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Legion And Energy Update Part 2

[p]Hey folks! It's time for another CleanFall update. [/p][p]I've been hard at work getting new items, mechanics, fixes, and achievements into the game. As I get more feedback from players, it gets more and more obvious the direction people would like me to take the game, so I'd like to share some slight changes to my plans for CleanFall. Please let me know in the comments if we don't like these changes![/p]
  1. [p]It seems that overall, the game is pretty stinking difficult... for this reason, I would like to delay Nightmare Mode, and instead focus that development time on the "true ending". The true ending will involve story reveals, new mini biomes, mechanics, and complications for those who seek it out. I'm not sure how far back to delay Nightmare mode- perhaps I'll run some polls down the line and see how people are feeling. I'm open to changing this if people are against it now.[/p]
  2. [p]This change probably doesn't mean too much to the average person, but the "Bowels of the Planet Update" is the update where the "Stix Biome" will be added to the game. While the roadmap labels this as a chapter 3 biome, I am planning on moving this biome from chapter 3 to a relatively super secret location...[/p]
[previewyoutube][/previewyoutube][p]And without further ado, here are the patch notes for part 2 of the Legion and Energizer Update:[/p][p][/p]
Patch Notes
[h2]Summary[/h2]
  • [p]Additional legion units and "legion alchemy".[/p]
  • [p]Pocket Weapon rework and many new pocket weapons.[/p]
  • [p]Weapon Modifiers.[/p]
  • [p]New "Alchemy Buffs" aimed to improve the Energizer experience.[/p]
  • [p]Ships can now be transferred between sections with a new item.[/p]
  • [p]Legions now transfer between chapters.[/p]
  • [p]Fungus Biome difficulty obelisks and improvements.[/p]
  • [p]10 new Sub-Perks.[/p]
  • [p]~10 new items.[/p]
  • [p]Achievements have been added.[/p]
  • [p]The game should be slightly easier overall.[/p]
  • [p]I also went ahead and made a new trailer that shows off the content found in both part 1 and 2 of the Legion and Energy Update.[/p]
[h2]All Additions[/h2]
  • [p]New weapon modifiers.[/p]
  • [p]Pocket Pistols have been reworked. They now follow the player in a massive chain that grows longer and longer.[/p]
  • [p]New Pocket Zapper item.[/p]
  • [p]New pocket Viper item.[/p]
  • [p]New Dash Cloak item.[/p]
  • [p]New Summoner Spicer item.[/p]
  • [p]New Attack Speed Pillar item.[/p]
  • [p]New alchemy recipe: Weapon Overcharge.[/p]
  • [p]New Bug Net item.[/p]
  • [p]New Rail gun item.[/p]
  • [p]New Deconstructor item.[/p]
  • [p]Added achievements.[/p]
  • [p]The Fungus Biome now has difficulty obelisks that award sub-perks.[/p]
  • [p]New self destruct sub perk.[/p]
  • [p]New armor sub perk.[/p]
  • [p]New blink stones sub perk.[/p]
  • [p]New alchemization energy buff sub perk.[/p]
  • [p]New weapon-drone scaling sub perk.[/p]
  • [p]New gun turret sub perk.[/p]
  • [p]New wild max energy sub perk.[/p]
  • [p]New F-tool energy sub perk.[/p]
  • [p]New ammo duplication sub perk.[/p]
  • [p]The bomber mining tool has been reworked. It now deals damage while stunning enemies, costs energy to use, and is extremely effective at mining.[/p]
  • [p]The grabber tool can now grab multiple units at a time. It no longer causes turrets to let go, allowing you to drag your ship around.[/p]
  • [p]Weapons now show details about their stats when you hover over the item in your inventory.[/p]
  • [p]New Repulse Alchemy buff (attack pillar + wall)[/p]
  • [p]New Barrage alchemy buff (attack pillar + flame turret)[/p]
  • [p]New Pocket sniper item found in the Hollow.[/p]
  • [p]Legion units now transfer from chapter 1 to chapter 2.[/p]
  • [p]Legion units caw now be alchemized.[/p]
  • [p]Friendly Spider + gun turret creates a guardian drone.[/p]
  • [p]Friendly Spider + Flame Turret creates a saw drone.[/p]
  • [p]Saw drones have been re-balanced.[/p]
  • [p]Many of the meta items can appear in the fungus biome now (Banned meta items will not appear).[/p]
  • [p]The pause menu has been overhauled with new graphics, animations, and audio.[/p]
[h2]Balance Adjustments[/h2]
  • [p]Glow corn now gives +15 energy (was +10).[/p]
  • [p]Vomit Spitters now appear later in the fungus biome.[/p]
  • [p]Vomit spitters deal less damage.[/p]
  • [p]Vomit spitter vomit tendrils travel 33% slower.[/p]
  • [p]Swarm worm gun now slightly aims worms toward your cursor.[/p]
  • [p]Gun turrets and flame turrets costs have been reduced in the fungus biome.[/p]
  • [p]Generators can now stack and provide 30 energy regeneration. Default cost is now 5 ore and 5 fiber.[/p]
  • [p]Blunderbuss energy cost reduced to 30 (from 40).[/p]
  • [p]Blunderbuss damage reduced to 25 per pellet (was 50).[/p]
  • [p]Vomit pouches now kill fungus.[/p]
  • [p]You can now buy blink stones from mek crafters.[/p]
  • [p]Vine wake boots now provide +20% move speed instead of +12%.[/p]
  • [p]Vine wake boots slow increased to 60% (was 45%).[/p]
  • [p]Vine wake boots now stack.[/p]
  • [p]Venom pistol cost changed to 2 ore, 4 fiber (was 5 fiber).[/p]
  • [p]The incinerator turret can now shoot through walls.[/p]
  • [p]Murder bots now have +33% health.[/p]
  • [p]Sniper turret damage from 70 to 200.[/p]
  • [p]Sniper turret +25% attack speed.[/p]
  • [p]Vine walker turret and fungus grabber turret weight massively reduced.[/p]
  • [p]Fungus grabber turrets are no longer pushed out of purifiers.[/p]
  • [p]Fungus grabber and vine walker reach range +33%.[/p]
  • [p]Fungus cleanser radius increased by 20%.[/p]
  • [p]Spore turret damage doubled.[/p]
  • [p]Spore turret attack speed +18%.[/p]
  • [p]Spore turret hp from 200 to 800.[/p]
  • [p]Plasma and Burrow mite turrets do +33% damage.[/p]
  • [p]Burrow Mite slowing force field has been buffed.[/p]
  • [p]Burrow Mite’s nests have more health.[/p]
  • [p]Laser turret now consumes 18% more energy per shot. (This means a laser turret costs 80 energy per minute if it never stops firing).[/p]
  • [p]Forns now have a chance of dropping lives.[/p]
  • [p]Nanite worms now restore 50% of your energy upon use.[/p]
  • [p]Nanite worm damage has been doubled to 120.[/p]
  • [p]Red Pits now have a 20% chance to drop lives.[/p]
  • [p]Gatling turret spool-up duration decreased by 20%.[/p]
  • [p]Bulb thrusters +15% thrust strength.[/p]
  • [p]Bulb propellor +30% vertical thrust strength.[/p]
  • [p]The technomancer class now starts with 1 deconstructor, allowing you to take part of your ship to chapter 2.[/p]
  • [p]The jungle’s upgrade machines have been rebalanced. Many upgrades are cheaper.[/p]
  • [p]Max jungle upgrade machine count increased from 5 to 6.[/p]
  • [p]Mek biomes and Lush biomes now spawn as two continuous pillars on the left and right sides of the fungus biome instead of being various splotches.[/p]
  • [p]Mek biomes spawn more crafters.[/p]
  • [p]Chests give energy sub perk nerfed (from 7 to 3 max energy).[/p]
[h2]Bug Fixes[/h2]
  • [p]Ship foundation no longer takes damage from enemies inside its flutter field.[/p]
  • [p]Life count is now saved when saving and loading a run.[/p]
  • [p]Fixed a bug that would cause the f-tool to break the game when saving and resuming a run.[/p]
  • [p]Ban menu will no longer destroy your ears when opening it.[/p]
  • [p]Sniper turret audio is now affected by your SFX audio level.[/p]
  • [p]Snipers can no longer be alchemized from incinerators.[/p]
  • [p]Dig speed stat is no longer inverted in the pause menu.[/p]
  • [p]You can no longer sell items while dying (this would sometimes soft-lock the game)[/p]
  • [p]Fixed a problem where certain options in the pause menu were blocked by other options.[/p]
  • [p]Fixed a bug that would cause Huft Plops to rarely drop in weird locations.[/p]
  • [p]You can now teleport legion units even if they are grabbed by turrets.[/p]
[p][/p][p]Thanks for all of the feedback and encouragement. I have a lot more planned for the future.[/p]

Chapter 3 Development Update

[p]Hey folks, I just thought I'd give everyone an update about what I'm working on.[/p][p]While I am still working on quality of life improvements, balance changes, and more meta progression, I am also working on CleanFall's 3rd chapter. More specifically, I am building out the Ion Biome (whoooo!)[/p][p][/p][p]Here is a video of one of the new songs I have been cooking up for the new Ion Invasion:[/p][p][dynamiclink][/dynamiclink][/p][p]There is some other music in the works that will be making its way over to CleanFall's official soundtrack soon, but I need to make a soundtrack version because since it's a dynamic track that adds and removes instruments as certain threats get closer to you.[/p][p]The new Ion biome has a special focus on robotic enemies that patrol a network of tunnels. These robotic patrols have small bases where the player will be able to gather some important loot. Some explorers have noted that the incremental ionic pulses that occur here seem to affect the robots...[/p][p][/p][p]While these ionic pulses may be helpful in some circumstances, the local wildlife seems to come out to hunt during this strange phenomena.[/p][p][/p][p]And finally, here's a mysterious image of something crucial to the game's lore. Two hundred years ago, this is where humans would be judged by "The Arbiter". Some of the art is currently placeholder, but I think I'm happy with the direction I'm going in.[/p][p][/p][p]Thanks for the support everyone! I plan on taking a break from working on chapter 3 and returning to pushing out a new content update for the game's current sections. People have been giving me a lot of nice feedback, and I can't wait to improve the game.[/p][p][/p][p]More updates are on the way![/p][p][/p][p]-Humanyoyo[/p]

CleanFall EA Update#2 (First Major Update!)-The Legion and Energy Update Part 1

[p]Salutations denizens of the abyss![/p][p] To those who joined the Legion and Energy update beta testing, thank you for subjecting yourselves to the onslaught of jank and shenanigans found there! It's a huge help for cleaning up the update. And to those who have wishlisted CleanFall but haven't decided to buy it yet, now might be a good time! CleanFall will be getting a 25% discount during the Steam Autumn Sale starting from 29 September 2025 to 6 October 2025. Also, I'm excited to show off CleanFall's Early Access Roadmap![/p][p] [/p][p]Below are details for the update's content:[/p][hr][/hr][h3]Overview[/h3]
  • [p]The consumer class can now employ an army of creatures that last forever and are controlled by holding the shift key.[/p]
  • [p]The energizer can now equip “pocket weapons” that automatically attack out of the player’s inventory while firing a weapon[/p]
  • [p]The new "reload cell" item allow energizers to store massive amounts of energy for pivotal fights.[/p]
  • [p]Turrets now show where their legs will go before you place the turret.[/p]
  • [p]You can now move turrets with any F-tool by clicking left mouse button.[/p]
  • [p]There is a new meta currency for unlocking new items and gear![/p]
  • [p]There is a new meta unlock menu for unlocking new items to appear during runs.[/p]
  • [p]New dedicated currency slots for ore and fiber.[/p]
  • [p]New item banning system unlocked after reaching the Hollow.[/p]
  • [p]You can now save and quit and resume your run later at the start of chapter 2.[/p]
  • [p]Ships should no longer get stuck on pieces of terrain, since almost all objects are destructible now.[/p]
  • [p]A new biome will start generating in chapter 1 after reaching a certain depth.[/p]
  • [p]New “sub-perks”. By facing new challenges, you can obtain new mini perks that enhance your run. Sub-perks unlock upon reaching a certain depth.[/p][p]o   15 Sub-perks are now in the game.[/p]
  • [p]Walls have been reworked.[/p]
  • [p]The Fungus Biome has been simplified and made easier.[/p]
[hr][/hr][h3]Additions[/h3]
  • [p]New common item “Friendly Spider”.[/p]
    • [p]Can be found in burrows around the jungle for 2 fiber.[/p]
    • [p]New consumer type summon weapon.[/p]
  • [p]New “Saw Drone”[/p]
    • [p]Rare item crafted in jungle vending machines.[/p]
    • [p]New consumer type summon weapon.[/p]
  • [p]New “Defense Drone factory”[/p]
    • [p]This new common item can be purchased for 2 ore.[/p]
    • [p]Spawns a new drone that doesn’t follow the player, making it more effective for surviving invasions.[/p]
  • [p]New “Reload Cell”.[/p]
    • [p]Can be crafted at jungle vending machines for 2 fiber.[/p]
    • [p]Automatically replenishes 65% of your max energy when you are very low on energy.[/p]
  • [p]New “pocket Pistol”[/p]
    • [p]This weapon automatically attacks out of your inventory whenever you are firing a weapon or charging your pulse rifle. It costs energy to fire, and it can be purchased out of jungle vending machines for 1 ore and 1 fiber.[/p]
  • [p]New Burrows spawn around the jungle. Feeding the inhabitants may prove useful.[/p]
  • [p]Turrets will now show where their legs will go before you place them.[/p]
    • [p]You can make a turret only grab player structures by holding the “alt” key.[/p]
  • [p]The F-tool can now move turrets by holding left click. The turret grabber has been reworked.[/p]
    • [p]Mining a turret no longer redeploys its legs.[/p]
  • [p]New Meta Currency has been added.[/p]
  • [p]You can now unlock additional items by spending meta currency at a new machine found in the Reaper’s Palace.[/p]
  • [p]You now get an additional 2 inventory slots that can only carry ore and fiber.[/p]
  • [p]Nukes are back, and more glorious than ever before.[/p]
    • [p]Nuke mining and damage size greatly increased.[/p]
    • [p]Nuke effects redone.[/p]
    • [p]Nukes now leave radiation for 12 seconds that deals damage over time.[/p]
  • [p]New Item banning system.[/p]
    • [p]As the item pool increases, you can ban more and more items, which should allow me to add many more items without the item pool becoming too diluted and difficult to find what you need.[/p]
  • [p]Classes have been improved.[/p]
    • [p] Consumer can summon their legion.[/p]
    • [p]Energizer gets additional weapon recoil (this allows you to fly with the battery gun).[/p]
    • [p]Technomancer get's a new item, "Ship Foundation".[/p]
[hr][/hr][h3]Balance Changes[/h3]
  • [p]Land mines are now uncommon.[/p]
  • [p]Landmines damage from 200 to 300.[/p]
  • [p]Instead of drones, you can find friendly spiders in chests.[/p]
  • [p]Instead of land mines, you can find reload cells in chests.[/p]
  • [p]The consumer class now starts with 3 friendly spiders instead of 9 drones.[/p]
  • [p]The energizer class now starts with 2 reload cells instead of 1 armor.[/p]
  • [p]Replaced guardian drones with saw drones.[/p]
  • [p]Energy sword is now legendary.[/p]
  • [p]You can now throw consumables through player structures.[/p]
    • [p]This means weapons, consumables, and turrets all act the same way when trying to shoot through walls, drones, or turrets.[/p]
  • [p]Venom pistol bullets now last 20 seconds instead of 3 seconds.[/p]
    • [p]Venom pistol energy costs from 2 to 4.[/p]
    • [p]Venom bullets are bouncier.[/p]
  • [p]Flamethrower damage from 3 to 5.[/p]
  • [p]Flamethrower knockback from 5 to 6.[/p]
  • [p]Flamethrower flame range + 25%[/p]
  • [p]Smart gun now deals 10 damage.[/p]
  • [p]Smart gun fires twice as quickly.[/p]
  • [p]Smart gun now costs 1 energy to fire per bullet.[/p]
  • [p]Smart gun knock back reduced from 9 to 3.[/p]
  • [p]Swarm Worm Gun now scales on weapon damage rather than consumable damage.[/p]
  • [p]Swarm worms now last 4.7 seconds instead of 3.5 seconds.[/p]
  • [p]Swarm worm gun energy cost from 1.5 to 1.8.[/p]
  • [p]Swarm worm attack rate increased by 33%.[/p]
  • [p]Swarm worm sight range from 8 to 9.[/p]
  • [p]Energizer turret energy give rate reduced to 90 (was 120).[/p]
  • [p]Bulb turrets can now grab dirt.[/p]
  • [p]The drill can now appear at crafters after being unlocked.[/p]
  • [p]The drill now deals 30 damage 10 times per second at extremely close range.[/p]
    • [p](This is about 8 times the DPS of the battery gun)[/p]
  • [p]Mortar turrets now have grabbing legs.[/p]
  • [p]Laser turrets now have grabbing legs.[/p]
  • [p]Mining in the fungus biome now causes extra dirt to recede away.[/p]
  • [p]The jungle's air lock has been reworked- no more losing your ship when falling into the abyss.[/p]
  • [p]The fungus biome has been reworked to be more straight forward and slightly easier.[/p]
[hr][/hr][h3]Bug Fixes[/h3]
  • [p]“Can’t Afford” Pop up no longer blocks shop costs.[/p]
  • [p]Ships can now break dirt through items. (Items used to block your ship from mining dirt).[/p]
  • [p]Drones will now make frogs angry at you.[/p]
  • [p]The game now saves your selected mining tool.[/p]
  • [p]Fixed a bug that caused stat booster machines in the pit city to not reset their costs between runs.[/p]
  • [p]Fixed a bug that caused crafters to spawn in the grey abyss in Chapter 1.[/p]
  • [p]Fixed a bug that caused gun turrets and flame turrets to get confused when the player’s attack range increases.[/p]
  • [p]Fixed a bug that would cause Laser Turrets to not hurt frogs.[/p]
  • [p]Fixed a bug that would cause certain tutorial pop-ups to not disappear in specific circumstances.[/p]
[hr][/hr][h3]Tweaks[/h3]
  • [p]Renamed “Burrow Core” to “Burrow Turret”.[/p]
  • [p]The game now remains paused while dragging an item out of the inventory.[/p]
  • [p]Drill description improved.[/p]
  • [p]Performance during all invasions has been improved.[/p]
  • [p]new effect for duplication stats activating.[/p]
  • [p]Improved the class selector’s UI visuals.[/p]
[p][/p][hr][/hr][h3]Want to support More?[/h3]
  • [p]Follow Humanyoyo and all our social media listed on the Steam page to stay updated on events, launch news, and more.[/p]
  • [p]Join the Discord to give more detailed feedback about the game.[/p]
  • [p]Share the game to your favorite content creators and friends.[/p]
  • [p]Post any screenshots or gameplay recordings to show off your skills.[/p]
  • [p]Purchase the Supporter Pack.[/p]
[hr][/hr][p]Thanks everyone- I hope you guys enjoy the new stuff.[/p][p][/p][p]Humanyoyo and his marketing folks[/p][p][/p][p][/p][p][/p][p][/p][p][/p]

CleanFall EA Update#2 Beta Testing-The Legion and Energy Update Part 1

[p]Salutations denizens of the abyss![/p][p] I'm happy to announce that CleanFall is a part of The Hungry Ghost Festival 2025. I have also released a new update to the unstable branch of the game. This content can be accessed in the same way as the nightmare mode play testing. Below are the changes:[/p][hr][/hr][h3]Overview[/h3]
  • [p]The consumer class can now employ an army of creatures that last forever and are controlled by holding the shift key.[/p]
  • [p]The energizer can now equip “pocket weapons” that automatically attack out of the player’s inventory while firing a weapon[/p]
  • [p]The new "reload cell" item allow energizers to store massive amounts of energy for pivotal fights.[/p]
  • [p]Turrets now show where their legs will go before you place the turret.[/p]
  • [p]You can now move turrets with any F-tool by clicking left mouse button.[/p]
  • [p]There is a new meta currency for unlocking new items and gear![/p]
  • [p]There is a new meta unlock menu for unlocking new items to appear during runs.[/p]
  • [p]New dedicated currency slots for ore and fiber.[/p]
  • [p]New item banning system unlocked after reaching the Hollow.[/p]
  • [p]You can now save and quit and resume your run later at the start of chapter 2.[/p]
[hr][/hr][h3]Additions[/h3]
  • [p]New common item “Friendly Spider”.[/p]
    • [p]Can be found in burrows around the jungle for 2 fiber.[/p]
    • [p]New consumer type summon weapon.[/p]
  • [p]New “Saw Drone”[/p]
    • [p]Rare item crafted in jungle vending machines.[/p]
    • [p]New consumer type summon weapon.[/p]
  • [p]New “Defense Drone factory”[/p]
    • [p]This new common item can be purchased for 2 ore.[/p]
    • [p]Spawns a new drone that doesn’t follow the player, making it more effective for surviving invasions.[/p]
  • [p]New “Reload Cell”.[/p]
    • [p]Can be crafted at jungle vending machines for 2 fiber.[/p]
    • [p]Automatically replenishes 65% of your max energy when you are very low on energy.[/p]
  • [p]New “pocket Pistol”[/p]
    • [p]This weapon automatically attacks out of your inventory whenever you are firing a weapon or charging your pulse rifle. It costs energy to fire, and it can be purchased out of jungle vending machines for 1 ore and 1 fiber.[/p]
  • [p]New Burrows spawn around the jungle. Feeding the inhabitants may prove useful.[/p]
  • [p]Turrets will now show where their legs will go before you place them.[/p]
    • [p]You can make a turret only grab player structures by holding the “alt” key.[/p]
  • [p]The F-tool can now move turrets by holding left click. The turret grabber has been reworked.[/p]
    • [p]Mining a turret no longer redeploys its legs.[/p]
  • [p]New Meta Currency has been added.[/p]
  • [p]You can now unlock additional items by spending meta currency at a new machine found in the Reaper’s Palace.[/p]
  • [p]You now get an additional 2 inventory slots that can only carry ore and fiber.[/p]
  • [p]Nukes are back, and more glorious than ever before.[/p]
    • [p]Nuke mining and damage size greatly increased.[/p]
    • [p]Nuke effects redone.[/p]
    • [p]Nukes now leave radiation for 12 seconds that deals damage over time.[/p]
  • [p]New Item banning system.[/p]
    • [p]As the item pool increases, you can ban more and more items, which should allow me to add many more items without the item pool becoming too diluted and difficult to find what you need.[/p]
[hr][/hr][h3]Balance Changes[/h3]
  • [p]Land mines are now uncommon.[/p]
  • [p]Landmines damage from 200 to 300.[/p]
  • [p]Instead of drones, you can find friendly spiders in chests.[/p]
  • [p]Instead of land mines, you can find reload cells in chests.[/p]
  • [p]The consumer class now starts with 3 friendly spiders instead of 9 drones.[/p]
  • [p]The energizer class now starts with 2 reload cells instead of 1 armor.[/p]
  • [p]Replaced guardian drones with saw drones.[/p]
  • [p]Energy sword is now legendary.[/p]
  • [p]You can now throw consumables through player structures.[/p]
    • [p]This means weapons, consumables, and turrets all act the same way when trying to shoot through walls, drones, or turrets.[/p]
  • [p]Venom pistol bullets now last 20 seconds instead of 3 seconds.[/p]
    • [p]Venom pistol energy costs from 2 to 4.[/p]
    • [p]Venom bullets are bouncier.[/p]
  • [p]Flamethrower damage from 3 to 5.[/p]
  • [p]Flamethrower knockback from 5 to 6.[/p]
  • [p]Flamethrower flame range + 25%[/p]
  • [p]Smart gun now deals 10 damage.[/p]
  • [p]Smart gun fires twice as quickly.[/p]
  • [p]Smart gun now costs 1 energy to fire per bullet.[/p]
  • [p]Smart gun knock back reduced from 9 to 3.[/p]
  • [p]Swarm Worm Gun now scales on weapon damage rather than consumable damage.[/p]
  • [p]Swarm worms now last 4.7 seconds instead of 3.5 seconds.[/p]
  • [p]Swarm worm gun energy cost from 1.5 to 1.8.[/p]
  • [p]Swarm worm attack rate increased by 33%.[/p]
  • [p]Swarm worm sight range from 8 to 9.[/p]
  • [p]Energizer turret energy give rate reduced to 90 (was 120).[/p]
  • [p]Bulb turrets can now grab dirt.[/p]
  • [p]The drill can now appear at crafters after being unlocked.[/p]
  • [p]The drill now deals 30 damage 10 times per second at extremely close range.[/p]
    • [p](This is about 8 times the DPS of the battery gun)[/p]
  • [p]Mortar turrets now have grabbing legs.[/p]
  • [p]Laser turrets now have grabbing legs.[/p]
  • [p]Mining in the fungus biome now causes extra dirt to recede away.[/p]
[hr][/hr][h3]Bug Fixes[/h3]
  • [p]“Can’t Afford” Pop up no longer blocks shop costs.[/p]
  • [p]Ships can now break dirt through items. (Items used to block your ship from mining dirt).[/p]
  • [p]Drones will now make frogs angry at you.[/p]
  • [p]The game now saves your selected mining tool.[/p]
  • [p]Fixed a bug that caused stat booster machines in the pit city to not reset their costs between runs.[/p]
[hr][/hr][h3]Tweaks[/h3]
  • [p]Renamed “Burrow Core” to “Burrow Turret”.[/p]
  • [p]The game now remains paused while dragging an item out of the inventory.[/p]
  • [p]Drill description improved.[/p]
[p][/p][hr][/hr][h3]Want to support More?[/h3]
  • [p]Follow Humanyoyo and all our social media listed on the Steam page to stay updated on events, launch news, and more.[/p]
  • [p]Join the Discord to give more detailed feedback about the game.[/p]
  • [p]Share the game to your favorite content creators and friends.[/p]
  • [p]Post any screenshots or gameplay recordings to show off your skills.[/p]
  • [p]Purchase the Supporter Pack. [/p]
[hr][/hr][p]Thanks everyone- I hope you guys enjoy the new stuff.[/p][p][/p][p]Humanyoyo and his marketing folks[/p][p][/p][p][/p][p][/p][p]
[/p]

CleanFall EA Hotfix #2-bug fixes & optimizations and what I am working on

[p]Hey everyone, here’s another quick patch. I was planning on waiting a few more days to push, but there were a couple of larger problems that needed to be addressed quickly.[/p][p][/p][p]As the whirlwind of launch slows down, updates will become a little sparser as I focus on expanding the game’s content while fixing some of the more complex issues in the game.[/p][p][/p][p]I will also be working on a roadmap for CleanFall’s early access, so there’s that to look forward to.[/p][p][/p][p]Here are the patch notes:[/p]
  • [p]Your language selection is now saved when quitting the game.[/p]
  • [p]The game now saves your selected difficulty.[/p]
  • [p]Fixed pathfinder cooldown UI alignment for some resolutions[/p]
  • [p]Fixed a bug that caused armor to not work after entering chapter 2.[/p]
  • [p]Armor can now stack and be dropped.[/p]
    • [p]Armor’s cost has been increased to 1 ore and 3 fiber.[/p]
  • [p]Fixed a bug that caused the alchemy UI to disappear after closing the alchemy display in the Reaper’s palace.[/p]
  • [p]Burrow core lasers no longer appear with infinite range.[/p]
  • [p]Fixed a bug that would cause the end of the game to be blocked off by dirt.[/p]
    • [p](This was a nightmare to fix).[/p]
  • [p]Buzz Saws now stack.[/p]
  • [p]Max Clearer range increased.[/p]
  • [p]Fixed a bug that enabled walls to be alchemized before unlocking alchemy.[/p]
  • [p]Fixed a bug that would make wall beams invisible if the player alchemized a wall within 0.2 seconds of placing it.[/p]
  • [p]The grappler can now grab items.[/p]
  • [p]The grappler can now extend up to 60% above its max range before snapping.[/p]
  • [p]Repulse is 16% stronger.[/p]
  • [p]Fixed a bug where a mobility tool strength upgrade would not display it’s increase amount in Japanese.[/p]
  • [p]Fixed a bug that would cause the game to restart the tutorial when quitting the game during a run.[/p]
  • [p]Fixed a bug where recycle meteors would not take damage when latched onto by a turret.[/p]
[p][/p][p]What I’m working on:[/p]
  • [p]Save load system[/p]
    • [p]While I am unable to add saving during the middle of a section, I can add saving at the start of a new chapter.[/p]
  • [p]Smart gun rework[/p]
    • [p]I hear ya folks. We don’t like the smart gun![/p]
  • [p]The Class update[/p]
  • [p]Nightmare mode (lower priority after seeing community reception)[/p]
  • [p]Many more bug fixes and optimizations.[/p]
[p][/p][p]Thanks for all the interest and feedback! It’s very helpful for knowing where to go with development.[/p][p][/p][p]-humanyoyo[/p][p] [/p]