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Meat Lab 7 is LIVE! | Patch Notes 2025-09-04.a

SWAPMEAT's final global playtest is now live until September 9 at 5pm PT! Get your mitts on our newest upgrades, then join our Discord server and leave your notes to help the team make the game better as we work toward our Early Access launch this October. See you there!

[h2]Gameplay[/h2]
[h3]Death & Respawn[/h3]
In Meat Lab 6 we had a lot of multiplayer minutes played, and got a lot of great feedback from everyone on the multiplayer experience. One thing that we heard loud and clear is that it’s not fun to be dead for long periods of time while watching a teammate finish up a planet.

Our goal from the beginning has been to provide a frictionless co-operative multiplayer experience that enables players of different skill levels to enjoy the game together. We’ve made some changes to the way our respawning system works to make this less painful while still keeping death an important part of the experience.

  • As with previous iterations – If you have a respawn token, you will automatically respawn
  • If you have no remaining respawn tokens but there is at least one player alive, you can hold interact (“F”) to consume “hunter timer” to respawn
    • This action can only be taken on maps that have Hunters. You cannot respawn this way within a boss arena
  • If the Hunters are enraged, no players will be able to respawn in any way
  • Players will now respawn near the last checkpoint they have activated – typically at the last prime directive they engaged with

[h3]Hunters[/h3]
We’ve updated the Hunter threat system to have three clearly defined states – Banished, Present, and Enraged.

  • When the Hunters are present, they should be much easier to incapacitate than in previous Meat Labs. We’ve made this change in the earlier parts of the campaign to make them feel less punishing and less like a mini-boss that you are engaged with
  • When the Hunters enrage their attacks are much more powerful and deadly. When enraged, you should expect to be killed in a single blow

The Hunters are the “clock” in SWAPMEAT and we want to make sure they’re a known and constant presence, but the player should have sufficient warning and opportunity to move onto their next objective.

  • Visual updates for Hunters to make it much more obvious they have entered a more violent and dangerous state when they enrage
  • Once the hunters become enraged you will no longer be able to respawn, even if you have respawn tokens available
  • Hunters now use temp VO to signal state changes

[h3]Franken Beans[/h3]
  • You will no longer be able to leave Frank’s lair once you enter it. Use your health terminal if you need it before you enter!
  • All cover pillars are now destructible

[h3]Monday Night Midterms[/h3]
  • Renamed enemy tag team to “The Pounding Fathers”
  • Renamed Special Agent Duckstone to Special Agent Stone
  • Reduced drop rate of Squat Daddy legs from Junior Senators 20% -> 10%
  • Reduced drop rate of Meat from Special Agent Stone 100% -> 40%
  • Restricted Meat drop table on Special Agent Stone to include generally useful Meat for the Monday Night Midterms encounter

[h3]Items[/h3]
  • We’ve replaced all +Hitscan Damage items with +Attack Damage items
  • Renamed Gumbo Turret to Goober Shooter. Thanks @MR.Geppetto and @Wormy for the suggestion!
  • Renamed Fishing Rod to Long Range Special
  • Renamed Fishing Net to Short Range Special

[h3]Abilities[/h3]
All Abilities have had their Critical Chance, Critical Damage, Elemental Accumulator, and Direct Hit statistics re-evaluated

  • Dirt Bag legs now also erupt out of the ground if you hit Shift while burrowed
  • Wasp Torso’s Wasp Dash ability is now fully supported by Leg animations for feel (only a 1/3rd of legs had animations for it previously)
  • Adjust Octo Swirl Damage
    • Reduce Damage of Octo Swirl 60/90 -> 60/70
    • Increase Critical Chance of Octo Swirl 0 -> 0.15
    • Increase Critical Damage of Octo Swirl 0 -> 1.15
  • Adjust Meat Zord Laser Attack Damage & Accumulation
    • Reduce Meat Zord Laser Damage 60/90 -> 50/60
    • Reduce Meat Zord Laser Critical Damage 1.5 -> 1.15
    • Increase Meat Zord Laser Accumulation 1 -> 1.25
  • Increase Critical Chance & Damage of Landmines
    • Increase Critical Chance of Landmines 0 -> 0.05
    • Increase Critical Damage of Landmines 0 -> 1.15
  • Increase Critical Chance & Damage of Rocket Swarm
    • Increase Critical Chance of Rocket Swarm 0 -> 0.05
    • Increase Critical Damage of Rocket Swarm 0 -> 1.15
  • Increase Critical Damage & Chance of Wasp Dash
    • Increase Critical Chance of Wasp Dash 0 -> 0.05
    • Increase Critical Damage of Wasp Dash 0 -> 0.15
  • Adjust Damage of Wasp Spit
    • Reduce Damage of Wasp Spit 30/50 -> 30/40
    • Increase Critical Chance of Wasp Spit 0.05 -> 0.15
    • Reduce Critical Damage of Wasp Spit 2 -> 1.15
  • Quake Rush Damage & Accumulation Balance
    • Reduce Damage of Quake Rush 100/150 -> 60/70
    • Reduce Critical Chance of Quake Rush 0.1 -> 0.05
    • Reduce Critical Damage of Quake Rush 2 -> 1.15
    • Increase Elemental Accumulation of Quake Rush from 1 -> 1.25
  • Adjust Damage & Elemental Accumulation of Explosive Dash
    • Reduce Damage of Explosive Dash 100/140 -> 80/90
    • Reduce Critical Damage of Explosive Dash 2 -> 1.252 -> 1.25
    • Increase Elemental Accumulation of Explosive Dash 1 -> 2
  • Adjust Damage & Elemental Accumulation of Giant Leap
    • Reduce Damage of Giant Leap 75/125 -> 75/85
    • Reduce Critical Damage of Giant Leap 2 -> 1.25
    • Increase Elemental Accumulation of Giant Leap 1 -> 1.15
  • Adjust Damage & Elemental Accumulation of Moleman Tunnel
    • Increase Critical Chance of Moleman Tunnel 0 -> 0.05
    • Increase Critical Damage of Moleman Tunnel 0 -> 1.2
    • Increase Elemental Accumulatino of Moleman Tunnel 1 -> 2
  • Adjust Damage & Elemental Accumulation of Turbo Boost
    • Reduce Damage of Turbo Boost 180/180 -> 60/70
    • Reduce Critical Damage of Turbo Boost 2 -> 1.15
    • Increase Elemental Accumulation of Turbo Boost 1 -> 2
  • Adjust Meat Missile Damage & Elemental Accumulation
    • Decrease Damage of Meat Missile 110/150 -> 110/130
    • Decrease Critical Damage of Meat Missile 2.0 -> 1.25
    • Decrease Critical Chance of Meat Missile 0.2 -> 0.1
    • Increase Elemental Accumulation of Meat Missile from 1 -> 3
  • Reduced Depsawn Timer for Micro Jacksons 60s -> 30s
  • Increase Direct Hit Damage of Meat Missile 1.0 -> 1.25
  • Adjust Grenadier Bomb Damage & Accumulation
    • Reduce Damage of Grenadier Bomb 100/120 -> 100/110
    • Increase Elemental Accumulation of Grenadier Bomb 1 -> 2
  • Landmines Damage & Accumulation
    • Adjust Landmines Damage 120/180 -> 130/140
    • Increase Elemental Accumulation of Landmines from 1 -> 2
    • Increase Critical Chance of Landmines 0 -> 0.05
    • Increase Critical Damage of Landmines 0 -> 1.5
  • Increase Elemental Accumulation of Gobble Bomb from 1 -> 2
  • Reduce Kinetic Hover Turret Damage 60 -> 40. This matches it's other Elemental counterparts
  • Adjust Moleman Spit Damage & Accumulation
    • Increase Moleman Spit Damage 30/50 -> 40/50
    • Decrease Moleman Spit Critical Damage 2 -> 1.25
    • Increase Moleman Spit Accumulation 1 -> 2
  • Adjust Elemental Accumulation of Blastwave
    • Increase Elemental Accumulation of Blastwave 1 -> 2
  • Adjust Double Lariat Damage & Accumulation
    • Reduce Damage of Double Lariat 20/50 -> 20/30
    • Reduce Critical Damage Multiplier of Double Lariat 2 -> 1.15
    • Increase Elemental Damage Accumulation of Double Lariat from 1 -> 1.25
  • Damage Adjustments & Accumulation for Charged Slash
    • Reduced Damage of Charged Slash 80/150 -> 80/90
    • Increase Damage Accumulation of Charged Slash from 1 -> 1.5
  • Duckstone Throw Damage & Accumulation Balance
    • Reduce Duckstone Throw Damage 300/600 -> 250/260
    • Increase Duckstone Throw Accumulation 1 -> 2
    • Increase Duckstone Throw Critical Chance 0 -> 0.05
    • Reduce Duckstone Throw Critical Damage 2 -> 1.25
  • Increase Elemental Accumulation of Wasp Spit 1 -> 2
  • Increase Elemental Accumulation of Octo Swirl 1 -> 2
  • Wasp Damage Damage & Elemental Accumulation Balance
    • Increase Elemental Accumulation of Wasp Dash 1 -> 1.25
    • Reduce Damage of Wash Dash 20/40 -> 20/30
  • Increase Ninja Mark Elemental Accumulation 1 -> 2.5
  • Increase Elemental Accumulation of Rocket Swarm 1 -> 1.5

[h3]Weapons[/h3]
  • Decrease Rail Gun's Short Range 15 -> 10
  • Decrease Rail Gun's Long Range 70 -> 30
  • Increase Rail Gun's Base Damage 70/80 -> 110/120
  • Decrease Rail Gun's Critical Damage 1.5 -> 1.25

[h3]General Gameplay[/h3]
  • We’ve updated a lot of the environments, events, and random paths you take through those environments to flow much better in Solar System 2
  • We’ve re-evaluated Critical Chance, Critical Damage, Elemental Accumulator, and Direct Hit for all abilities
  • Increase Franken Felled & Monday Night Mayhem Rewards to +25% Ability Damage; up from +15%
  • Remove Employee Rank Requirements from Meat Knowledge 2.0 Quests
  • Increase Ability Damage +% from Meat Knowledge Quests
    • Increase Meat Ability Damage +5% -> +50% for Ancient, Fish, and Rock Meat Knowledge Quest Reward
    • Add +50% Artifact Ability Damage to Ancient, Fish, and Rock Meat Knowledge Quest Reward
  • Added Meat Knowledge 2.0 Carl Quests
  • Lots of things have been renamed as characters and narrative elements become more finalized
  • Resource gathering locations updated on Peterium, Jasonus V, and Calypso (the new name for Planet 3 in System 1)

[h2]Meta Progression[/h2]
  • The weapons terminal has been updated with a new weapon grid system that unveils upgrade nodes as weapons are taken on runs and used to complete primary directives
    • Resources are spent to rank up the weapons and gain upgrade points per rank that are then used to activate any unlocked nodes in the weapon grid
    • Weapons have a maximum rank of 20 in Meat Lab 7, and therefor a maximum of 20 points to spend in their grids, but higher ranks will be achievable in the future
    • Spent upgrade points can be freely reclaimed and redistributed at any time
  • Increased the number of mineral and gastronaut resource nodes on all non-boss planets
  • Updated Meatball flair’s description to note that its damage scales based on the number of meat parts the player is missing, so the more you look like a meatball the more lethal you are
  • Updated Trader Mike’s offerings to include trading up minerals and ancient tech from tier 1 to tier 2 at a 5:1 ratio

[h2]Art[/h2]
  • Respawn fridge added to respawn points
  • Added Sharknado VFX
  • Animated picture in picture for system 1 planet intros
  • Added a number of Tier 2 enemy variants
  • Improved visuals for Glizzy Gulp factory and Tiger Mountain

[h2]Animation[/h2]
  • Hunter animation updates for enraged and starfall attack
  • Moleman legs no longer visible during burrow ability
  • More leg meats supporting Wasp Dash ability for feel improvement
  • Animated Bolt Burgers in the ship to draw the eye more

[h2]UI / UX[/h2]
  • The referee during the Monday Night Midterms match has a representation along with the boss health bars at the top of the screen in order to help you track his status
  • Input rebinding is now available in a basic form in the Esc menu under Options → Key Bindings.
  • Prime directive locations are now called out in the world
  • New planet intro and outro narrative updates
  • Increased size of prime directive indicators on compass
  • Added backgrounds to objects on compass
  • Brighter event beacons are placed on prime directives
  • Hunters now display the time until they enrage instead of the time until they respawn
  • Players can now replay the tutorial through planet selection
  • New “Picture in Picture” displays for narrative support
  • VO and accompanying text should now more often match
  • Observing other players while dead now just allows you to see what they see. You no longer have a separate camera to control

[h2]AI[/h2]
  • Broadside has a new attack – Sharknado
  • The Monday Night Midterms' referee will now be less in the way and not get stuck on the environment as easily
  • Updated the Fridgeraider (Alien Dropship) system
    • They teleport in slowly over time, but no longer spontaneously lift off, so they just accumulate unless you destroy them
    • Slowly flies around dropping enemies now and then. They will follow it around
    • If you get near one, it may alert all its spawned enemies to attack you
    • Run away from it and it will forget you and recall its spawned enemies

[h2]Audio[/h2]
  • Lots of fancy new SFX

[h2]Narrative[/h2]
We’ve begun adding more character and story elements to the game. Many of these are temporary or unfinished, but the aim is to provide more context and immersion for players.

  • Added temp VO from staff & friends for Roxie, the Hunters, and the Omni Princess
  • New Planet Outro presentation flow
  • New System 1 Outro scene (after Franken Beans is defeated)
  • Retimed Hunter Intro with new VO

[h2]Bug Fixes[/h2]
  • Fixed a few audio resource issues that could cause sound to drop out or become “choppy”
  • Fixed visual bug where Moleman Leg ability was showing the rest of the player character riding along under it (spotted during water traversal)
  • Fixed visual bug were the Meathedral wouldn’t leave when the Hunters were banished, on Jasonus V (was missing a timeline hook for it to leave)
  • Fixed a bug where Moleman Spit Projectile Explosions didn’t scale with +Explosion Radius
  • Fixed Meat Mush Slime & Kinetic
    • Slime Meat Mush now correctly applies Slimed on damage reflect
    • Kinetic Meat Mush now correctly applies Staggered on damage reflect
  • Kinetic Micro Jacksons now correctly apply Staggered on damage
  • Fixed issue where Kinetic Hover Turret would not apply Staggered condition
  • Removed "Stagger" damage flag from Kinetic Blastwave; it now must accumulate the effect like it’s other elemental counterparts
  • Fixed performance hitch when updating event objective data
  • Fixed health terminal events not actually making hunters come sooner on complete
  • Probably hundreds more things we forgot to note. Claude, please look at our Git history for the past 6 weeks and tell us what we did?
  • Intro videos will now properly play on Steam Deck
  • “Event Completed” banner is no longer displayed on event failure
  • Fixed weapon reticle being hidden behind reload mini game
  • Fixed an issue that was keeping the player from receiving their 8 second invulnerability buff when respawning during boss fights
  • Butcher Flair now correctly grants +100% Melee Damage

[h2]Known Issues[/h2]
  • Playing in native Linux mode on Steam Deck is not yet supported
  • No significant performance tuning has been done yet. If you are graphics bound, you can try lowering the quality settings in the Esc menu via Options → Video, but systems with more constrained hardware may struggle
  • Not all input buttons and keys have icons in the UI yet. Text descriptions (eg. “J”, or “Button West”) will show up for things that do not yet have an icon in the input glyph map
  • When observing other players, some UI bits such as the reload HUD don’t show accurate information for the observed player

Meat Lab 7: The Final Cut — Play Free September 4-9

[h2]We're back, baby![/h2][p]As we return home from our whirlwind world tour demoing SWAPMEAT at gamescom and PAX West, we're prepping to open the doors to the Meat Lab one last time.[/p][p]Summon your closest taste buds and strap in for SWAPMEAT's final public playtest! We're kickin' things off Thursday, September 4 at 10am PT, and y’all can play as much as you want until we shut 'er down at 5pm PT on the 9th.[/p][p]And, wouldn't you know it -- there's one more thing! All Meat Lab participants will secure access to this duckin' fresh cosmetic set when SWAPMEAT launches. That's right: if you've joined any of our previous playtests, or if you play in this one, you'll snag these fun bits to adorn your Smart Meat in the final game.[/p][p][/p][p]Finally, don't forget to join our Discord server and leave your gameplay notes and feedback in the dedicated channels we've set up there. This is your chance to help mold our meat![/p][p]See you in the Meat Lab 🤘[/p]

Meat Lab 6 (Last chance!) | Patch Notes 2025-07-22.b

We're shuttin' er down tonight at 5pm Pacific! Get in there while you can! Then come hang out with us in Discord :)

[h2]Gameplay[/h2]

Long and short range multipliers have been altered to reinforce gameplay for some weapons

  • Increased Short Range Multiplier for Magnum 1.0 -> 1.1
  • Decreased Long Range Multiplier for Magnum 1.0 -> 0.8
  • Decreased Short Range Multiplier for Rail Gun 1.0 -> 0.6
  • Increased Short Range Multiplier for SMG 1.0 -> 1.15
  • Decreased Long Range Multiplier for SMG 0.8 -> 0.75
  • Increased Short Range Multiplier for Shotgun 1.0 -> 1.25


Elemental Accumulation on weapons is now variable on each weapon family

  • Increased Base Elemental Accumulation on Grenade Launcher 1.0 -> 1.5
  • Increased Base Elemental Accumulation on Rocket Launcher 1.0 -> 1.5
  • Increased Base Elemental Accumulation on Plasma Gun 1.0 -> 1.5
  • Increased Base Elemental Accumulation on SMG 1.0 -> 2
  • Increased Base Elemental Accumulation on Shotgun 1.0 -> 2.5


The intent of both of these changes is to encourage weapon swapping and varied load outs. Some weapons should will better suited for short range, long range, damaging weak points, or accumulating elemental conditions.

[h2]Bug Fixes[/h2]

  • Fixed an issue where Weak Point Damage wasn't being calculated correctly for SMG, Pistol, Magnum, and Shotgun weapons
  • Fixed an issue where Direct Hit Damage wasn't being calculated correctly or Grenade Launcher, Plasma Gun, and Rocket Launcher
  • Fixed some of our bad grammar in Coach Dan’s dialogue
  • Fixed a bug that let players sneak behind the heart in Tibbler’s run


[h2]Art[/h2]

  • Added destroyed screens to tutorial level. These will display hints in future updates.


[h2]Known Issues[/h2]

  • Observer camera is still in a very rough prototype form
  • No optimization effort has been made towards more constrained platforms like SteamDeck
  • Native builds on Linux are still not battle tested. You'll probably need to run under Proton for best results

Meat Lab 6 | Patch Notes 2025-07-22.a

[h2]24-hour warning! Meat Lab 6 closes at 5pm PT on 7/23![/h2]

This is your last chance to get a few more runs in before we put a pin in this playtest. Get in there and test your meaty mettle against the newly adjusted Franken Beans (thanks for your feedback, everyone!), then tell us how it's all feeling. These final hours are crucial -- they'll help us determine where to focus our efforts as we go back into full-on dev mode.

Tell ya friends to sign up at playswapmeat.com and squad up for a few more runs!

[previewyoutube][/previewyoutube]
Log in and play through our fresh new player onboarding!

[h2]Gameplay[/h2]
  • While “tier 2“ enemies (higher health and other stats) are still slowly introduced in the second solar system, the mutant faction will no longer spawn T2 on its first planet Tangus Prime
  • Reduced the damage dealt by explosive projectiles from enemies Rocket Bot, Squat Daddy, and Duckstone
  • Added additional Weapon Power to Rail Gun ranks
  • Added additional Weapon Power to Rifle ranks


Weapons
  • Add Explosion Hit Effect to all Rail Guns
    • 100% Chance on Damage Dealt to deal 30 Damage to enemies within 2m
  • Increased base damage of all Rail Guns 65/70 -> 70/80
  • Increase magazine size of SMG 35 -> 40
  • Increase proc rate scalar of SMG +25%; hit effects will now trigger more likely when dealing damage with the SMG
  • Increased short range damage bonus of Magnum +15% -> 25%
  • Increased short range damage bonus of SMG and Shotgun +10% -> 50%
  • Increased weak point damage of SMG and Shotgun +10% -> +20%
  • Updated Pistol Reload Bonus to grant +25% Weak Point Damage
    • Previously was +50% Magazine Size
  • Updated SMG Reload Bonus to grant +10 Magazine Size
    • Previously was +25% Weak Point Damage
  • Increased Plasma Gun Reload Bonus to +50% Explosion Radius
  • Updated Shotgun Reload Bonus to grant +4 Projectile Count
    • Previously was +10 Pierce Count
  • Increase Rifle Reload Bonus +15% -> +25% Rifle Damage


[h2]Bug Fixes[/h2]
  • Fixed an issue where Rail Gun Reload Bonus was missing in Item Registry
  • Fixed an issue where the long range damage bonus for Rifle was applying a penalty. It is now correctly +75% damage
  • Fixed an issue where the long range damage bonus for Rail Gun was applying a penalty. It is now correctly +100% damage
  • Fixed an issue where the long range damage bonus for Magnum was applying a penalty. There is now no bonus
  • Fixed an issue where the long range damage bonus for Pistol was applying a penalty. There is now no bonus
  • Fixed an issue where weapon rank bonuses were missing some of their bonuses in the description
  • Fixed an issue where your player model would be following you underground / underwater when using the Dirtbag (Mole) Leg ability
  • Fixed the Hunter Threat portrait not returning to a calm state after leaving the Enraged state
  • Fixed an issue where first time planetary completion reward amounts weren't listed at Carl


[h2]UI[/h2]
  • Top right hud moved up outside of lobby
  • Some interact prompt names have been reworded
  • Added a custom health icon for health insurance event
  • Compass background darkened
  • Compass distance labels will disappear if there is an in world marker


[h2]Art[/h2]
  • Updated enemy hit effects


[h2]Audio[/h2]
  • Reduced the volume of the Game Prologue video since it was much louder than the rest of the game
  • Selection sounds added to various UI
  • Fixed looping Gobble Gazer SFX so as not to continuously loop
  • Fixed missing VO in Hunter Intro
  • Fixed up some various Franken Beans SFX
  • Mixed UI SFX down a little
  • Mixed VO up a little
  • Mixed some of Franken Beans audio


[h2]Known Issues[/h2]
  • Observer camera is still in a very rough prototype form
  • No optimization effort has been made towards more constrained platforms like SteamDeck
  • Native builds on Linux are still not battle tested. You'll probably need to run under Proton for best results

Meat Lab 6 | Patch Notes 2025-07-21.a

Still need your SWAPMEAT playtest invite? Head to playswapmeat.com and we'll get ya sorted. See you in the Meat Lab!

[h2]Gameplay[/h2]
  • Enemies spawned across the map will now be somewhat more concentrated into fewer and larger groups. A "larger group" could be more of the same kind of enemy, or a single more difficult enemy.
  • You’ll see more UA-Peters (big UFOs) earlier in the game
  • Ringo can now levitate higher to get to the player. And also jumps a little back and forth.
  • Monolithic Meat Boy base HP reduced: 5000 → 3000
  • Bean Minion base HP reduced: 100 → 50
  • FrankenBeans base HP reduced: 55000 → 49500
  • Increased FrankenBeans' Death Ray charging time: 5 → 10sec
  • FrankenBeans Death Ray attack damage now ramps up the longer you stand in the beam. The decrease in damage on early ticks results in overall damage output being reduced by 25%
  • Increased Bean Minions spawn cooldown: 10 → 15sec
  • Increased Bean Minion drop rate by 10%
  • Added additional VFX/decals to props in the game that have special behaviors associated with them being hit with a Monolith Head ability
  • Your buddy Carl now offers some hints and tips during the battle against FrankenBeans
  • The player’s Meat Shields will be restored to full when interacting with a Health Restoration Terminal


[h2]Abilities[/h2]
  • Add Flying Circuits Ability – a variation of Windwalk that has a longer duration, longer cooldown, increased speed, but lacks the damage buff provided by Windwalk
    • This should make traversing the highway in Tangus Prime much easier
  • Increase base movement of Formula Dingus Legs 35% → 45%
  • Grant Formula Dingus Legs wall walk


[h2]Enemies[/h2]
  • Added a Head Weak Point to Squat Boys and Junior Senators


[h2]Meta-Progression[/h2]
  • Spiral Spine 1.1 now grants +50 Health
  • Spiral Spine 1.2 now grants +25 Meat Durability
  • Added Mutated Spine 1.1 (+50 Health)
  • Added Mutated Spine 1.2 (+25 Meat Durability)
  • Franken Felled now grants +25 Health and +10% Ability Damage
  • Monday Night Mayhem now grants +25 Health and +10% Ability Damage
  • Rock, Fish, and Ancient Knowledge now grant +5% Ability Damage


[h2]Bug Fixes[/h2]
  • Fixed bug that Franken Dropship’s spawns would fly away in random directions when spawning
  • Fixed bug that some enemies could still turn their heads to look at you when frozen (creepy!)
  • Fixed the employee XP bar can show up on top of the inspection screen in the lobby. Thanks for the report @Sokory!
  • Fixed the compass directing you to the "center" of multiple health terminal spawns. Thanks for the report @JackODG!
  • The controller prompts at the Bolt Burger screen now function correctly.
  • Fixed a bug that was causing FrankenBeans' death ray laser SFX to continue playing after it was done firing
  • Fixed scaling of Monolithic Congestion AOE VFX


[h2]Audio[/h2]
  • New SFX for FrankenBeans death ray charging state
  • Remixed some SFX related to FrankenBeans, his laser, and his minions. Hopefully this helps the status of his death ray come through the mix better during the fight.


[h2]Known Issues[/h2]
  • Observer camera is still in a very rough prototype form
  • No optimization effort has been made towards more constrained platforms like SteamDeck
  • Native builds on Linux are still not battle tested. You'll probably need to run under Proton for best results