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SWAPMEAT News

Hotfix 0.18.1: Elite Enemies

Bug Fixes


On 2025-12-16 we issued the 0.14.0 update in which we called out a new feature – Elite Enemies

Golden enemies will now spawn across the map. Killing one of these will drop an Item Container for the player to claim. They’re movement speed is slightly increased by their non-elite counterparts and they’re not particularly aggressive.

Like Item Containers, Elite Enemies are designed to create more fun-random rewarding moments. We’ll continue to tweak this system, but early feedback here is very welcome!

Well… it turns out that they were never actually turned on for our “live environment”, so you’ve never actually seen one of these shiny guys. We’re issuing this hotfix today to get you some golden enemies to fight over. A handful of Shinies will now spawn on each planet which you can track down for additional rewards.


Known Issues


  • 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

Inside the Nuke Kids on the Block update



[h2]New Nuke Artifact: Nuke Dukem[/h2]

"I've been itching to get a giant nuke ability in the game for a while now, something that could wipe out an entire prime directive in one swoop.

In our previous update we reworked the Ultimate system into single use Artifacts. It seemed like the perfect time to dust off the nuke idea, especially because the single use means we can really pump up the damage numbers.

I had it all working fine but the little devil inside of me whispered, "Make it hurt the players too." This is the one exception to friendly fire in our game but I think it's an intuitive one. Nukes are dangerous!!"

– Art Director, Jason “Omg_Crangus” Stokes

Here's a look at our Art Director and Animator in co-op, testing out the Nuke Dukem Artifact.

[previewyoutube][/previewyoutube]

[h2]New Artifact: Fire Wall[/h2]

"We've been pushing to give stronger identities to our elemental damage types. The freeze and shatter mechanic really started to shine, but our fire builds felt underwhelming in comparison.

An obvious solution was to create persistent fire "damage pools" on the ground that hurt nearby enemies but we hadn't prioritized the technology for this so I left it alone.

The other week I looked at how our Meat Mush ability was set up and realized it was pretty close to what we need. With a few visual tweaks and some proc rate adjustments we now have a Fire Wall Artifact that you can bait enemies into. Stupid spiders!"

– Art Director, Jason “Omg_Crangus” Stokes

[previewyoutube][/previewyoutube]

[h2]UI / UX[/h2]

[h3]Updates: Trader Mike
[/h3]
"We realized pretty quickly after introducing gathering tools and resources that we were going to need a way to convert those into useable currencies. Enter Trader Mike. He helps players to get the higher rarity resources and extra currency for upgrades.

He was pretty basic before but it was clearly a pain point for players who wanted to buy and sell more things, so we’ve upgraded him with new tabs and quantity controls to make player’s lives a little easier."

— UX/UI Designer, Omg_DirigiblePlums

[h2]Read the full changes in this update's Patch Notes.[/h2]

[h3]Updates: Inspect[/h3]

"One of the most important aspects of a run is being able to see what your abilities and stats are and which items are affecting your build. We’re still doing a lot of work on this area to get as much info as possible in front of the player, and our first step is to gradually add more to our inspect screen.
Stay tuned for more updates in the coming weeks, we’ve got a lot planned here!"

— UX/UI Designer, Omg_DirigiblePlums

What We’re Working On


We have a new gameplay feature in the works: Shrines!

Shrines are large monuments found around planets that players can interact with to gain a global Boon (buff) that lasts for a period of time, the duration of a stage, or the duration of a run. Shrines will change your run in fresh ways once you activate them, and give us the ability to create all kinds of um, interesting scenarios.

But be warned, if you fail to activate a Shrine, well, then you might have a problem.

[previewyoutube][/previewyoutube]

We’re actively working on Shrines now, so look for them in a future update. For now, here’s a peek of them in action.

[h3][h2]Read the full changes in this update's Patch Notes.[/h2][/h3]

Nuke Kids On the Block: Update 0.18.0

Update 0.18.0 Nuke Kids on the Block


[h2]New Artifacts[/h2]
Two blazing new Artifacts join the arsenal!
[h3]See more in our News post![/h3]

Nuke Dukem summons a warhead for maximum destruction



Fire Wall lays down a protective (and lethal) curtain of fire

[previewyoutube][/previewyoutube]

[h2]UI/UX[/h2]

[h3]Trader Mike[/h3]
  • We had a lot of player feedback regarding early versions of Trader Mike and we're continuing to make progress.

    • Tabs have been updated to simplify buying and selling items. You can also sell any material you gather, not just fish!
    • We've added inventory icons to see how many of the selected item you currently have and quest resource icons so you don't accidentally sell something you might need
    • You can also adjust the quantity in single increments or the maximum you can afford so you don't have to spam that button anymore!


[h3]Inspect Screen[/h3]
  • The inspect screen has undergone a visual update to better match the rest of the game UI and bring some much needed improvements

    • Quick view important stats like luck, move speed, and health
    • Gathering tools have been added so you can see what you're able to collect during a run
    • More detailed weapon comparisons, item and resource lists


[h3]General UI/UX[/h3]
  • Melee weapons have been moved out of the Bolt Burger to the Meat Locker
  • Be more aware of what your friends are up to: we've updated and added some notification banners to events


[h2]Gameplay[/h2]

[h3]Spawner Visual Polish[/h3]
Animation, VFX, and SFX polish on some of the spawners so it is more clear when they're spawning new enemies and they feel (hopefully) way more satisfying to shoot!



[h3]General Gameplay[/h3]
  • Reduced the overall DPS of Slime and Ice Pistols to bring them more in line with the DPS of similar elemental weapons
  • You can now swap your Flair in the lobby even if you are mid-run
  • Some currencies have been renamed

    • Big Red Button → Alien Sample
    • Sausage Platter → Franken Sample
    • Championship Belt → Mutant Sample
  • Peeperoni behaviors have been updated so they don't crowd the player while charging up their detonation. They now hang back in anticipation, then bolt toward the player.

    • They also have stagger animations now

[h2]Bug Fixes[/h2]

  • VFX on the Item Containers and Mystery Meats were blocking player weapon shots. Not very noticeable until it gets you killed.
  • Grenadier Torso ability should now more reliably hit enemies on the ground.
  • Fixed a bug that was causing alien warp-in VFX to not display properly on clients. This same bug was also causing "It is not allowed to set the material on a VFXRenderer" warnings to fill the log.
  • Global buffs and debuffs will now appear in the inspect and buff display UIs
  • Fixed an issue where selecting a new system mid run wouldn't maintain selection when reloading the lobby
  • The appropriate Elemental Icons will now be displayed for the Zorpjet Torso's ability – Alien Doughnuts (Thanks @soulreaper!)


[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


[h3]See more in our News post![/h3]
Go behind the scenes in our News post to find out what we're working on next!

Inside the Artifacts & Chill Update

New Snow Map, the Return of Artifacts, and more!


https://youtu.be/ATIMuQlacVM

Every good game needs a snow map so we've created one for you. Sub-Zeroni was designed with a focus on streamlined mission flow, clear landmarks and freedom of exploration. To aid with navigation we've also added an ice rail track connecting the different zones. Sub-Zeroni has been added to the Random System queue so please check it out and let us know what you think.

[h2]Read the full patch notes here. Read on for an insider take from our devs about the biggest changes in this update. [/h2]




[h2]Ultimates Rework – The Return of Artifacts[/h2]

  • Ultimate Abilities were part of our original design because SWAPMEAT originated as a co-operative hero shooter before we decided to lean into the roguelite genre and before we came up with the meat swapping mechanic
  • We designed equipment, which is the loadout that you select at the bolt burger, to give player’s something to build around. In a game about always changing abilities, we couldn’t really make sense of Ultimates being part of your equipment. Why can’t you swap it out during the run? Why can’t it be more powerful? Why can’t you have special ones for a short period of time?
  • Starting today, you’ll no longer have to choose your Ultimate at loadout selection. Instead, Mystery Meat Cubes will randomly drop when you defeat an enemy. We’re taking inspiration from Kart Racers, like Mario Kart, and when you interact with one of these Mystery Meat Cubes you’ll be granted a random Artifact Ability. That’s right, Ultimates are Artifacts again (shoutout to the real ones who’ve been here since Meat Lab testing).
  • We’ve removed the Ultimate Terminal from the ship
  • These will be added to the Employee Handbook (Codex) in the future
  • Your Luck stat will play a part in determining how powerful of an Artifact that you randomly receive
  • All Artifacts are single-use
  • This change allows us to create abilities that we can’t put onto Meat, like a self-heal, which we’re also adding today – “Weird Injection” will heal the player 50HP on use


– Game Director, Jamie “OMG\_Stormbreaker” Stormbreaker



[h2]Time To Kill (TTK)[/h2]

We’ve made some changes to enemy spawners in the game to reduce the rate at which enemies spawn and in turn reduce the amount of enemies on screen.

#### Player feedback on difficulty

We found feedback from players that the game was too difficult and the difficulty curve too punishing. The team struggled to find ways to address this feedback while maintaining a rougelite identity. What we believe might help alleviate this issue is reducing the rate that enemies spawn so that that it doesn’t feel so overwhelming from the start. Enemies will continue to trickle in at objectives at a rate that we think makes the game more manageable.


#### Easing new players into the game

With the new spawn rates we believe the game will become easier to understand and interact with. Giving players more breathing room to understand objectives, enemies behaviors and meat abilities.


#### Allowing enemy design to shine

We found it difficult to create enemies with distinct behaviors and have them stand out amongst the masses. With so many enemies to deal with, it's tough to create a punishing attack without having it be unfair, with reduced enemies we hope that this will give us more design space to let enemy behaviors and personality shine.


#### TTK and gun/ability feel

We felt that there was some room to make gunplay more impactful. By reducing spikes in damage from abilities and adjusting some enemy health value we hope that weapon and abilities synergize better than before. Having less enemies on screen means we can increase health on some enemies so that gunplay feels meatier and gun identity can stand out a bit more.

Quick example: Wasp Health was increased.

In the previous iteration of the game on Standard difficulty a pistol and magnum both took 2 shots to kill a wasp.

With Wasp health increased it now takes 4 pistol shots to kill a wasp and magnum maintains 2 shots to kill.

The goal is that these weapons fulfill different roles. These effects were a result of only changing enemy health and not by changing weapon damage.


Spawndeck changes to increase enemy variety
Made some adjustments to the cost of some of our enemies and where they spawn from. This was to address some issues where you were seeing some enemies spawn more frequently than intended which reduced enemy variety. Some objectives now have a mix of spawners that will spawn easier enemies at a particular rate and another spawner will spawn tougher enemies at a slower cadence.

  • An example of this change in variety is our spider egg events on casual difficulty. Wasps were spawning almost exclusively due to their low cost. Now spiders and wasps spawn at roughly the same rate which adds some texture to the fights so that you have to worry about ground and air enemies.
  • Another example is our Alien Jars, we now have a particular larger alien jar that spawns tougher enemies at a slower rate while the smaller jars focus on spawning easier enemies at a lower rate.


It’s important to note that the goal isn’t necessarily to make the game easier. We still want to maintain our roguelite design ideas. But we do believe that the dense number of enemies players were encountering was difficult to manage and sometimes created a frustrating experience for players, particularly new ones.

We also didn’t add health to all enemies. In some cases we reduced health so that they felt less spongey.

There were also instances in events where we added enemies, this was to address some objectives that felt a bit too void of combat. We added an initial spawn to some objectives so that it also made the planet feel a tad more lived in.

– Animator and Designer, Brady “OMG\_Brady” Gutierrez


[h3]Read the Entire Patch Notes Here[/h3]

Artifacts & Chill: Update 0.17.0

Artifacts & Chill


[h2]HIGHLIGHTS[/h2]

  • New snowy map, Sub-Zerino!
  • The return of Artifacts! (the newly-reworked Ultimates)
  • Major change to enemy time-to-kill!




[h2]Read more about these featured changes in our first OMG Insiders news post, where we go in-depth behind the reasons for these changes and additions.[/h2]

https://youtu.be/ATIMuQlacVM

Now, let’s get into the rest of the changes.

[h2]Gameplay[/h2]

  • Behavior overhaul for Space Bucket (Alien Dropship). The idea for this pass is to simplify it and make it more obviously part of the experience. Its previous design and presentation were a little invisible. We’ll keep iterating! Let us know what you think.



  • It now only aggresses the player if you shoot it, or get too close to it
  • Reduced the knockback impulse of the Octo Swirl (Ice) ability so it doesn’t throw frozen enemies too far away from you for shattering
  • Rocket head now travels significantly faster and has a smaller hitbox. Deals less AoE damage but does 3x damage on an enemy it directly hits.
  • Jetpack Torso now has a new ability, shoots Jetpack alien projectiles in a forward arc infront of the player
  • Butcher legs and Hover Alien legs no longer have swim penalty in water
  • Burrow from MoleMan legs now has 2x movement speed upped from 1.5x
  • MeatBoy Legs now has a charge animation and can be held for a longer charge, or tapped for a quick burst charge (but still pretty long!)
  • Removed meat drops from Boombots, but their “parent” spawner, Boxface still drops meats.
  • The Rangus Torso’s Knockback ability now does less damage (-20%) but does more knockback (+11%). The Starter Rangus Meat abilities to feel more closely to utility abilities
  • Wasps are now a little easier to deal with. They fire about 20% less frequently and hang back for a few seconds after taking damage (ex. If you use the Rangus Knockback on them, they don’t immediately close the distance and nullify your ability)
  • Removed single point of damage that ticked constantly while being scanned by a Gobble Gazer.
  • Increased Ham Hawk health 2200 → 3300 and reduced weakpoint damage 2x → 1.5x. The idea is that a player, even if focusing fire on them, shouldn’t be able to take them out before they level up a bit.
  • Meat Zord Legs now have boosted passives for higher jumps, and faster swimming (I mean, they look like massive frog legs so we had to!)
  • Sentry Turrets from the Turret Head ability now fire projectiles like their enemy counterparts. This was in order to reflect where they come from, and to distinguish them more from the Goober Shoorters (which are hitscan and shorter lived). Sentry Turrets still wreck shop!



  • Adjusted the full set of Plasma Guns to feel more rewarding for longer range shots (with a time delay due to relatively slow moving projectiles). Exception is the Ice variant, which has a short range before it falls, to compensate for a super fast fire rate and freezing power. Slime variant had a range that was so short, it didn’t feel like the same kind of play style, so that was adjusted. Hopefully the Plasma Gun lovers out there will enjoy these changes. Let us know!
  • Tuned Duckstone’s Throw ability so that it throws on tap, is easier to aim, and really lasers it if you charge the full duration. Feeling more like a quarterback now, as it should!
  • Cooldown increased slightly




[h2]Animation[/h2]

  • Anims added for Space Bucket (Alien Dropship)
  • Adjusted the vista planets out the front of the ship bay window:
  • To allow better readability of the “smart glass” planet information text (the random mode planets were blown out to white, making the white text hard to read)
  • To raise up the overall vista toward the center of the view vertically (it was riding a little low for lil Squishy to see)
  • Trader mike now has an animation that plays during his unlock cinematic and he now has an idle in the lobby.




  • Polished Wasp stagger animation to read more clearly that they are helpless.
  • Anims and VFX for the new Artifact “mystery meat cube” (Previously known as Ultimates)



[h2]UI / UX[/h2]

  • You can now swap your Flair in the Bolt Burger between planets.
  • Hunter Timer tutorial popups appear immediately after completing the tutorial planet



[h2]Art[/h2]

  • Wasp spitballs have some spin and more “wobble” so they look juicier and slimier. We have loogies, folks!



[h2]Audio[/h2]

  • Lots of new sounds for Space Buckets (Alien Dropships)
  • New sound for Slime Rifle so it’s not as ear-bleeding with the explosions.



[h2]Bug Fixes[/h2]

  • Fixed a bug with Meat Zord Leg ability “Quake Rush” where if you released input, it would slow you back down, but keep the animation playing until the end of the ability active timer.
  • Fixed a bug that could cause the game to crash if you had certain combinations of extended characters as a part of your Steam username
  • Fixed a bug that was causing some Jetpack Aliens not to attack players
  • Fixed a bug that could cause AI to break out of states prematurely due to stun/stagger effects



[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


[h3]Unsatisfied? Craving more? Get in-depth on our OMG Insiders post.[/h3]