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Meat Lab 6 is OPEN! Playtest SWAPMEAT through July 23

When we iterate on games at One More Game, we solve for the hard things first — like figuring out "What even is Meat Swapping?" You’ve helped us crack this puzzle through our first five Meat Labs. Now we’re laser-focused on finishing the game and bringing everything else up to the quality bar you deserve.

For Meat Lab 6, we’ve been listening hard to your feedback from Meat Lab 5. We’re committed to delivering a complete Solar System with a boss encounter that meets or exceeds expectations.

Here’s what we’re hearing: you’ve told us we’ve found something unique, fun, and special. That means we’re succeeding with those risky creative bets. Now it’s time to polish the supporting systems that make the whole experience shine. Case in point: you’ll see a completely revamped in-game HUD that’s both functional and beautiful.

[previewyoutube][/previewyoutube]
Sign up for the playtest HERE

[h2]What’s New in Meat Lab 6[/h2]

Revamped First-Time User Experience
New Meat Scientists get a proper tutorial covering the core mechanics, plus a prologue that introduces the wonderfully weird world of SWAPMEAT and its key players — Hunters, Smart Meat, and the legendary Carl Rangus himself.

Updated Elemental Condition and Damage System
Each enemy now has damage thresholds for every Elemental Damage type. Hit that threshold and you’ll trigger the base Condition for that element. Mutations and Items can amplify these effects or chain them into devastating combos:
  • Fire → Burning – A heavy damage over time. Attacking a burning target has a chance to Combust it dealing even more damage
  • Electric → Electrified – A moderate damage over time with a 10% chance to Stagger on tick
  • Slime → Slimed – Increase all incoming damage by +30%
  • Kinetic → Staggered – Temporarily stun an enemy for a short period of time
  • Ice → Chilled – Slow enemy movement, attack speed, and projectile speed
Reimagined Mutations
You’ll now choose just three Mutations per run, making each of your 15 total choices truly build-defining. Each Mutation unlocks specific items for that run while adding new elemental conditions and triggers to your arsenal.

Streamlined Boss Encounters
The Solar System 1 boss fight with Franken Beans has been completely reworked. We’ve removed the restrictive mechanics and added new attacks to give you more freedom in how you approach the fight. Meanwhile, the Solar System 2 boss now has an official name — "Monday Night Midterms" — and sports fresh gameplay mechanics plus a visual upgrade to the arena.

Refreshed HUD
The entire HUD has received a major polish pass. Beyond looking better, the UX improvements include a new compass, objective tracker, and streamlined character/terminal interaction menus.

New Equipment Type — Flair
These passive bonus items can be unlocked in your ship and equipped from the loadout screen. Think of them as fancy doodads that give you an edge on your next run.

Significant Balancing and Quality-of-Life Updates
Over 20 new items have joined the upgrade pool, and many existing items have been reworked to align with our updated Elemental Damage & Condition System and Mutation changes. We’ve also rebalanced weapon damage values to account for the increased power of Elemental Damage & Conditions.


[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


Thanks for sticking with us and staying excited about our game, Meat Scientists. Now get in there and start swappin’.

Tour Meat Lab 6 with One More Game LIVE, Friday at 4pm PT!

Ready to dig in to Meat Lab 6? The playtest kicks off on Thursday, but we've got one more date for you to save.



Join us on Twitch as we livestream direct from the Meat Lab this Friday, July 18 at 4pm PT! We'll show off the game's newest updates, including our freshest user interface enhancements, changes to Mutations and elemental conditions, and the new "Flair" system. We'll also answer questions from our Discord community and Twitch chat live on the air. It's gonna be a good time, but it'll be better with you in chat talking to us.

For now, make sure you're subscribed to our Twitch channel and turn on notifications so you're there right when the stream starts. See you Friday!

Meat Lab 6: Playtest SWAPMEAT July 17-23

Ready to go hands on with SWAPMEAT? Whether this is your first playtest or you’ve been with us since the beginning, we’re ready to welcome you into the Meat Lab!

[previewyoutube][/previewyoutube]

[h2]Sign up for playtest access at playswapmeat.com![/h2]

We’ve been busy since we wrapped on Meat Lab 5 — you’ll spot lots of changes this time, including new items, big interface updates, two reworked boss battles (can you take down the Monday Night Midterms?), balance adjustments based on your feedback, and lots more.

Get yourself signed up for the playtest kicking off July 17, then mosey over to our Discord server and drop a spam emoji while we count down the days.

See you in the Meat Lab!

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Thanks for playing — Meat Lab 5 is CLOSED!

Hopefully you got your fill of playtestin' over the past week, because it's time to shut 'er down.

Between PAX East earlier this month and Meat Lab 5 this past week, it's been a bit of a whirlwind! Watching you play the game, screaming the word "MEAT" at you, apologizing for screaming at you... sorry, got distracted. The point is, we've learned a lot about our game and your notes have led to lots of new updates and changes over the past couple weeks.

So... how did we do? What were the best parts of the game? How much did you notice the tweaks we made over the course of the week? Which meat piece did you beeline to every time you saw it drop? (I'm already missing my beloved Spider legs zoomies.)

Thanks again for joining us, both in Boston during PAX East and here during Meat Lab 5. You've given us not only a boatload of invaluable feedback that's helping make the game better, but a reminder that this weird thing we're making is freakin' fun. The playtest may be over... but we're just getting started.

Thank you once again, and stay tuned for more SWAPMEAT news as we work toward launch later this year. Until then, swap on by our Discord server, grill the team, and meat some new friends.

Meat Lab 5 (Last Chance!) - Patch Notes 2025-05-21.a

[h2]ONE DAY LEFT![/h2]

The Meat Lab closes at 5pm PT on Thursday, so get those last runs in and leave your notes over in Discord. It helps us a lot!

Bug Fixes
  • Fixed an issue where events that do not provide rewards would reduce the Hunter Threat Level
  • Fixed an issue where Hunters that are incapacitated would respawn and play their banish animation
  • Fixed a crash caused by exiting to the main menu while playing the launch sequence cinematic
  • Fixed the wrong animation playing for Ninja Torso’s Mandible Ripper (Katana) swipe
  • Fixed broken animation playing on Meat Zord Torso’s Mandible Ripper (Katana) swipe
  • Fixed a bug where you would receive no items on level-up (usually after level 10) if your build didn’t use many elements.
  • Fixed potential cause of the screen turning completely black with UI elements displayed on top
  • Fixed being unable to navigate to the 3rd tab of items in the item registry
  • Fixed a bug that would allow the harvester core to be destroyed before the event event started
  • Updated the text scroll for start and end of each solar system with grammar fixes and updated proper nouns for places, people, and things in SWAPMEAT
  • Fixed training dummies being able to die. Thanks for the report, Delirium!

[h2]Gameplay[/h2]
  • Added “drunken” rocket squirrelly-ness to the Rocket Swarm rockets, and slightly decreased spread for easier aiming.
  • Increased rocket damage radius on Rocket Swarm Ability by 50%
  • LIV-Mas Tier 2 (green color) now has an additional laser sweep attack
  • Increased radius of Gravity Well 4m → 8m
  • Renamed Mutant Meridian to Ol'Tangus system
  • Renamed Extraterrestrial Expanse to Dangerous Night system
  • Renamed Automated Abyss to Silicon Graveyard system
  • Renamed Protein Paradise to Meat Heim system

[h2]Balance[/h2]
  • In an earlier update we changed Event XP to not be reduced by player count and added an XP reduction on enemy kills as the number of enemies scales with players but the number events do not. To compensate for this, we have increased the XP requirement for each level by 12%. With these changes, solo players and larger squads should now be roughly the same level when they reach the final planet of a solar system – around lvl 30 if you complete most of the secondary objectives on all three stages
  • Increased by 50% the number of “scout” enemies that spawn over time and follow you
UI
  • Health bars in the event status display should stay around for important event objects, even if the object reaches zero hit points. Hopefully this makes overall status more clear during events like the Payload escort and Harvester extraction
  • Updated Mutation / Hit Effect / Buff icons to ensure the applied buffs match the source from which they are applied

[h2]Animation[/h2]
  • Added animation to Rocket Swarm Ability

[h2]Audio[/h2]
  • Added SFX to Rocket Swarm Ability
  • Adjusted mix level on Rocket Bot’s missile attack to help it punch through a little more and warn the player