Patch Notes: 0.14.0 (12/16/25)
[h2]Gameplay [/h2][h3]Elemental Meat Drops[/h3][p]
Meat Drops will now randomly have an Elemental Type associated with them when they are dropped. Previously, the Elemental Type was tied to the Mutation that the player selected for that Meat Part's slot, but this behavior was not surfaced to players.
Removing Elemental selections from Level Up rewards gives players wider access to Elemental combinations during a run, while still requiring decisions around which Elemental abilities to slot into specific body parts.
As additional cross-elemental effects are added, this system should continue to feel better and better. Grab an Ice and Kinetic ability to easily shatter your foes’ feelings.
[/p][h3]Elite Enemies[/h3][p]
Golden enemies will now spawn across the map. Killing one will drop an Item Container for the player to claim. Their movement speed is slightly increased compared to non-elite enemies, but they are not particularly aggressive.
Like Item Containers, Elite Enemies are designed to create fun, random, rewarding moments. We’ll continue to tweak this system, and early feedback is very welcome.
[/p][h3]Luck[/h3][p]
Added a new Luck attribute. Upgrades that increase Luck will increase the chance of receiving more and/or better rewards during a run.
In this update, Luck may not feel especially powerful yet, but future updates will expand how rewards are influenced by Luck. This is the first step toward allowing players to invest early into reward-focused builds.
[/p][h3]Abilities[/h3]
In a future update, Random Solar System will evolve into an infinite or looping mode tentatively titled Wormhole. [/p][p][/p][h2]Meta Progression[/h2]
Meat Drops will now randomly have an Elemental Type associated with them when they are dropped. Previously, the Elemental Type was tied to the Mutation that the player selected for that Meat Part's slot, but this behavior was not surfaced to players.
Removing Elemental selections from Level Up rewards gives players wider access to Elemental combinations during a run, while still requiring decisions around which Elemental abilities to slot into specific body parts.
As additional cross-elemental effects are added, this system should continue to feel better and better. Grab an Ice and Kinetic ability to easily shatter your foes’ feelings.
[/p][h3]Elite Enemies[/h3][p]
Golden enemies will now spawn across the map. Killing one will drop an Item Container for the player to claim. Their movement speed is slightly increased compared to non-elite enemies, but they are not particularly aggressive.
Like Item Containers, Elite Enemies are designed to create fun, random, rewarding moments. We’ll continue to tweak this system, and early feedback is very welcome.
[/p][h3]Luck[/h3][p]
Added a new Luck attribute. Upgrades that increase Luck will increase the chance of receiving more and/or better rewards during a run.
In this update, Luck may not feel especially powerful yet, but future updates will expand how rewards are influenced by Luck. This is the first step toward allowing players to invest early into reward-focused builds.
[/p][h3]Abilities[/h3]
- [p]Player Ability Turrets now stick to many enemies when thrown onto them (Turret Head & Wheelie Torso’s Gumbo Turret). Most enemies are supported, excluding smaller enemies and bosses. This is the first “sticky-style” ability—let us know what you think
[/p] - [p]Calibrated meat head scaling while head abilities are recharging so they are more uniform in size
[/p] - [p]Explosive Dash now has exit speed so it no longer dead-stops: 0 → 15
[/p] - [p]Bellygrinder Rush speed increased: 15 → 20, and knockback added: 0 → 20
[/p] - [p]Removed many weapon and ability lockouts during use, prioritizing freedom of choice, combinations, and experimentation over strict animation execution [/p]
- [p]Higher-tier enemies now have up to 50% more health
[/p] - [p]Reduced enemy count in multiplayer (2.24x → 2x at four players)
[/p] - [p]Removed Hunter Timer reduction in multiplayer
[/p] - [p]Removed Hunter Movement Speed multiplier in multiplayer
[/p] - [p]Increased Base Hunter Time to 600s (from 300s)
[/p] - [p]Increased Hunter Time Delay for Primary Objectives to 120s
[/p] - [p]Decreased Hunter Time penalties from reward events
[/p] - [p]Reduced Hunter Time penalties on Casual by 75%
[/p] - [p]Weapon Reload Buff duration increased: 15s → 30s
[/p] - [p]Turbo Boost Ability damage increased: 60/70 → 100/110
[/p] - [p]Reworked Kinetic SMG back to hitscan
[/p] - [p]Adjusted Event Spawner default intervals
[/p] - [p]Increased base spawn interval across most events
[/p] - [p]Spawner intervals now decrease with higher Difficulty
[/p]
- [p]Gelatin Salad[/p]
- [p]Slime Damage: 8% → 10%[/p]
- [p]+5% Critical Chance [/p]
- [p]Hot Toddy[/p]
- [p]Fire Damage: 8% → 10%[/p]
- [p]+5% Critical Damage [/p]
- [p]Pork Kite[/p]
- [p]Electric Damage: 8% → 10%[/p]
- [p]+5% Attack Speed [/p]
- [p]Snowcone[/p]
- [p]Ice Damage: 8% → 10%[/p]
- [p]+5% Shatter Damage [/p]
- [p]Taco[/p]
- [p]Kinetic Damage: 8% → 10% [/p]
- [p]+15% Melee Damage [/p]
In a future update, Random Solar System will evolve into an infinite or looping mode tentatively titled Wormhole. [/p][p][/p][h2]Meta Progression[/h2]
- [p]Standard difficulty unlocked by default[/p]
- [p]Removed Employee Rank requirements from Weapon Terminal unlocks[/p]
- [p]Weapon unlock costs now include TIPs[/p]
- [p]Removed Mineral and Ancient Tech requirements from the first four weapon ranks[/p]
- [p]Reduced Glizzy costs per weapon rank by 25%[/p]
- [p]Added 3 new Carl side quests for unlocking 5, 15, and 25 Flair (a 37-Flair quest is planned)[/p]
- [p]Added Alien Flair (bonus damage vs Aliens)[/p]
- [p]Added Aquatic Flair (bonus damage vs Aquatic enemies)[/p]
- [p]Added Burger Flipper Flair (bonus melee crit chance & damage)[/p]
- [p]Added Close Quarters Flair (bonus short-range damage & accuracy)[/p]
- [p]Added Covert Ops Flair (reduces nearby enemy scouts)[/p]
- [p]Added Franken Flair (bonus damage vs Franken Meats)[/p]
- [p]Added Frostbite Flair (bonus ice accumulation & damage vs chilled targets)[/p]
- [p]Added Healthy Flair (bonus max health)[/p]
- [p]Added Hollow Charge Flair (bonus direct hit damage, reduced explosion radius)[/p]
- [p]Added Hunter Flair (bonus damage vs Hunters)[/p]
- [p]Added Incendiary Flair (bonus fire accumulation & burning damage)[/p]
- [p]Added Insectoid Flair (bonus damage vs Insectoids)[/p]
- [p]Added Kinetic Flair (bonus kinetic accumulation & damage vs staggered targets)[/p]
- [p]Added Lightning Flair (bonus electric accumulation & damage vs electrified targets)[/p]
- [p]Added Long Range Flair (bonus long-range damage & accuracy)[/p]
- [p]Added Machine Flair (bonus damage vs Machines)[/p]
- [p]Added Marksman Flair (bonus accuracy & spread recovery)[/p]
- [p]Added Meat Ability Flair (bonus meat ability damage)[/p]
- [p]Added Meat Shielding Flair (bonus meat durability & damage reduction)[/p]
- [p]Added Minion Master Flair (bonus minion health & damage)[/p]
- [p]Added Mutant Flair (bonus damage vs Mutants)[/p]
- [p]Added Projectile Flair (bonus projectile speed, direct hit damage & explosion radius)[/p]
- [p]Added Splatter Flair (bonus slime accumulation & damage vs slimed targets)[/p]
- [p]Added Swimmer Flair (bonus swim speed & jump height) [/p]
- [p]Shortened Rangus Legs knockdown animation: 2.7s → 1s[/p]
- [p]New animations for Machine Enemies: Boxface & Ballguy[/p]
- [p]New animations for Mutant Enemy: Paper Bobby
[/p]
- [p]New Machine Enemies: Boxface & Boombox[/p]
- [p]Boxface spawns Boombots that rush targets and explode [/p]
- [p]Boombots can be melee’d and will knock back enemies
[/p]
- [p]New Mutant Enemy: Paper Bobby
[/p]
- [p]Throws Rangus Times newspapers at high speeds
[/p] - [p]Pro-Tip: You can shoot or melee them out of the air
[/p]
- [p]Wheelie updates:
[/p]
- [p]Weakpoint multiplier reduced: 6x → 3x
[/p] - [p]Shorter downed duration
[/p] - [p]Only near-miss charge attacks trip him (melee still works)
[/p] - [p]Movement and state logic improvements
[/p]
- [p]Bugzapper tuning:
[/p]
- [p]Tier 1 moves less below 50% health
[/p] - [p]Tier 2/3 move occasionally above 50% health
[/p] - [p]Tier 2 no longer receives weapon buffs
[/p] - [p]Tier 3 now receives former Tier 2 buffs
[/p]
- [p]Looger deals slightly less damage
[/p] - [p]Rocketbot appears later and has reduced health: 900 → 600
[/p] - [p]Enemy hostility reduced by 30% on Casual and 10% on Standard
[/p]
- [p]Added Japanese, Korean, and Simplified Chinese language support with full localization pass
[/p]
- [p]Quest updates from Carl now appear on the right side of the HUD
[/p] - [p]Weapon Terminal and Upgrade Screens have additional SFX
[/p] - [p]Employee Handbook has moved directly across from Carl in the lobby
Employee Handbook
The Employee Information Terminal has been reworked into a digital Employee Handbook—a centralized knowledge hub unlocked as you progress.
[/p]
- [p]Rangus Files – Game lore and world details
[/p] - [p]Meat Parts – Swappable heads, torsos, and legs with abilities
[/p] - [p]Items & Resources – Item stats and information
[/p] - [p]FAQ – Reviewable tutorial content
The Employee Handbook can be accessed via the Employee Terminal in the ROX-1 lobby. More content is coming—tell us what you’d like to see next.
[/p]
- [p]Updated enemy hit VFX
[/p]
- [p]Added Invulnerable Hit effect
[/p] - [p]Changed insect blood from green to orange to avoid slime confusion
[/p]
- [p]Players and enemies flash brighter when hit
[/p] - [p]Adjusted VFX sizes for Cold As Ice and Bombard Core to match damage radius
[/p]
- [p]Improved elemental explosion SFX impact
[/p] - [p]Adjusted enemy sound attenuation for better audibility
[/p] - [p]Added SFX for hitting invulnerable enemies
[/p] - [p]Added universal player damage sound
[/p] - [p]New voiceover dialogue from Carl and ROX-1 is beginning to roll out
[/p]
- [p]Fixed weapon upgrades being unusable with controllers
[/p] - [p]Fixed missing icicle mesh on Tier 2 Bugzapper when frozen
[/p]
- [p]Elemental icons above Meat Drops are not displaying for clients
[/p] - [p]Performance tuning is still ongoing—lower graphics settings if needed
[/p] - [p]Some input glyphs are missing and display as text
[/p] - [p]Observer mode HUD may display incorrect reload information
[/p] - [p]Most cutscenes and voiceover remain work-in-progress[/p]

