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Milo News

Milo Demo Update

Changelog Milo Demo v.0.16.0

- Cream Machine can now be purchased with tickets
- Failing the "Follow Orders" mission will send the zombies into a rage, increasing their movement speed
- Cream Machine no longer will re-roll the same item twice in a row
- Fixed a bug that made zombies appear to sprint when still at walking speed
- Fixed collision issues and zombie pathing

Milo Steam Scream Fest Update

Hey I'm excited to be a part of Steam Scream Fest and announce that the new Milo Demo update features something I've dreamt about for years: You can now unlock several permanent rats to join you between sessions by completing achievements.

There are currently six permanent rats that can be unlocked through various challenges, one of which is hidden. You can see details in the Steam Achievements.

  • I am going to be expanding more on the rat system over time. And while I was hoping that I could solidify more features in Milo by this time, I'm proud to deliver this concrete game design choice. All of the permanent rats that you unlock will serve you indefinitely including in the full release of Milo.


  • I am also likely going to create a support pack/DLC in order to give people a chance to give more support to the development of Milo, and to give those who purchased the game when it was available on itch.io to redeem the rat skin that I promised them a long time ago.




Merry Chrimbus, I love you. Hope you guys and gals have some fun playing Milo!

-Spencer

Milo Demo v0.1.80 Patch Notes

- Lowered cultist health scaling
- Lowered number of starting rats
- Changed light intensity for some lights
- Changed horde sizes
- Raised base pistol damage
- You now need to charge the Pop Corpse ability, it will passively charge over time, but killing cultists will greatly speed that up

Note:
I'm sure some of you are aware there have been a lot of changes to the demo and not all of them have been documented. I apologize for any inconvenience this has caused. Thanks again for playing Milo!

What's Next? Milo Demo v0.1.57 Patch Notes

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Milo Demo v0.1.57 Patch Notes
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- There is a “developer/sandbox mode for Milo that I included in the demo for a while. To access the level/mode, start the game and then access the menu and choose “developer mode”. Inside this map you can experiment with with more freedom and makes it easier to spot some bugs :bug:

- Removed cultist charge attack due to bug that causes them to sometimes leave navigable areas. I’d like to bring it, or something similar back.

- Fixed bug that caused some cultists to not move towards the barrier.

- Cultists who are unable to reserve a barrier slot will now roam around randomly near their target barrier until a slot opens up

- Disabled virtual shadow maps for performance

- Made a lot of cosmetic changes to blood and gore FX. Blood squirting from headshots will now spawn blood

- Cultists footsteps now produce sprite and particle FX that is contextual, e.g, dust and light footprints on concrete, bloody footprints when stepping on dead bodies. I will be expanding this further over time

- Living cultists will now nudge the dead bodies when walking through them

- Explosions and corpse bursts, and anything that produces a physics force on simulating objects has greater magnitude

- Bloodied gibs will now spawn pools of :drop_of_blood: blood :drop_of_blood:

- 🏃🏽‍➡️:man_walking:Cultists no longer (by default) sprint toward barriers. I’d like to fine tune this system but more broadly I’d like to establish very clear phases of each play session(early game walking, late game sprinting, etc)

-:eye: I removed the power up and rat spawning system, and made the time between rounds much shorter. I will likely talk about reasons and plans for this stuff in another post

- Increased the maximum amount of spare ammo you can have for Garand and the Thompson.

K N O W N I S S U E S
- Management of ammo is completely whack right now. I know it sucks, it will improve

- The readability of UI elements that indicate things like temporary buffs/debuffs is really not clear and it's something that is high on my list to sort out.

- The rats implementation and place in Milo is still precarious. They will certainly have a place, but I still am not sure what the hell I'm going to do with them

- The default map is very ugly, and a lot of UI and map assets for Milo need an upgrade

Milo Demo v0.1.33 Patch Notes

**Milo Demo** ***v0.1.33 Patch Notes***

- Base Pistol damage raised 35 to 38
- Base Garand damage lowered 65 to 60
- Base Shotgun damage raised 15 to 19
- Status effect indicator added to cultists above the health bar. Currently there are only two status effects; bleeding, and stunned
- Removed slow player when stepping on dead cultists
- Base knife attack damage lowered from 80 to 50. Knife attacks now always cause bleed status effect
- Default wave size raised from 10-15 cultists
- Bodies on map are no longer cleared and made untargetable when wave ends
- Garand does not fire as fast anymore, not affected by attack speed scaling