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Milo News

Online Co-op Confirmed! Publisher Joins Forces!

I'm excited to announce that Milo is going to be published & co-developed by the talented team across the pond (Australia) at Yarrawah Interactive! This means that I will have a lot more support in areas like optimization, environments, characters, weapons, marketing etc. This will also enable me to focus more of my attention on fully implementing multiplayer and making concrete game design decisions for things like rat companions and mini-games in Milo.

This (formerly)potential partnership has been brewing for several months and after a lot of thought I am highly confident that with their help, Milo can become the game that I have dreamed of since I began development in September, 2021.

The tentative release date for Milo Early Access on Steam is now September, 2025. The release will include the option for offline single-player, and online/LAN co-op

Milo Demo Update 0.19.30

Milo Demo Update 0.19.30

- (cosmetic)adjusted all first person material FOVs
- (performance)changed weather collision channel to world static (from visibility)

Milo Demo Update 0.19.29

Milo Demo Update 0.19.29

- adjusted cultist grunts/groans volume and attenuation
- added subtle pistol and garand weapon fire sound notifiers when near empty magazine ammo
- buffed and modified crit chance bonus scaling. crit chance bonus from cream machine now maxed out at 12 stack with 95% crit chance
- increased knife attack swipe sfx volume
- attack speed now properly scales fire rate and reload speed
- "Follow Orders" is back every 3rd wave. I was missing it and the game felt emptier

Milo Demo Update v0.19.22

Milo Demo Update v0.19.22

- increased player base walk speed 250->280
- increased base cultist sprint speed 150->170
- QOL adjustments to leaderboards
- rat pathing improvements
- thrown grenade now spawns slightly higher to prevent unseemly camera clipping
- throwing grenade animation is much faster now
- fixed an audio bug with the basketball minigame
- adjusted camera shake for garand weapon fire
- adjust pistol DOF Focal distance in ADS
- adjusted sound attenuation for headshots (sounds grow fainter at greater distances)
- increased number size of crit damage pop-up nums
- disabled virtual shadow maps to improve performance
- converted all scene lights to be moveable (for nanite meshes)
- increased zombie damage 40-50 (player dies in 2 hits)
- zombie double swing attack has a 25% to occur
- increased knife attack impact sound volume

Milo Demo Update v.0.19.21

Milo Demo v.0.19.20 - v.0.19.21

Changelog:
- added an extra basketball minigame difficulty
- adjusted some weapon particle FX
- adjust rat particle fx and glow fx
- improved rats ability eat thrown food and to return to their previous behavior right after
- increased rat food lifespan 6 seconds -> 8 seconds
- changed font for damage pop-up numbers
- trenchgun increased number of bullets from 7-8
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- rats are now more relaxing when following the player
- rats move to thrown food faster and eat it faster
- fixed issue where rats would not reliably eat thrown food inside the bonus room
- adjust basketball minigame SFX to help prevent audio bugs
- headshot damage numbers now display a different damage number color (same as critical hit)
- fixed issue where players with low-framerates couldn't purchase wall-buys
- purchasing wall-buys is now more reponsive (quicker)
- reverted damage pop-up number font
- fixed weird basketball backboard material that displays rain drops etc.
- bleed now applies after the first duration instead of immediately.
- bleed now triggers the damage flash effect on enemies
- made small adjustments in various blueprints to prevent null-accessor type crashes
- wall-buy wheel will show and purchase will work even if used during a weapon reload