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Match Customization, Free Look and QoL improvements and more — available now!

[h2]Greetings, High Rollers[/h2]

Hope you’ve missed us – been a while since the multiplayer launch after all. We sure did.

Today we are bringing you our first substantial update for the multiplayer with some of the most requested features (that were easier to implement than the public matchmaking) and neat QoL improvements.

Thank you so much for giving us your feedback – both Mike and the CR Channel Crew wanted to make sure you all know that we see everything and we’re building a roadmap for future updates as we are writing these patch notes. We’ll chat about that later when we’re ready though, stay tuned for that in the near future.

And now, let’s get to the topic at hand:

[h3]Added additional match customization settings that can be changed by the host:[/h3]

  • The starting health (or random) for each round.
  • Up to 12 shell sequences in total (4 x 3 rounds) - any number of blanks or lives (up to 10 shells), or set specific sequences to be random. The number of items to grab per shell load can also be adjusted, or set to random.
  • For each item, in any round: max item amount per player, max item amount on the entire table, and whether or not the item is used in-game. This allows games where there won't be enough items for everyone. Item grabbing will now be cut off for players that, in the middle of grabbing items, no longer have anything to grab from the available pool of items.
  • By default, all match customization settings are set as the default that were used in previous versions. Changes can be reverted to default at any time.
  • Players in the lobby will be informed of match settings that have been changed by the host, but will only see the category instead of the specific values.




[h3]Added a free look mode: [/h3]

By default, holding down the right mouse button, or the left trigger on controllers, will now let the player look around. Free look is enabled throughout most of the game unless the shell sequence or the round indicators are shown, or other similar events take place.

[h3]QoL Improvements and Bug Fixes[/h3]

  • The second volume of the soundtrack (mastered, with metadata) can now be found in the game files.
  • Greyscale death can now be toggled under audio/video settings.
  • Fixed a visual bug related to the basement window.
  • Fixed the game softlocking when a player that is grabbing items disconnects, and all other players have finished grabbing items.
  • Steam nicknames are no longer public.
  • Fixed the disconnection message not working properly in most locales.
  • Fixed the game crashing when stealing an item from a player that has disconnected.
  • Fixed the cursor not being visible in some cases when exiting the options menu in multiplayer.
  • Fixed a softlock for when a user disconnects during shell loading.
  • Fixed a number of localization issues.


[h3]Before we wrap up, a quick message from CR Channel Crew:[/h3]

Your next favorite horror game with gritty aesthetics and a gruesome story is here. We’re happy to announce that THRESHOLD, a solo horror project by Julien Eveillé, is live now on Steam!

In a lonely station atop a mountain, a train rumbles its precious cargo to places unknown. Now is your shift. Keep the pace. Uncover a mystery. Fight for your last breath. The air is thin up here.


https://store.steampowered.com/app/2580020/THRESHOLD/

That’s all we have for today. You know the drill by now: let us know your thoughts about the patch and multiplayer in general on Steam Forums or at the CR Channel Discord and we’ll be back with a new volume of multiplayer improvements shortly.

No items, 1v1, Final Destination.
The competitive BUCKSHOT ROULETTE experience is here.
Enjoy.


Mike Klubnika & CR Channel