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Gunbot Diplomacy News

June 28th 2025 - Patch 1.01.1 - Steam Deck optimizations

v1.01.1

General:

-Made Module cards larger with larger text size to be more legible on the Steam Deck
-Improved the layout, size and look of some elements in the Settings menu to be more legible on the Steam Deck
-Improved the legibility of tooltips section which shows which augments affect the Upgrade (Also in the Progress menu)
-Increased the size of some more miscellaneous UI text to be more legible on the Steam Deck
-Added a visual effect to Module cards to make it clearer which one you have selected
-Adjusted the color and effects that Leech ammo applies to weapons to be less red
-Unlocks which have trackable progress now display their progress in their tooltip
-Added some more visual indicators to make navigating menus and UI smoother
-Reduced the screenshake from several weapons


Gameplay:

-Master Blaster now throws Oil Cans with a slight delay between multiples to improve the feel and stop their sounds playing on top of each other


Sounds:

-Spinning laser hazard looping sound volume slightly lowered


Fixes:

-Fixed a visual bug with the Master Blaster not rotating properly
-Fixed electric visual effects going mad when the game is paused
-Miscellaneous bugfixes

Upcoming content plans

[p]Hey Gunbotters![/p][p][/p][p]First of all, thanks for the continued feedback, we really appreciate hearing from all of you - whether it's through reviews, on the forums, or on Discord.[/p][p][/p][p]We just wanted to let you know what's currently in the works for Gunbot Diplomacy. There will be a big content patch dropping later this summer, featuring (at least):[/p]
  • [p]Endless Mode! You've asked for it, and we have been hard at work making it happen.[/p]
  • [p]The option to 'banish' upgrades from the shop, preventing them from showing up again during the same run. You'll unlock more banishes as more options become available, limiting the randomness of what the shop offers you.[/p]
  • [p]Another weapon evolve, expanding your build choices.[/p]
  • [p]The Wrench, a new Construct build support weapon.[/p]
  • [p]And more...[/p][p][/p]
[p]There will also be a small patch coming soon with some improvements for the Steam Deck experience.
[/p][p]Have a great summer, everyone![/p][p][/p]

Gunbot Diplomacy Patch 1.01

Hello Gunbotters!

As you may have noticed, patch 1.01 is out - the full patch notes can be found here, but a quick summary of the main highlights:

  • The upgrade grid can be viewed at any time now - check your build while choosing your next Module, or change the manual targeting settings on your guns mid-combat!
  • There is significantly more scrap available in the early game, allowing a wider variety of builds to get off the ground properly.
  • The dreaded Dillosaur charge has been changed to give players more time to react.
  • Many weapons have been buffed across the board, and some have also had their cost reduced.
  • Base pickup range has been increased, and there's a brand new uncommon rarity module that gives even more!


Your feedback has been invaluable in making these changes! Please keep letting us know what we can do to improve the game, and look out for the first content patch sometime next month!

May 28th 2025 - Patch 1.01.0 - Balance and QoL update!

Patch 1.01.0 is here! We included a lot of changes and improvements based on all the feedback, bug reports and data from all of you, so thank you all for playing and letting us know what you liked / didn't like!

The main goal of this patch was to add some much needed quality of life updates, explain mechanics in a clearer way and balance out the early game so the player can get their build off the ground better. To highlight the most important balance changes: more Scrap is now available in the early game, and we've buffed many weapons that were on the weaker side. We've also heard you loud and clear about the Dillosaurs: their charge now gives the player significantly more time to react.

Our goal was for the normal difficulty to be easier to allow more trial and error - but for the later difficulties (especially Turing Test) to stay about as challenging as they have been so far.

Thank you so much for all your feedback, and we hope you have fun playing!

Full patch notes below.



v1.01.0

General:

-You can now view your Upgrade grid at any moment. There are buttons during level ups, in the game over screen, and when a map is paused that will take you to see your Upgrades.
-Added an uncommon rarity module to increase pickup range that is unlocked at base line
-Added several new tutorial tips to better explain Upgrades, Evolves, Scrap Bots and Toolboxes
-"Manual aim on toggle" is now the default when first starting the game (If you've already ran the game, this won't override your setting. You can change aiming mode from the Settings menu)
-The "Manual aim toggle" glyph indicator will no longer prompt you to manually aim weapons that can't do so
-Made evolve pairs show up in the tooltips of already evolved weapons, so you can clearly see what a weapon evolved with when that happens
-Improved the look of having multiple melee weapons


Gameplay:

-Made Dillosaurs fairer by increasing the amount of time the player has to react to their charge
-Adjusted Dillosaurs charge hitbox to be more accurate
-Increased the range at which the player will pickup Scrap and other items
-Adjusted the balance of the early maps and enemies for the player to have access to more resources and get started on their build easier
-Generally accross all difficulties the game is now easier to start and will give you more resources. Later maps and enemies adjusted slightly so they still provide an adequate challenge and enough enemies for you to destroy
-Buffed many Weapon Systems
-Reduced the cost of some Weapon Systems
-Increased player base move speed and dodge speed slightly
-The player should now slide along walls or around corners more than before if one is hit during a dodge
-Tightened up Slime damage hitboxes, they were ever so slightly too big
-Range increases will also make Weapons more accurate, when applicable
-Improved Fire Extinguisher targeting so it won't sometimes waste part of its spray right as it starts firing
-Slime Boss wave attack now deals 3 damage instead of 4
-Turing Test difficulty makes some enemy and boss attacks deal more damage
-Reduced the amount of Scrap required to purchase locked hexes on the Upgrade grid
-Changed one Upgrade grid (moved the starting point from the corner to the middle, along with slight other changes)
-Adjusted colliders on some terrain pieces to smooth out maneuvering around them
-The Bat will now more aggressively choose the nearest enemy to hit
-Increased single target Weapon System rank scaling


Fixes:

-Fixed a bug where you could place an Upgrade on top of one that is already max rank intending to uprank it, wasting your Scrap
-Fixed some cases where Steam Achievements would display with a delay
-Fixed a faulty tooltip with Impact damage on the player details screen, and made all the damage type tooltips use their proper colors
-Nuclear Football now displays the proper Augment icon in the Evolve tooltip
-Fixed the player being able to receive posthumous healing
-Fixed a bug that could cause an upgrade selected for purchase to be in the wrong place initially when using the controller
-Fixed a case where Slime Boss Seniors slimeballs could come back to haunt you in the next map
-Fixed a performance drop on a specific lategame map
-Fixed some issues with manual targeting on toggle on some weapons
-Fixed an issue where weapons could be wrongly rotated at the start of a map
-Fixed some cases where the tooltip could get stuck on the screen
-Fixed a rare issue where you could get extra levelups if you saved and loaded the game at the right moment

May 17th 2025 - Patch 1.00.2

Small patch today to address issues that have been reported. Thank you for playing and for all the feedback!

v1.00.2

General:
-Added an effect that makes Scrap waiting to be picked up stand out a little more

Fixes:
-Fixed an issue where some unlocks would not properly save and load their state when saving and loading a run
-Ensured that unlocks are properly checked when going to the menu from a run that is in progress
-Fixed an issue where there could be a phantom tooltip on the screen when returning to the menu from the game