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Meat Lab LATAM - Playtest SWAPMEAT September 18-21

[h2]We are thrilled to announce our first-ever exclusive Latin American Playtest for SWAPMEAT![/h2]

[previewyoutube][/previewyoutube]

From September 18–21, players in Mexico and South America will be able to experience SWAPMEAT fully localized in Spanish and Brazilian Portuguese.

We want to hear from you: your feedback will help us shape the game as we prepare for Early Access in October.

[h3]Sign up now at [playswapmeat.com] to join Meat Lab LATAM and secure your exclusive "Quack Ops" cosmetic set in the full game.[/h3]



[h2]¡Estamos muy feliz de anunciar nuestro primer Playtest exclusivo para América Latina de SWAPMEAT![/h2]

Del 18 al 21 de septiembre, los jugadores de México y Sudamérica podrán disfrutar de SWAPMEAT totalmente localizado en español y portugués brasileño.

Queremos escuchar tu opinión: tus comentarios nos ayudarán a dar forma al juego mientras nos preparamos para el Acceso Anticipado en octubre.

[h3]Regístrate ahora en [playswapmeat.com] para unirte al Meat Lab LATAM y asegurar tu recompensa cosmética exclusiva.[/h3]

--

[h2]Estamos muito felizes em anunciar o nosso primeiro Playtest exclusivo para a América Latina de SWAPMEAT![/h2]

De 18 a 21 de setembro, jogadores do México e da América do Sul poderão aproveitar SWAPMEAT totalmente localizado em espanhol e português brasileiro.

Queremos ouvir a sua opinião: seus comentários vão nos ajudar a moldar o jogo enquanto nos preparamos para o Acesso Antecipado em outubro.

[h3]Inscreva-se agora em [playswapmeat.com] para entrar no Meat Lab LATAM e garantir sua recompensa cosmética exclusiva.[/h3]

Meat Lab 7 (LAST CHANCE) - Patch Notes 2025-09-08.a

Can you finish a run in one of our newly added difficulty levels? 🌶️

Thanks once again for your excitement and support throughout Meat Lab 7! Let's finish this one strong and start carving a path toward Early Access this October.

[h3]🤘 PLAYSWAPMEAT.COM 🤘[/h3]

[h2]Gameplay[/h2]
  • When starting a run from the main menu you will now start off from a previous planet if exiting a run before the boss. This will only happen after completing the first planet and hitting “exit game”
  • During the payload event, it will now be invulnerable until players approach it

[h3]Abilities[/h3]
  • Reduced overall offensive effectiveness of Wasp Torso Dash to compensate for it’s mobility factor
    • Reduce damage of Wasp Torso Dash projectiles 20/30 -> 10/15
    • Reduce projectile count of Wasp Torso Dash 20 -> 10
    • Reduce damage radius of Wasp Torso Dash projectiles 4 -> 1.25

[h3]Hunters[/h3]
  • Increased Hunter delay from all objectives in Easy Difficulty by +50%
  • Increased Hunter delay from Prime Directives from 90s → 120s
  • Increased initial Hunter delay on Jasonus V and Moon of Tangus from 300s → 450s
  • Hunters will now move faster when more players are present. There are fewer Hunters per player, so let’s give them a little pep in their step to put the pressure on when groups of players are present
    • Hunter Movement Speed +8% per additional player (Max +24%)
  • Hunters will arrive sooner with more players
    • Reduced initial Hunter delay by 10% per additional player (Max 30%)

[h2]Meta Progression[/h2]
  • Added new option at Trader Mike to exchange Data Points for Obtanium and Gastronaut Gizmos
    • Thank you to @squirrelessence for the feedback on this option to trade up!
  • Reduced the costs of Health Insurance 1.2 and Healthy Respawn 1.1 from 5 Carl Coins to just 1.
    • Thank you Kabutak for the Carl Coin economy feedback, this was definitely too high!
  • Fixed an issue where Mutant Cores were not being rewarded for beating the Glizzy Gulp Factory at the end of Moon of Tangus.
  • As a temporary fix we’ve added a 1:1 trade of Spiral Cores for Mutant Cores at Trader Mike as there is a deeper issue with rewarding this resource from extraction events on the first two planets of the second system, so this temp fix will allow players to convert their cores in the interim.
    • Thank you @cloudkracker and @soulreaper2376 for reporting this issue!

[h2]Art[/h2]
  • Each planet now has its own look for the Planet Intros and Outros
  • New death vfx for ManWasp and Butcher

[h2]UI / UX[/h2]
  • Torches in Tiger Mountain correspond to the path deck to help you navigate the central cave

[h2]Bug Fixes[/h2]
  • Fixed some issues where you could kill objective enemies too early causing events to no longer be completable. Thanks @miniweeny and @squirrelessence !
  • Fixed the “Meatball” flair causing exceptions on clients
  • Fixed a sporadic exception when hunters were despawning
  • fixed event spawning outside of boundary on Moon of Tangus

Meat Lab 7 - Patch Notes 2025-09-07.a

Thanks for keeping the feedback coming! Remember to drop by the feedback and bug-report channels in Discord with the relevant notes as you venture deeper into the Meat Lab 7.

[h2]UI / UX[/h2]
  • Changed UI references to the “galaxy” to instead refer to the “system” or “solar system”
  • Updated attack speed icon

[h2]Bug Fixes[/h2]
  • Re-enabled the force field on the entrance to Frank’s cave
  • Fixed a floating space man resource node on Moon of Tangus. Thanks for the report @soulreaper
  • Fixed two different places where incorrect geometry could let you fall through the floor on the Calypso map. Thanks again @soulreaper!
  • Fixed a couple of game crashes

[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 - Patch Notes 2025-09-05.a

We’re a day into this Meat Lab and we are absolutely thrilled to see everyone mixing their meat up again. This update includes a test for our higher difficulty modes. We’ve held this back as we developed a baseline on difficulty and established the building blocks of the campaign, but it’s time to bring it back.

You’ll be able to select a higher difficulty level before starting a run when you select your desired Solar System. These are unlocked as you complete Solar Systems on a previous difficulty. The OMG team is really excited to see how far players can make it. We’ve got a number of higher tiers of enemies that you likely haven’t seen before that were hiding behind these difficulty settings.

Ideally this test will help us understand how far we can push the envelope and how well our dynamically scaling systems... uh... scale.

Thank you for playing with us!

[h2]Gameplay[/h2]
  • There are now four difficulty modes supported: Easy, Normal, Hard, Nightmare
    • Complete a solar system on any difficulty to unlock the next difficulty for all systems
    • The difficulty is selected at the Galaxy Map before jumping into your Bolt Burger
    • Hard and Nightmare difficulty solar systems will spawn new tiers of minerals and ancient tech
  • Performance improvements

[h2]Meta Progression[/h2]
  • The smart meat grid and all weapon grids now can be unlocked all the way up to rank 30
    • Ranks 21-30 use the new tier 3, tier 4, and tier 5 minerals and ancient tech found by playing in Hard and Nightmare difficulties
  • Trader Mike now offers a 5:1 trade up for all minerals and ancient tech once per mothership visit

[h2]Art[/h2]
  • Respawn Fridges now emit a Lil Squishy hologram
  • Improved Stellar Chef healing VFX

[h2]Animation[/h2]
  • New location of weapons terminal now has a proper camera framing when it’s unlocked.

[h2]UI / UX[/h2]
  • Added an “I’m stuck” button in the Esc menu. The button will only be visible in the Debug section of that menu if you are in a game map and alive

[h2]Bug Fixes[/h2]
  • Updated some bug detection code that should help keep players and enemies in bounds more often
  • The Grub Launcher (slime grenade launcher) had a lower fire rate than intended. It will now fire twice as fast
  • Fixed a bug where Observing a player would break until the next map transition if the observed player died
  • Fixed a bug where you would spawn into the game dead after disconnect/reconnect if you were alive but had zero respawns remaining at the time of your disconnect

[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 - Patch Notes 2025-09-04.b

Thanks for all your feedback on day one of Meat Lab 7! Keep it coming in the dedicated feedback and bug report channels in our Discord server. It helps us out a lot!

[h2]Gameplay[/h2]
  • The Mystic Pizza mutation now always grants barrier on meat loss, rather than a 25% chance to do so
  • Adjusted timing of the various events that occur during the Satellite Smoker finale on Jasonus V. There should now be a 12 second window for you to find a Bolt Burger and get out of Dodge before the final wave of enemies appears
  • Increased the size of the LIV-Mas weakpoint hitbox – thanks @Karl!
  • Decrease Pulse Rate of Meat Mush 4s -> 1.5s

[h2]Meta Progression[/h2]
  • A new Smart Meat Terminal has been added to Carl’s unlocks at employee rank 3
    • As with the weapon grids, resources are spent to rank up your smart meat grid and gain upgrade points per rank that are then used to activate any unlocked nodes in the grid
    • More of the nodes in the smart meat grid become available to spend points on as you increase your employee rank within Rangus Meats
    • The smart meat grid has a maximum rank of 20 in Meat Lab 7, and a maximum of 20 points to spend in the grid, but higher ranks will be achievable in the future
    • Spent upgrade points can be freely reclaimed and redistributed at any time

[h2]Audio[/h2]
  • Added additional custom VO to the tutorial experience and matched the subtitles

[h2]Bug Fixes[/h2]
  • Fix an issue where upgrade grids could show the wrong rank for locked weapons. (Thanks soulreaper!)
  • Spawning of the final wave of enemies on a planet has been spread out across 5 seconds to avoid the big frame hitch that would previously occur
  • Cryo Candy will now correctly trigger 100% of the time instead of 20%

[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