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Meat Lab 6 (Last chance!) | Patch Notes 2025-07-22.b

We're shuttin' er down tonight at 5pm Pacific! Get in there while you can! Then come hang out with us in Discord :)

[h2]Gameplay[/h2]

Long and short range multipliers have been altered to reinforce gameplay for some weapons

  • Increased Short Range Multiplier for Magnum 1.0 -> 1.1
  • Decreased Long Range Multiplier for Magnum 1.0 -> 0.8
  • Decreased Short Range Multiplier for Rail Gun 1.0 -> 0.6
  • Increased Short Range Multiplier for SMG 1.0 -> 1.15
  • Decreased Long Range Multiplier for SMG 0.8 -> 0.75
  • Increased Short Range Multiplier for Shotgun 1.0 -> 1.25


Elemental Accumulation on weapons is now variable on each weapon family

  • Increased Base Elemental Accumulation on Grenade Launcher 1.0 -> 1.5
  • Increased Base Elemental Accumulation on Rocket Launcher 1.0 -> 1.5
  • Increased Base Elemental Accumulation on Plasma Gun 1.0 -> 1.5
  • Increased Base Elemental Accumulation on SMG 1.0 -> 2
  • Increased Base Elemental Accumulation on Shotgun 1.0 -> 2.5


The intent of both of these changes is to encourage weapon swapping and varied load outs. Some weapons should will better suited for short range, long range, damaging weak points, or accumulating elemental conditions.

[h2]Bug Fixes[/h2]

  • Fixed an issue where Weak Point Damage wasn't being calculated correctly for SMG, Pistol, Magnum, and Shotgun weapons
  • Fixed an issue where Direct Hit Damage wasn't being calculated correctly or Grenade Launcher, Plasma Gun, and Rocket Launcher
  • Fixed some of our bad grammar in Coach Dan’s dialogue
  • Fixed a bug that let players sneak behind the heart in Tibbler’s run


[h2]Art[/h2]

  • Added destroyed screens to tutorial level. These will display hints in future updates.


[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

Meat Lab 6 | Patch Notes 2025-07-22.a

[h2]24-hour warning! Meat Lab 6 closes at 5pm PT on 7/23![/h2]

This is your last chance to get a few more runs in before we put a pin in this playtest. Get in there and test your meaty mettle against the newly adjusted Franken Beans (thanks for your feedback, everyone!), then tell us how it's all feeling. These final hours are crucial -- they'll help us determine where to focus our efforts as we go back into full-on dev mode.

Tell ya friends to sign up at playswapmeat.com and squad up for a few more runs!

[previewyoutube][/previewyoutube]
Log in and play through our fresh new player onboarding!

[h2]Gameplay[/h2]
  • While “tier 2“ enemies (higher health and other stats) are still slowly introduced in the second solar system, the mutant faction will no longer spawn T2 on its first planet Tangus Prime
  • Reduced the damage dealt by explosive projectiles from enemies Rocket Bot, Squat Daddy, and Duckstone
  • Added additional Weapon Power to Rail Gun ranks
  • Added additional Weapon Power to Rifle ranks


Weapons
  • Add Explosion Hit Effect to all Rail Guns
    • 100% Chance on Damage Dealt to deal 30 Damage to enemies within 2m
  • Increased base damage of all Rail Guns 65/70 -> 70/80
  • Increase magazine size of SMG 35 -> 40
  • Increase proc rate scalar of SMG +25%; hit effects will now trigger more likely when dealing damage with the SMG
  • Increased short range damage bonus of Magnum +15% -> 25%
  • Increased short range damage bonus of SMG and Shotgun +10% -> 50%
  • Increased weak point damage of SMG and Shotgun +10% -> +20%
  • Updated Pistol Reload Bonus to grant +25% Weak Point Damage
    • Previously was +50% Magazine Size
  • Updated SMG Reload Bonus to grant +10 Magazine Size
    • Previously was +25% Weak Point Damage
  • Increased Plasma Gun Reload Bonus to +50% Explosion Radius
  • Updated Shotgun Reload Bonus to grant +4 Projectile Count
    • Previously was +10 Pierce Count
  • Increase Rifle Reload Bonus +15% -> +25% Rifle Damage


[h2]Bug Fixes[/h2]
  • Fixed an issue where Rail Gun Reload Bonus was missing in Item Registry
  • Fixed an issue where the long range damage bonus for Rifle was applying a penalty. It is now correctly +75% damage
  • Fixed an issue where the long range damage bonus for Rail Gun was applying a penalty. It is now correctly +100% damage
  • Fixed an issue where the long range damage bonus for Magnum was applying a penalty. There is now no bonus
  • Fixed an issue where the long range damage bonus for Pistol was applying a penalty. There is now no bonus
  • Fixed an issue where weapon rank bonuses were missing some of their bonuses in the description
  • Fixed an issue where your player model would be following you underground / underwater when using the Dirtbag (Mole) Leg ability
  • Fixed the Hunter Threat portrait not returning to a calm state after leaving the Enraged state
  • Fixed an issue where first time planetary completion reward amounts weren't listed at Carl


[h2]UI[/h2]
  • Top right hud moved up outside of lobby
  • Some interact prompt names have been reworded
  • Added a custom health icon for health insurance event
  • Compass background darkened
  • Compass distance labels will disappear if there is an in world marker


[h2]Art[/h2]
  • Updated enemy hit effects


[h2]Audio[/h2]
  • Reduced the volume of the Game Prologue video since it was much louder than the rest of the game
  • Selection sounds added to various UI
  • Fixed looping Gobble Gazer SFX so as not to continuously loop
  • Fixed missing VO in Hunter Intro
  • Fixed up some various Franken Beans SFX
  • Mixed UI SFX down a little
  • Mixed VO up a little
  • Mixed some of Franken Beans audio


[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

Meat Lab 6 | Patch Notes 2025-07-21.a

Still need your SWAPMEAT playtest invite? Head to playswapmeat.com and we'll get ya sorted. See you in the Meat Lab!

[h2]Gameplay[/h2]
  • Enemies spawned across the map will now be somewhat more concentrated into fewer and larger groups. A "larger group" could be more of the same kind of enemy, or a single more difficult enemy.
  • You’ll see more UA-Peters (big UFOs) earlier in the game
  • Ringo can now levitate higher to get to the player. And also jumps a little back and forth.
  • Monolithic Meat Boy base HP reduced: 5000 → 3000
  • Bean Minion base HP reduced: 100 → 50
  • FrankenBeans base HP reduced: 55000 → 49500
  • Increased FrankenBeans' Death Ray charging time: 5 → 10sec
  • FrankenBeans Death Ray attack damage now ramps up the longer you stand in the beam. The decrease in damage on early ticks results in overall damage output being reduced by 25%
  • Increased Bean Minions spawn cooldown: 10 → 15sec
  • Increased Bean Minion drop rate by 10%
  • Added additional VFX/decals to props in the game that have special behaviors associated with them being hit with a Monolith Head ability
  • Your buddy Carl now offers some hints and tips during the battle against FrankenBeans
  • The player’s Meat Shields will be restored to full when interacting with a Health Restoration Terminal


[h2]Abilities[/h2]
  • Add Flying Circuits Ability – a variation of Windwalk that has a longer duration, longer cooldown, increased speed, but lacks the damage buff provided by Windwalk
    • This should make traversing the highway in Tangus Prime much easier
  • Increase base movement of Formula Dingus Legs 35% → 45%
  • Grant Formula Dingus Legs wall walk


[h2]Enemies[/h2]
  • Added a Head Weak Point to Squat Boys and Junior Senators


[h2]Meta-Progression[/h2]
  • Spiral Spine 1.1 now grants +50 Health
  • Spiral Spine 1.2 now grants +25 Meat Durability
  • Added Mutated Spine 1.1 (+50 Health)
  • Added Mutated Spine 1.2 (+25 Meat Durability)
  • Franken Felled now grants +25 Health and +10% Ability Damage
  • Monday Night Mayhem now grants +25 Health and +10% Ability Damage
  • Rock, Fish, and Ancient Knowledge now grant +5% Ability Damage


[h2]Bug Fixes[/h2]
  • Fixed bug that Franken Dropship’s spawns would fly away in random directions when spawning
  • Fixed bug that some enemies could still turn their heads to look at you when frozen (creepy!)
  • Fixed the employee XP bar can show up on top of the inspection screen in the lobby. Thanks for the report @Sokory!
  • Fixed the compass directing you to the "center" of multiple health terminal spawns. Thanks for the report @JackODG!
  • The controller prompts at the Bolt Burger screen now function correctly.
  • Fixed a bug that was causing FrankenBeans' death ray laser SFX to continue playing after it was done firing
  • Fixed scaling of Monolithic Congestion AOE VFX


[h2]Audio[/h2]
  • New SFX for FrankenBeans death ray charging state
  • Remixed some SFX related to FrankenBeans, his laser, and his minions. Hopefully this helps the status of his death ray come through the mix better during the fight.


[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

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!