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SWAPMEAT News

SWAPMEAT Demo 0.7 - 2025-10-15.a

[h2]Gameplay[/h2]

  • Improved base movement while wading in water

    • Players can now double jump while wading in water
    • Decreased jump height penalty while wading in water from 33% to 17%
  • The Referee in Monday Night Midterms is now much easier to hit with the Folding Fhair

    • Increased the Referee’s hitbox size
    • Reduced the speed of Referee’s movement back and forth


[h2]Meta Progression[/h2]

  • Carl has been reworked and now has a new tab, “Quests”. Many of the major progression systems (Terminals, Licenses, etc) are now granted upon completion of quests rather than purchased. The intent here is to slowly introduce these new features over the course of a few runs rather than dump them on the player all at once. For players who have already unlocked these features, we did not re-lock them, but you will get the opportunity to complete these quests.
  • Added a new quest in the lobby to direct players to the Galaxy Terminal when they have unlocked a new difficulty level.


[h2]Animation[/h2]

  • Added some camera shake polish for

    • Player Melee attacks
    • Player Abilities: Wasp Dash, Double Lariat, and Tenderizer Beam
    • Meat Zord Legs stomping around
  • Added cinematic reveal for unlocking Smart Meat terminal
  • Wheelie anim updated so Goober flails around more when staggered (to help with messaging the weakpoint)


[h2]General / Platform[/h2]

  • Added basic Discord Rich Presence


[h2]Bug Fixes[/h2]

  • Changing the difficulty setting will now consistently affect the run you are about to go on, rather than applying to the next run.
  • Fixed an issue where the folding chair projectile was way too slow
  • Fixed a bug where the social buttons would stop working after exiting the ESC menu
  • Fixed a couple resource nodes that could be found floating in the air on Barbecunis (Thank you for the report Silarious)
  • Fixed some pluralization issues in text
  • Remove some invalid text formatting markup
  • Fixed rescue chefs event (for real this time)


[h2]Known Issues[/h2]

  • 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
  • All cutscenes and voiceover dialogue are WIP (and most lines aren’t in at all yet)

SWAPMEAT 0.6 - 2025-10-13.a

[h2]Gameplay[/h2]

  • Reduced range of automatic XP pickup gravity activation. You’ll now need to walk more closely to XP orbs to pull them in to gain experience from killing enemies
  • Reduced the overall power of Stellar Chefs

    • Increased Stellar Chef hixbox size to make them easier to hit, especially the torso
    • Decreased the overall health of Stellar Chefs
    • Drastically decreased the damage-reduction effect applied to their target while channeling their healing ability
  • Elite enemies LIV-Mas and Meat Zord will appear in smaller numbers, and at later difficulties
  • Reduced health of Rocket Bot enemy
  • Reduced difficulty of enemies spawned on Barbecunis


[h2]Art[/h2]

  • Added death and hit VFX to Calypso’s Heart and Kidney events


[h2]Bug Fixes[/h2]

  • Scaled up heart shield to prevent shooting below it
  • Fixed crash that could happen when joining a multiplayer game
  • Fixed UFO Alien event being buried in some of the event locations
  • Fixed barrier shield bug on Kidney event
  • Fixed barrier shield bug on smaller Alien Jar event


[h2]Known Issues[/h2]

  • 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
  • All cutscenes and voiceover dialogue are WIP (and most lines aren’t in at all yet)

SWAPMEAT 0.5

[h2]Gameplay[/h2]

  • There is a now an interactable “Meat Locker” next to the Bolt Burger terminals on ROX-1. The Meat Locker doesn’t do much yet, but as they come online it will allow you to equip your various cosmetics.


[h2]Art[/h2]

  • Visual improvements to Calypso map and its Harvester area


[h2]UI / UX[/h2]

  • Added language selection to a new “General” tab in the options menu


[h2]Bug Fixes[/h2]

  • Fixed a bug that was keeping the “socials buttons” (Discord and Wishlist) on the main menu from being selectable on controller
  • Fixed some enemy navigation issues on Barbecunis
  • Fixed misaligned collision on Meat Vein prop in Scurvion Alpha


[h2]Known Issues[/h2]

  • 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
  • All cutscenes and voiceover dialogue are WIP (and most lines aren’t in at all yet)

SWAPMEAT DEMO 0.4

[h2]Gameplay[/h2]

  • Starter Meat (eg. Rangus Employee Head / Torso) will now be dropped to the ground when swapping with other Meat. This should help with the initial Meat starvation when spawning onto a new planet since a player equipped with Starter Meat won’t “consume” what they interact with. When cosmetics release that also means you’ll be able to wear your friend’s Head, so that’s pretty neat
  • Reduced alien spawner count and health values @ Alien Events


[h3]Abilities[/h3]

  • Renamed Starter Leg Ability “Slide” to “Squishy Slide”
  • Added Head Ability – Squishy Bomb – Throws a grenade that knocks enemies away

    • Assigned to Starter Head
  • Added Torso Ability – Squishy Blast – Pushes nearby enemies away

    • Assigned to Starter Torso


[h2]Art[/h2]

  • Added seat for alien sniper on top of the factory event
  • Added collision to circular alien floor
  • Added One More Game logo to splash screen


[h2]Known Issues[/h2]

  • 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
  • All cutscenes and voiceover dialogue are WIP (and most lines aren’t in at all yet)

SWAPMEAT Demo Update 0.3

[h2]Gameplay[/h2]

  • Similar to the Rangus Employee Legs, the Head and Torso are now equipped with default abilities. This change aims to make spawning and respawning less punishing by providing players with an ability on their Rangus Meat Head and Torso
  • Adjusted “slide-style” movement abilities to keep the player’s momentum as they’re ending


[h2]Meta Progression[/h2]

  • Beating any solar system on Nightmare difficulty will now unlock additional ascension rank difficulties that can be selected at the Galaxy Map on the mothership

    • Beating a solar system on ascension rank 1 will unlock ascension rank 2, and so on up to the ultimate challenge of ascension rank 10
    • Each solar system tracks their ascension ranks separately, making each system its own unique challenge
  • Updated visibility requirements on higher tier mineral and ancient tech trade ups at Trader Mike to roll out at employee rank levels 5, 10, 15, and 20 so players aren't inundated with a lot of options before they're relevant
  • Removed initial Data Point cost to unlock weapons to simplify the early game a bit
  • Updated secondary directive rewards to guarantee at least 1 Data Point


[h2]Audio[/h2]

  • Updated the main menu’s (main theme) music to the final mix
  • Updated the first biome’s (Scurvion Alpha) music to the final mix


[h2]UI / UX[/h2]

  • The current difficulty is now displayed in the Bolt Burger and when entering a planet


[h2]Bug Fixes[/h2]

  • Fixed some issues with scrolling menus not behaving in an expected manner
  • Fixed some issues with the options menu incorrectly applying and displaying your display resolution settings
  • Fixed an issue where random routes and events were not being selected during the campaign in Demo Mode


[h2]Known Issues[/h2]

  • 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
  • All cutscenes and voiceover dialogue are WIP (and most lines aren’t in at all yet)