably noticed that there hasn't been any updates to the Milo Demo for nearly two weeks. My publisher (Yarrawah Interactive) took it upon themselves to perform miracles by updating Milo to the latest version of Unreal Engine (much better performance) and onboarding me to their source-control system so we can collaborate and make Milo a game that can grow into the future. So, a big 'Thank You' to them for doing this and having patience during this transition.

We are working together now to bring major content updates to Milo and you should expect to see a Development Roadmap soon. I also hope to start accepting players in the multiplayer playtest within a month or two.

We are also preparing to offer a pre-sale of Milo on Steam once we get everything squared away. Hopefully in a month or two.

I'm really grateful to my family that I've been able to dedicate so much time to work on Milo these past four years. And I'm very grateful to my friends for playtesting Milo and supporting development in the first few years of development when I struggled to make this dream a reality. And of course now I'm grateful to the budding Milo community for giving feedback and hanging out with me in the Discord, especially S.F. Sorrow for managing the server and keeping it a fun, safe place for people to chill.

Thank you again for your support. I love you.

-Spencer