Patch Notes: 0.15 (12/18/2025)
Core-Loop & Session Length Improvements
[p][/p][p]One of the first design documents we wrote—before we even had the idea of swapping body parts—outlined the structure of a run: [/p]- [p]Start on “the mothership” (now ROX-1)[/p]
- [p]Select a Galaxy (yes, it took about 8 months before someone pointed out we were calling solar systems “Galaxies”)[/p]
- [p]Deploy onto a planet and complete or fail it[/p]
- [p]Return to “the mothership”[/p]
- [p]Purchase upgrades[/p]
- [p]Repeat this process for two more planets[/p]
- [p]Deploy to a boss arena and complete or fail it[/p]
- [p]Run complete – return to “the mothership”[/p]
- [p]Reduced the Out of Combat Timer from 15s to 5s. If you don’t receive damage, deal damage, or heal another entity in combat you’ll begin to move 30% faster after 5s.[/p]
- [p]You’ll return to ROX-1 at the completion of each planet[/p]
- [p]When this is mid run, you’ll be unable to make equipment changes but can make upgrades through terminals, talking to carl, and the currency trader[/p]
- [p]Increased overall director cost of “Siege Enemies” – Highbeam, Eyeclops, Paper Bobby[/p]
- [p]Increased Elemental Accumulation for all Abilities[/p]
- [p]Reduce Explosion Impulse on most Ice Abilities. This will leave the enemies closer to the player where they can more easily shatter them[/p]
- [p]Tuned Squishy Blast (on default Rangus Torso) so that it gets enemies off of you more consistently. Some flying enemies weren’t really responding well previously. Some larger enemies can’t be knocked back, but it should feel more natural and useful now, for clearing some space. (Hint: you can also use it to get rid of some projectiles!)[/p]
- [p]Assigned Quake Rush Ability to Eyeclops Legs[/p]
- [p]Assigned Turbo Boost Ability to Belly Grinder Legs[/p]
- [p]Added new Lunar Rifts for fishing from on Barbecuria and a corresponding fish collection quest[/p]
- [p]Added new Sludge Rifts for fishing from on Calypso and a corresponding fish collection quest[/p]
- [p]Updated icons for ancient tech tiers 2 through 5[/p]
- [p]Animation and VFX changes for item container presentation[/p]
- [p]Animation polish on Hunter Intro cutscene (the one that plays at the end of the tutorial)[/p]
- [p]If you’ve not seen it in a while, OMG_d0gheart would love feedback on the scene and how the Hunters are first introduced. Nothing huge has changed, but they have their voices now, so have more personality, and some more polish and personality for Squishy as well.[/p]
- [p]Campaign cutscenes (like the two major Boss outros) will no longer play in Random Mode. Bear with us as we continue shaping the core experience and how it relates to the overall world and story of the campaign[/p]
- [p]We are excited to not have to watch these over and over now! Unless you want to! We’re always open for ideas around the story and world we’re building, and we’ve got so much more in store on that side of things down the road.[/p]
- [p]Added interact animations to all hold actions[/p]
- [p]Team XP Bar will now display while in ROX-1[/p]
- [p]Additional entries have been added to the FAQs in the Codex[/p]
- [p]Damage health flashes on the player and enemies have been tweaked[/p]
- [p]Add new models for Tier 2 Pestie and Zorpjet alien enemies[/p]
- [p]New audio for item container presentation.[/p]
- [p]Added more voicing, efforts and laughs to the Hunters in their Intro cutscene after the Tutorial.[/p]
- [p]A lot of game mixing updates. so be sure to reset your audio to defaults and see how things sound. We bumped up Player, Enemy and UI sounds, while ducking Music and VO just a bit[/p]
- [p]Fixed an issue where the Meat Market secondary directive marker was located in a wall of ROX-1 instead of in the actual Meat Market[/p]
- [p]Fixed a bug where the Out of Combat Buff was showing in the item inspection menu[/p]
- [p]Items that you obtain during a run will more reliably show up in the Codex[/p]
- [p]Fixed broken text “all bad things” on the red player status tag and hooked tags up to localization (non English translations for the tags will come in a future update)[/p]
- [p]Fixed some broken VO that was cutting out early (namely Carl’s first set of lines from a fresh save file)[/p]
- [p]Fixed incorrect handling for the Esc key / back button in the Employee Handbook if a tutorial popup was being displayed[/p]
- [p]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[/p]
- [p]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[/p]
- [p]When observing other players, some UI bits such as the reload HUD don’t show accurate information for the observed player[/p]

