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v0.9.4 - Elemental Coins

Patch Notes

[h2]Version: v0.9.4[/h2]
[h3]General[/h3]
  • Redesigned the target system to make players more aware that it exists

[h3]New Features[/h3]
  • Added a new default Rune so players are more likely to understand the equipment system without tutorializing them
  • Added several new hand-crafted equipment
  • Added Health Crates that can spawn as a target reward
  • Added new types of coins that can spawn
  • -Fire, Damage over time
  • -Acid, faster but lower damage DoT
  • -Lightning, zaps a cluster of baubles
  • -Sleep, turns the bauble ai off temporarily
  • -Vampire, Returns a small percentage of damage done as health
  • -Ice, Freezes enemy baubles in place
  • Added visual flair to basic coins so they match the elmental coins
  • Added XP Magnet powerup
  • Trash Objects now spawn rarely for additional visual interest
  • Added Demi-Runes, Minor Relics, and Loops&Bands
  • -These are randomly generated items with stat combos that cannot be obtained otherwise
  • You can now equip up to 5 elemental coins
  • Classes now have up to 5 Elemental Coins associated with them
  • Coin Shop Added
  • -You can now purchase 10 elemental coins for coins in the Coin Shop
  • New Stat Type: Elemental Damage
  • Added a new perk "Elementalist" which improves Elemental Damage

[h3]Balance Changes[/h3]
  • Target Rewards can now include various additional buffs/rewards
  • Fast Dummies and Rogue Skeletons size shunk by 20%
  • Baseball Dummies and Warrior Skeletons size increased by 20%
  • Golden Baubles now drop equipment chests
  • Overcharge stat now applies to the rate at which overcharge builds in addition to maximum overcharge
  • Equipment Chests spawn more frequently
  • Knight no longer has a penalty to move speed
  • Knight now has a penalty to Elemental Damage
  • Mage no longer has a bonus to Crit Damage
  • Mage now has a bonus to Elemental Damage
  • Mage Perk "Magic Might" now also increases Elemental Damage

[h3]Audio[/h3]
  • Coins now play one of several random noises when they spawn

[h3]UI/UX[/h3]
  • Re-Implemented the ability charge meter on the main UI
  • Redesigned the Health Bar to more accurately reflect that it is a pool of your health
  • Removed the health number from the screen
  • Fixed Inventory objects not fading when the equipment menu closes
  • Made stat improvements more clear on equipment and perks

[h3]Bug Fixes[/h3]
  • Fixed Coin Size Stat not influencing the size of the coins
  • Fixed a visual bug if you unequip an item that gives you max health

v0.9.3 - Overhauled

Patch Notes

[h2]Version: v0.9.3[/h2]
[h3]New Features[/h3]
  • Revamped the Demo Level and expanded it into Crash Course!
  • Added a bunch of new equipment
  • Added 90 new challenges

[h3]Balance Changes[/h3]
  • Adjusted when Elites spawn, and how many spawn
  • Charged Shot Tutorial now requires 10 shots charged instead of 5 before it goes away
  • [Mage] Meteor charge time increased from 40s to 80s
  • [Mage] Number of additional meteors added with character tier reduced from 2 -> 1
  • Revamped the total run length and overall difficulty

[h3]UI/UX[/h3]
  • Added a counter to the tutorial to indicate to the player that I am expecting them to charge 10 shots before I stop bothering them
  • Adjusted the notification dots for Equipment to make it more clear that you should investigate the button
  • Added text to remind the player that they have open equipment slots
  • Added Social Links for Bluesky
  • Added a "HELP" button to the Run Settings Menu to help players understand what they can do

[h3]Bug Fixes[/h3]
  • Fixed being unable to actually win a run. Forgot to implement that when I remade the boss system!
  • Fixed the upgraded version of [Wall of Stone] being a massive downgrade rather than an upgrade
  • Fixed Tooltips not updating properly in the Equipment menu
  • Fixed Bosses Attack Hitboxes being wonky due to Physics.Overlap being poorly implemented by Unity/PhysX
  • Fixed certain items spawning in equipment chests that shouldn't be
  • Fixed multi-run challenges for specific tables not awarding correctly
  • Fixed Elite Fliers not firing at the player while flying
  • The game now defaults to fullscreen

[h3]Other[/h3]
  • Implemented a dev tool for building new equipment

Next Fest Demo Round-up

Hello everyone! Skylor Here.

Next Fest was a massive success! Nearly 300 people downloaded the demo! Many of you have been submitting feedback and I am making this post to let you know that I am reading all of your feedback! Rather than respond to everyone individually, I figured I would just lay it all out here!

Firstly, it is clear to me that the tutorial elements that I designed are not working as intended and many core aspects of the game are not being conveyed to the player correctly. As a result many players were frustrated without the knowledge needed to play and enjoy the game. In particular, players were often unaware that they could charge shots, unlock equipment, or purchase upgrades.

Some of the feedback provided by players highlighted UI elements as being difficult to notice or hard to understand. Because of this, they will be redesigned to better convey information to the player and help guide new players into understanding how to play properly.

At some point in the future, an updated version of the demo will be released, so be sure to keep an eye on this news feed and wishlist the game! The main build of the game has come a LONG way since that demo was finalized for Next Fest over two months ago and I am very excited to get it into your hands as soon as possible.

Thank you for playing and submitting feedback!
-Skylor

Next Fest Demo Is LIVE!

[h3]Hello everyone! Skylor here.[/h3]

I'm excited and proud to say that you can now play Action Coin Pusher! 😁 I’m thrilled to have you dive into all the coin-flipping, bauble-popping madness I’ve been working so hard on. Trust me, this one’s packed with more polish and gameplay goodness than ever! I’ve lovingly crafted a solid 2-3 hours of demo action, filled with the most satisfying coin launches you’ll experience all year! 🔥

The demo is a permanent and standalone experience based on a build from about a month ago. Just a heads up—your save won't carry over to the full game, and there may still be a few bugs (hey, what’s a demo without some surprises?), but I’m offering a special in-game reward in the full release if you’ve played the demo! 🎁

Since I submitted the demo build for Next Fest, I’ve been hard at work crafting new Tables, Classes, Enemies, Bosses, Equipment, Challenges, and Upgrades! 💪 Plus, I completely reworked the movement code and improved the general feel of the game —now the controls feel smoother than ever! It’s all about nailing that moment-to-moment feel, so you can really enjoy smashing through those bauble hordes. 💥

If you notice any bugs or have feedback you want to share, please drop it in the Steam Community—I actually read and appreciate all the feedback I get! 🙏

[hr][/hr]
[h3]Early Reviews Are In![/h3]
Here’s what some early players are saying:

"I've been waiting all year for this!” — Some Guy on Threads
“Honestly??? This is one of the better things I’ve seen from you!” — Caleb Crowe

[hr][/hr]
[h2]Wishlist Action Coin Pusher Today![/h2]
Don’t miss out—Wishlist Action Coin Pusher now to stay updated with game news, launch dates, new features, and all the coin-launching madness! 🚀

https://store.steampowered.com/app/3111560/ACP_Demo

v0.9.2 - The Dungeon

Patch Notes

[h2]Version: v0.9.2[/h2]
[h3]New Features[/h3]
  • New Table: The Dungeon - Unlockable via Debug menu

[h3]Graphics[/h3]
  • Many, many changes were made to the Shader to allow for more complex level lighting

[h3]UI/UX[/h3]
  • Equipment unlocks now specify what kind of equipment it is, even if it's redundant with the name of the equipment
  • Removed "Wishlist" buttons from the build, I literally became blind to them and forgot they were in the game.
  • Moved the main menu buttons around again

[h3]Bug Fixes[/h3]
  • Density Perk name no longer shows as blank
  • Rogue and Mage Perks are no longer missing their names



Edit: Beta Tester Known Issue: Runs are unwinnable after a boss revamp, this issue has already been fixed and it will be in the next patch.