1. Gang Beasts
  2. News

Gang Beasts News

Patch notes for the Gang Beasts 1.0.7 patch build

We published the Gang Beasts 1.0.7 patch build in the last hour to address an issue with the Bull Mascot costume, we're also remaking our costume testing and debug processes to minimise and limit the scope for potential costume inconsistencies in subsequent builds.

If there are other issues that you want to flag with Boneloaf, please email [email protected].

The only modification made in the 1.0.7 build is:
  • modified the bull mascot head to balance with other costumes

Patch notes for the Gang Beasts 1.0.6 build

The list of key modifications and fixes made in the 1.0.6 build are:

  • fixed a series of audio issues that stop music and SFX sources from playing in some contexts
  • fixed a series of online syncing issues that could compromise the stability of the physics simulations on numerous stages and some costume parts
  • fixed an issue that calculated the forces from headbutts and punches concurrently
  • modified the draw window to load the next stage in the stage sequence if the stage ends in a draw

Gang Beasts Train Update Changelog (build 1.0.5)

Information on Gang Beasts Train Update


Choo, Choo, the Gang Beasts Train update (build 1.0.5) is available now as a free download for PS4, Windows, macOS, and Steam supported Linux platforms (SteamOS and Ubuntu), the update has a new train stage (an industrial freight train transporting shipping containers on a precarious cliffside track), a series of miscellaneous costume sets (beef mascot, fire fighter, frogman, pirate, and rail worker), and numerous fixes for game issues and exploits.



Concurrently with the work on the 1.0.5 build we have also worked to standardise, optimise, and modularise the game structure to support making new content and systems for a series of planned game modes, specifically we have made a full review of the processes and systems for prototyping and testing new costume parts and stage geometry for the game, the work on standardising content and systems was necessary to configure the game for the playset and story game modes, to support more frequent content releases and bug fix patches, and to support other platforms and markets without negatively impacting work on other game modes and game content.

We expect to release examples of this work in the next significant content release later this year with a series of updated hazard escalations, stage variations, and new costume sets.

https://youtu.be/2cqaGr7j4Y0
Information on support and planned content


Currently we’re making a full review of support and documentation processes to identify and patch game and server issues more efficiently and to make more information on supported platforms and planned content available through gangbeasts.game and the Boneloaf YouTube channel.

Please email [email protected] if you have game issues or questions not currently addressed on the game FAQ page; please see the @MeatTelecom page on Twitter for server status and server maintenance announcements for the Gang Beasts Online Multiplayer Servers.

The list of key modifications and fixes made in the Train build are:
  • added multiple costume sets (beef mascot, fire fighter, frogman, pirate, and rail worker)
  • added train stage
  • fixed a camera stability issue when characters climb specific wall sections on the incinerator stage
  • fixed an issue making some ambient game SFX audible with the pause menu invoked
  • fixed an issue making the velocity of the subway train dissimilar in online game modes to local game modes (on the subway stage)
  • fixed an issue making the velocity of the turbine column dissimilar in online game modes to local game modes (on the vents stage)
  • fixed an issue that exposed the restart instruction in the pause menu for some game modes in error
  • fixed an issue that made jumping from a climbing posture fail to register in some contexts
  • fixed an issue that made the velocity of vertical wall jumps excessive in some contexts
  • fixed an issue when exiting from the local game menu in some contexts
  • fixed an issue with ambient occlusion on Nvidia GPUs
  • fixed an issue with character colour selection in local game modes
  • fixed an issue with the blur filter when invoking the pause menu from the score screen
  • fixed an issue with the costume parts tinting in error on the character customisation screen
  • fixed an issue with the implementation of the bridge structure collapse on the vents stage
  • fixed an issue with the syncing of light fixtures on the subway stage
  • modified climbing scheme to limit scope for wall exploits
  • modified collision detection performance
  • modified concussion timings
  • modified game camera to track ball movement in the football game mode
  • modified input references to support mouse input (press the left mouse button with the mouse cursor over a specific input reference to invoke the associated instruction)
  • modified menu implementation to apply image effect settings on the attract mode screen
  • modified menu implementation to explicitly lock input and disable UI SFX on loading and interstitial screens
  • modified online networking scheme to prevent exploits in online game modes
  • modified targeting hierarchies to target susceptible body parts when punching, kicking, butting, and grabbing
  • modified the costume saving implementation
  • modified triggers for contextual and random character emotes
  • optimised and stabilised miscellaneous costume parts and stage geometry

Gang Beasts Valentine’s Update Changelog (build 1.0.4)



The full list of key modifications and fixes made in the Valentines’ build are:
  • fixed an issue that made costumes draw irregularly (when scrolling through multiple custom costumes in succession
  • added a button reference / instruction for setting character or gang controller in online and local game menus
  • added haptic feedback support (compatible controllers trigger force feedback when taking punches, kicks, headbutts, and other blunt force injuries or when grip stamina is close to spent
  • added lighthouse stage
  • added support for restarting the current local game from the in-game pause menu (restarting from the pause menu in a random game session with load a new stage, not the current stage)
  • added Valentine’s themed costume parts
  • fixed an issue that could force UI text and other information off screening some context
  • fixed an issue that could make the wrong networking message show in error in some contexts
  • fixed an issue that erroneously rendered sections of the exterior negative space on incinerator as white
  • fixed an issue that erroneously set the menu context to the costumes menu if the game start timer is cancelled and the back instruction is submitted from the local or online menu
  • fixed an issue that made the game stall or exit if a client running on an Ubuntu OS is in the game session
  • fixed an issue that malformed the rendering of the disconnection error character graphic
  • fixed an issue that prematurely exposed menu input from the opening logo screens
  • fixed an issue that stopped the selection of head costume parts in some contexts on the costumes menu
  • fixed an issue that triggered the associated character to headbutt when the input for duck / slump is used to exit from the in-game pause menu
  • fixed an issue where members of the same gang can be separated in error in the gang game mode
  • fixed an issue with football game scores incrementing when the ball collides with a goal (if the game ended in a draw)
  • fixed an issue with SFX samples triggered on the last stage persisting to the menu when a game session ends)
  • fixed an issue with the balloon screen showing rows for players not in the current game session in some contexts)
  • fixed an issue with the decrementing numbers starting on a low value (in the local and online game menus)
  • fixed an issue with the fire implementation on incinerator rendering over in-game messaging
  • fixed an issue with the railing colliders not syncing erroneously on chutes
  • fixed an issue with UI information for the current menu or screen failing to dismiss when transitioning to a new menu or screen
  • fixed online syncing issues with some costume parts
  • modified balloon screen to give more contextual information (balloons won in past stages fade onto screen concurrently with the screen blur transition, balloons won on the current stage inflate in place)
  • modified football UI size for legibility to standardise with other UI sizes
  • modified menu camera parameters, menu UI, and transition timings to make standardise immediacy of menu transitions
  • modified messaging colours to standardise in-game messaging
  • modified session win confetti to pass through character and stage geometry
  • modified the character colour palette to support 12 colours (blue, brown, green, lime, magenta, orange, pink, purple, tan, teal, and yellow)
  • modified the football game mode to add a golden goal mode if the game timer ends without a winning side
  • modified the glass implementation on elevators to optimise for concurrent glass breaks
  • modified the local and online menus to disable costume and colour selection when a game session request has been submitted to the game session matching service
  • modified the number of voice sets associated with NPC enemies on waves (to standardise voice sets for NPC enemies
  • modified the tolerances for left analogue stick input on menus to improve menu item selection
  • removed modal from input mapping menu to standardise menus

To read the full post associated with the Gang Beasts 1.0.4 build, please see http://beef.city/1_0_4

For support please email [email protected]

Gang Beasts Valentine’s Update Changelog (build 1.0.4)



The full list of key modifications and fixes made in the Valentines’ build are:
  • fixed an issue that made costumes draw irregularly (when scrolling through multiple custom costumes in succession
  • added a button reference / instruction for setting character or gang controller in online and local game menus
  • added haptic feedback support (compatible controllers trigger force feedback when taking punches, kicks, headbutts, and other blunt force injuries or when grip stamina is close to spent
  • added lighthouse stage
  • added support for restarting the current local game from the in-game pause menu (restarting from the pause menu in a random game session with load a new stage, not the current stage)
  • added Valentine’s themed costume parts
  • fixed an issue that could force UI text and other information off screening some context
  • fixed an issue that could make the wrong networking message show in error in some contexts
  • fixed an issue that erroneously rendered sections of the exterior negative space on incinerator as white
  • fixed an issue that erroneously set the menu context to the costumes menu if the game start timer is cancelled and the back instruction is submitted from the local or online menu
  • fixed an issue that made the game stall or exit if a client running on an Ubuntu OS is in the game session
  • fixed an issue that malformed the rendering of the disconnection error character graphic
  • fixed an issue that prematurely exposed menu input from the opening logo screens
  • fixed an issue that stopped the selection of head costume parts in some contexts on the costumes menu
  • fixed an issue that triggered the associated character to headbutt when the input for duck / slump is used to exit from the in-game pause menu
  • fixed an issue where members of the same gang can be separated in error in the gang game mode
  • fixed an issue with football game scores incrementing when the ball collides with a goal (if the game ended in a draw)
  • fixed an issue with SFX samples triggered on the last stage persisting to the menu when a game session ends)
  • fixed an issue with the balloon screen showing rows for players not in the current game session in some contexts)
  • fixed an issue with the decrementing numbers starting on a low value (in the local and online game menus)
  • fixed an issue with the fire implementation on incinerator rendering over in-game messaging
  • fixed an issue with the railing colliders not syncing erroneously on chutes
  • fixed an issue with UI information for the current menu or screen failing to dismiss when transitioning to a new menu or screen
  • fixed online syncing issues with some costume parts
  • modified balloon screen to give more contextual information (balloons won in past stages fade onto screen concurrently with the screen blur transition, balloons won on the current stage inflate in place)
  • modified football UI size for legibility to standardise with other UI sizes
  • modified menu camera parameters, menu UI, and transition timings to make standardise immediacy of menu transitions
  • modified messaging colours to standardise in-game messaging
  • modified session win confetti to pass through character and stage geometry
  • modified the character colour palette to support 12 colours (blue, brown, green, lime, magenta, orange, pink, purple, tan, teal, and yellow)
  • modified the football game mode to add a golden goal mode if the game timer ends without a winning side
  • modified the glass implementation on elevators to optimise for concurrent glass breaks
  • modified the local and online menus to disable costume and colour selection when a game session request has been submitted to the game session matching service
  • modified the number of voice sets associated with NPC enemies on waves (to standardise voice sets for NPC enemies
  • modified the tolerances for left analogue stick input on menus to improve menu item selection
  • removed modal from input mapping menu to standardise menus

To read the full post associated with the Gang Beasts 1.0.4 build, please see http://beef.city/1_0_4

For support please email [email protected]