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Sweet Surrender News

Update 12.1 - 3rd Birthday!

Three years ago, on September 30th, 2021, we launched Sweet Surrender—and what an incredible journey it’s been since! From the countless hours preparing for release to the 12 major updates we've rolled out, we’re so proud of how far the game has come.

But more than anything, we want to thank YOU—our amazing community. Your feedback, bug reports, feature suggestions, and even just taking a chance on our game, have meant the world to us. Sweet Surrender wouldn’t be what it is today without your support. Seriously, we can’t thank you enough!

To celebrate this milestone, we’ve got a little surprise for you. After three years of facing off against your unstoppable skills, the enemy robots have found their ultimate countermeasure… birthday hats! 🎉 For the next week, they’ll be donning their festive gear until supplies run out on October 7th.



It’s a fun, limited-time event, and the perfect opportunity to take on the new final boss from Update 12 if you haven’t already. So dive in, enjoy the chaos, and celebrate with us before time runs out!

Update 12 - Complete Revamp of the Final Boss

Hello friends,

Update 12 is here, and we’re excited to share the new changes. Just like all our previous updates, this one is free. We look forward to your feedback, enjoy!

The Final Boss

We’ve reworked the final boss (and its arena) from the ground up to give you a whole new finale experience. The final boss was one of the last things we added right as we were barrelling towards launch three years ago (September 30th 2021). Just like other parts of the original game, it never got to enjoy as much love as it needed. We made a first pass to address that in Update 10 back in May.

We’re now back with a full rebuild of the final boss, with an expanded arena, destructible cover, missile launchers, a shield system, homing bullets, new attacks, new phases, new visuals and various other improvements. The final boss is now a proper challenge.

We would love to hear your feedback!! We encourage you to try different approaches to taking on the final boss.

Btw, the Lunatic version of the final boss is also crazier. Good luck!



Consequences

Making the final boss so much harder means that it also takes more time to beat the game. This directly affects time-based Leaderboards. After consulting the community, we’ve decided to reset the leaderboards for the Lunatic and Sniper classes, both of which are time-based.

We also left an archive of the old leaderboards, which you can consult if you ever had a valid run before.

Grenade Launchers Love

In Update 11, we tweaked the Grenade Launchers, their behaviors, timing, fuse, and a lot of physics and collision behavior. In investigating one reported issue (exploding grenades if you were holding the weapon too close to your face), we made several improvements to both grenade launchers, including falloff damage based on distance.

The Tier 2 Grenade Launcher now shoots Sticky grenades.

The Tier 3 Grenade Launcher now shoots Impact Cluster grenades with a mid-air 4-way split.

We’ve also fixed several bugs, including the aforementioned head explosion issue (by disabling any collisions between grenades launched by you and your head collider).



Teleport Movement

Off the back of Update 11 where we improved the teleport behavior quite a bit, we saw a few more edge cases we could better deal with, especially in the situation where you have teleport and rotate on the same stick. Small adjustments but hopefully for the better.

ProTubeVR Haptics

We also made improvements to our ProTubeVR haptic feedback integration so that players will get a more consistent experience. These improvements also apply to dual-wielding players.

What’s Next

Can you believe that we have not just one but two more updates already cooking for you? Update 13 is going to bring another set of beautiful visual and environmental improvements. More on that soon. Update 14 is shaping up to be a big pass on Chips, Balancing and perhaps, new upgrades. Stay tuned.

And if you love this game and want to see more updates, please tell your friends and/or leave a nice review. Every bit helps.

Love,
Salmi Games

Release Notes

[h2]New Boss Mechanics[/h2]
New fight mechanics including:
  • Missile Launchers
  • a Shield System
  • Destructible Cover
  • Homing Bullets
  • More complex spread patterns


[h2]Improvements[/h2]
  • Boss: revamped final boss arena
  • Boss: added and improved particles (including new missile explosions)
  • Boss: improved atmosphere, skybox gradients
  • Boss: added more background details
  • Boss: added sky fade-in and fade-out
  • Boss: improved attacks, balancing, telegraphing of actions
  • Boss: new shield fade-out animation
  • Boss: improved sounds, added new effects
  • Boss: improved intro and outro sequences
  • Improved Lunatic Final boss
  • ProTubeVR: better integration to support dual-wielding hand-guns
  • Reset leaderboards for Lunatic and Sniper, added archive of old leaderboards
  • Grenade Launchers: implemented damage falloff behavior
  • Grenade Launchers: swapped launcher projectiles between Tier 2 and 3 launchers
  • Grenade Launchers: Tier 3 projectiles are now cluster grenades with mid-air split

[h2]Bug Fixes[/h2]
  • Boss: fixed final explosion
  • Boss: fixed sticky grenades on shield
  • Fixed temporary speed buffs removing permanent ones
  • Grenadier class unlocks are now saved correctly
  • Damage Dealt now takes into account Guardian Bots and Turrets
  • Guardian Bots no longer display damage numbers twice
  • Fixed Null error when explosions interact with dead bot parts
  • Grenade Launcher projectiles no longer collide with the player

Update 11: The Quality of Life Update

Hello friends!

Since Update 10 we’ve continued to focus on addressing the most common (or reported) points of frustration (recent and old). We’ve touched many areas of the game to fix and improve as much as we could. We hope you enjoy this update!

Update 11 includes a 🎽 New Trainee Mode and Improvements in these areas:
⚛️ Physics and Weapon-Environment Collision
🤸 Class Re-Balancing
💣 Weapon Feel
💨 Teleportation Movement Polish
📲 Chip Usage and One-Handed Play
🏞 Level Layouts and Ladders
✊ Stability and Consistency

Trainee Mode

Our biggest addition for this release is a new Trainee Mode.



A common point of frustration from certain players is that the game environments are too repetitive. This is an unfortunate quirk of roguelike games where, if you die often, you end up never seeing some of the later areas. We want those players to have an opportunity to experience the breadth of levels and environments we offer.

In Trainee Mode, you can continue from the same level you died from, and in this manner, get to see more of the later game levels. The trade-off is that there are no leaderboards, no achievements can be unlocked and no class unlock progression. We’re quite curious how this new mode will be received.

Weapon Environment Collisions

Weapon collisions with fixed environment objects are now DISABLED by default. Weapon collisions have been a big source of frustration from some of our players and we’re excited to finally be able to offer this behavior as an option. This “minor” improvement involved quite a bit of work, adjusting every existing environmental object in the game.

For players who want to stick with the original behavior, simply go to “Settings->Weapons->Environment Collisions”.



We don’t usually change a default behavior with an update, but based on our internal testing, it feels like the right way to go.

Class Re-Balancing

We’ve re-balanced the Sniper and Grenadier classes’ unlock progression to make them feel less grindy/ridiculous. Thank you for the feedback on these, it’s given us ideas for further (future) improvements.

Weapon Improvements

The Grenade Launchers have been improved to be more effective and fun. The fuse times on the grenades are now much shorter (sticky grenade 4s -> 1s, contact grenade 3s -> 0.1s).

Shotguns now have a subtle kick-back when pumped.

Teleportation Movement

The teleportation system has been improved in several ways:
  • It now accurately jumps to the target on the floor
  • There’s subtle movement filtering of the aim target
  • We fixed a bug that took the wrong position to offset the aim
Settings Improvements

We’ve made a few (player-requested) improvements to the settings:
The “Fall down” setting now applies to all types of falling down (off a ledge, after using the grapple hook), not just when teleporting off the edge of raised floor. Players can choose between Instant, Linear speed or Normal gravity-acceleration.
Players can now toggle on/off the display of damage numbers.

Chip Usage and One-Handed Play

This is long overdue, but you can now equip a chip in the hand that’s holding it by simply pulling the trigger. Sweet Surrender is now officially playable one-handed. This improvement also introduced one of the silliest bugs we’ve ever seen, where you could equip all sorts of weapons into your chip slots.



We’ve also fixed a lot of edge cases where certain chip effects wouldn’t stack or work properly, especially in the reloading, time slow down and EMP effects.

Environment Improvements

The Sewers were the only environments to use ladders, and they seem to cause endless problems. We never found a fun way to use ladders in the game, so we decided to remove all ladders from the Sewers and replace them with teleport jumping pads.

In the Mines area, we’ve cleaned up a few rooms that occasionally placed an annoying amount of debris in your path.

Physics Improvements

We made minor (but important) improvements to make the interactions physics feel more consistent:
  • We (finally) added collision marks for bullets that hit doors
  • Weapons dropped by enemies now react to bullets (they used to stay static)




New Achievements

We’ve added new achievements, including a handful for funny/silly deaths. In the process of testing some of these, we discovered (and fixed) a crazy bug that left you in a weird zombie state if you were killed by a bullet deflected off a crystal!



Moving Forward

Thank you for your continued feedback and support. We still have a few updates planned for Sweet Surrender, so stay tuned for that as well as our future games.

As always, you can keep track of our plans in the Public Roadmap and stay in touch with us and the community on our Discord.

We also want to thank super-fan Shep for creating the fan art used in the header image for Update 11! ♥️♥️♥️

Here’s the full changelog for Update 11:

Improvements
  • New weapon-environmental collision option
  • Improved collision layers of all environmental and prop objects in homebase, mines, slums, sewers and industrial areas.
  • Improved weapon collision shapes
  • bHaptics sleeve feedback support for weapons, items and chips
  • WIP: new Continue button that allows players to continue from the level they died
  • Decluttered derelict mineshaft rooms to reduce objects in your path
  • Smoothed teleport pointer estimation
  • Re-balanced Sniper and Grenadier class progression unlocks (should be easier to achieve)
  • Reduced grenade bullet fuse durations (1s for sticky grenade, 0.1s for normal grenade)
  • Player can now equip a chip on the hand they are holding by pulling the trigger
  • Door frames now have proper bullet collisions
  • For smooth turning, scale turning speed to joystick strength
  • Massively increased Sewers bridge opening speed
  • Added detailed logs on player actions (items pick-up, drops and uses) and VR device used
  • Dropped Enemy weapons now behave physically (you can shoot them)
  • Improved enemy AI and navmesh navigation, especially around jump pads
  • Boss enemy improvements
  • New trainee class where players continue from the same level after death (but without achievements, leaderboard or progression unlocks)
  • Improved deadzone for joystick rotation
  • Improved units sticking to their navmeshagents
  • Replaced ladders with jump pads in all sewer rooms
  • Added chargebot behavior with warning indicator and better charge path generation
  • Performance: Deactivate vignettes fully when their alpha is close to zero (was causing unnecessary overdraws)
  • Performance: reduce mining walls overdraw
  • Option: you can now show or hide damage numbers
  • Added new death and trainee achievements
  • Shotguns now have small kick-back on pumping
  • Added a “Leave a Review” button


Fixes
  • Improved reset behavior for edge cases, better handling in slums elevator
  • Fixed logging issues on PC version
  • Regenerated meshes with reduced polycount for all homebase assets, all mines assets, all slums assets, industrial medical assets, modern city server room, sewers tiles and decorations
  • Fixed credits in server room
  • Prevent spider bots bullets from colliding with itself
  • Prevent spider bot-hive collisions
  • Fixed a handful of collision issues
  • Fixed a handful of null exceptions (during weapon placement, bullet particles, bullet replacement chips)
  • Fixed charge behavior for Big Red robot
  • Cleaned up various log spam
  • Fixed missing modifiers in mesh atlas.
  • Fixed shading issues on some slums meshes
  • Improved level generation time (by fixing null issues in room list)
  • Fixed occasional missing health packs in vending machines
  • Fixed broken health stations in occasional Mines rooms
  • Fixed potential Reaper class unlock issues
  • Chargebot’s actions are now executed in the correct order
  • Fixed a bunch of incorrectly serialized prefabs which previously caused all sorts of weirdness
  • Fixed enemy weapons overwriting collision layers on pick-up
  • Fixed flickering health dispensers
  • Wooden planks are no longer melee weapons
  • Menu laser pointer no longer disappears if you press X or A
  • Fixed a long-standing dash/teleport offset position problem where it would only work correctly if you never move around in your real life space.
  • Fixed teleportation so that it jumps exactly to the location you aimed for, and not a meter/yard shorter
  • Fixed temporary speed buffs removing permanent ones
  • Fixed headshot reload chip not working properly on some weapons (sniper, laser sight handgun)
  • Fixed time slowing inconsistency bug

Beta Preview - Update 11 - Quality of Life Improvements

Since Update 10, we’ve focused our efforts on continuing to improve the stability and quality of the game. We’ve been reading player feedback and bug reports as well as addressing other issues we’ve spotted.

We have a few changes we would love to get your feedback on

Weapon Environment Collisions


You can now disable collisions between your weapons and fixed environmental objects. You can try this out in “Settings->Weapons->Environment Collisions”.



Caveats: due to historical reasons with how our levels are set up, we have to go through the whole game and make sure various objects are split up correctly on different layers. So far we’ve only implemented the Homebase and Mines but we are working through the rest of the game. We’d love to hear your thoughts. Is this a worthwhile addition to the game? Would it improve the default first-time experience for new players? Please note this new feature is still WIP, we still have a few things to implement (your hand should also pass-through, haptics are working inconsistently).

Balancing

We've made several changes to the game's balancing, hopefully for the better:
  • In order to make the game more friendly to new players, we’re also working on a “Trainee” mode, which basically lets you continue from the level you died in, but doesn’t include any progression, unlocks or leaderboards. This is still WIP but you’ll notice a new “Continue” button when you die.
  • The Sniper and Grenadier class unlock progressions have been re-balanced based on player feedback
  • The fuse time on the grenade launchers have been severely reduced (sticky grenade 4s -> 1s, normal grenade 3s -> 0.1s). Very curious to hear your feedback on these changes.


One-Handed Play


Sweet Surrender has been nearly playable one-handed since very early on. The only thing missing was an easy way to equip a chip on your active hand. Well, we finally achieved it. After a lot of sweat, research, and endless nights of discussions, we finally came up with an incredibly elegant solution to equip a chip on your active hand: simply pull the trigger.

I know, brilliant.

[h2]How to access the beta:[/h2]

Steam - Right click on Sweet Surrender in your library, select properties > betas. Then select the “beta branch” from the list, then you should be good to go!

Oculus - On the Oculus mobile app, go to account > library > Sweet Surrender, then click on the “Version”. From there, you can select the Beta channel.

To provide beta feedback, just drop us a message in our Discord server. You will be added to the Beta testing group, where you can provide feedback/suggestions in dedicated channels!

Full Patch Notes


[h2]Improvements[/h2]
  • New weapon-environmental collision option
  • Improved collision layers of all environmental and prop objects in homebase and mines
  • Improved weapon collision shapes
  • bHaptics sleeve feedback support for weapons, items and chips
  • WIP: new Continue button that allows players to continue from the level they died
  • Decluttered derelict mineshaft rooms to reduce objects in your path
  • Smoothed teleport pointer estimation
  • Re-balanced Sniper and Grenadier class progression unlocks (should be easier to achieve)
  • Reduced grenade bullet fuse durations (1s for sticky grenade, 0.1s for normal grenade)
  • Player can now equip a chip on the hand they are holding by pulling the trigger
  • Door frames now have proper bullet collisions (homebase, mines, industrial)
  • For smooth turning, scale turning speed to joystick strength
  • Massively increased Sewers bridge opening speed
  • Added detailed logs on player actions (items pick-up, drops and uses) and VR device used
  • Enemy weapons now behave physically (you can shoot them)
  • Improved enemy AI and navmesh navigation, especially around jump pads
  • Boss enemy improvements


[h2]Fixes[/h2]
  • Improved reset behavior for edge cases, better handling in slums elevator
  • Fixed logging issues on PC version
  • Regenerated meshes with reduced polycount for all homebase assets, all mines assets, all slums assets, industrial medical assets, modern city server room, sewers tiles and decorations
  • Fixed credits in server room
  • Prevent spider bots bullets from colliding with itself
  • Prevent spider bot-hive collisions
  • Fixed a handful of collision issues
  • Fixed a handful of null exceptions (during weapon placement, bullet particles, bullet replacement chips)
  • Fixed charge behavior for Big Red robot
  • Cleaned up various log spam
  • Fixed missing modifiers in mesh atlas.
  • Fixed shading issues on some slums meshes
  • Improved level generation time (by fixing null issues in room list)
  • Fixed occasional missing health packs in vending machines
  • Fixed broken health stations in occasional Mines rooms
  • Fixed potential Reaper class unlock issues

Update 10: Resurrection

After more than a year, we’re excited to bring you the biggest update yet to Sweet Surrender. We’ve carefully gone over the whole game to take greater advantage of the hardware capabilities of modern VR headsets and PCs. We’ve also extensively improved the overall player experience based on your feedback.

Update 10 improvements include:
✨ Bloom and HDR
💯 100s of New Visual Effects
🔫 Horizontal Weapon Recoil
🐂 Final Boss Revamp
⚡ No more insta-death on Void Glitch
🥞 Unstuck Button
🐞 Improved Bug Reporting tool 😂
💪 Dozens of bug fixes and performance improvements

This update includes a full-fledged visual overhaul (with incredible results), long-requested improvements to the early game, a reworked weapon recoil system and a whole bunch of quality of life bug fixes.

Before we dive in, check out the trailer to it all in action!

[previewyoutube][/previewyoutube]

Visual Revamp - Bloom and HDR

We’ve unlocked incredible visual improvements thanks to the addition of bloom and HDR tone mapping.



These new visuals are available on PC, Quest 3 and even Quest 2! (and actually, even on Quest 1 in experimental mode, don’t ask us how we pulled this off). We’ve re-tuned pretty much the whole game so that it works well both with and without these new visual effects. We hope you enjoy them!



100s of New Visual Effects


We’ve gone over the game’s visuals top to bottom to make sure we’re using these new effects to the best of our ability. In particular, we’ve touched up almost all the particle effects and material animations used in the game and added quite a few more. You will see improvements in the bullets, shot reactions, smoke effects, explosions, sparks, and in many more subtle places.



Honestly, you should just go try it. We think it’s such a huge leap forward, we’ve left the old visual mode in for comparison purposes.

Graphics Settings


In the new Graphics Settings menu, you can pick between visual profiles and adjust the intensity of various effects. Depending on the platform’s capabilities, we offer other additional options.



For PC users, we’ve added quite a few options that we wish we had included years ago. We think the game looks even more amazing the higher you go in render scale. But it will still run on a potato if needed cough cough Steam Deckard cough cough.

Horizontal Recoil

We’ve done a full pass on the recoil system of the weapons to implement a better feeling positional recoil. We’ve then re-tuned every weapon to make them feel extra juicy. Finally, we’ve done some slight adjustments to the recoil behavior of certain weapons to bring them better into balance with other weapon choices.



Jump into the improved tutorial to try some of the old/new recoils side-by-side.

Final Boss Revamp

For the first time in 3 years, the boss has received a bit of love and attention. We’ve gone over all the visuals, improving and adding effects, enhancing the color balance to give the player better feedback.

We also fixed various broken attack behaviors and cooldowns. Normal attacks are now easier to read against the background and the player has a better chance of evasion

Overall the boss should feel a lot more balanced and hopefully more challenging. We’re still considering further improvements and we are always happy to hear your feedback.



No more Insta-death on Void Glitch

We’ve addressed one of the most frustrating user complaints: accidentally falling through the ground of the level into a glitch zone that kills you. While these didn’t happen often for most players, unfair deaths are extra frustrating in roguelike game.

While we can’t prevent glitching in all cases, we’ve gone through the whole game to make sure the player will auto-reset in case this happens.

We’re continuing to improve on this behavior to handle all edge cases. Expect further improvements.



Unstuck Button

Tied with the previous improvement, we’ve also added an “Unstuck” button to help you for those occasions where you glitched out or got stuck in an object and couldn’t move out.

This should hopefully address a second source of frustration: getting physically stuck and being forced to end a run.

Improved Bug Reporting Tool

We’ve improved our in-game bug reporting system, to make it easier for you to let us know about specific issues like framerate drops, broken AI, lost weapons, etc. This sends us a log of your run (stripped of any identifiable data). Please reach out to us on Discord so we can look further into specific issues and understand the context of your experience.



Dozens of Bug Fixes and Performance Improvements

We’ve made dozens of other smaller improvements and bug fixes, with an aim of adding a layer of polish and quality that should improve the overall experience.

We were also able to optimize many assets with zero impact on visual quality (what we call “free wins”, they are so tasty). This cleared even more room for these extra visual post-processing effects and particles.

We also spent some time tuning and balancing the new visual effects on various platforms, to try to give a solid (comfortable) experience by default.

So to summarize, this release is more beautiful, more performant (smoother framerate) and more stable. Without a doubt there are still issues to address and/or to improve but we hope in the meantime you’ll enjoy this update.

These details are listed in the full release notes below.

End of Early Access

For the dev team, this release represents our “spiritual” graduation from early access to the 1.0 release state. We’ll continue to make improvements, but we feel we finally reached the visual aspiration we originally had when we first prototyped and pitched this game.

Not many people know this, but the original development of Sweet Surrender was done from start to initial release in 14 months, with 6 weeks on the initial prototype. Update 10 represents the visual quality and polish level we wish we could have included at the original launch. But one has to ship…

What’s incredible with the new visuals is how it comes close to matching some of our initial renders in our original pitch deck.



We’re incredibly proud of the reception to the game and to all our fans who have stuck around as we’ve evolved the game. Thank you for your love and support.

Give Us Feedback!

Do you love it? Please tell your friends.

Did you find some issues? Let us know! The most helpful way to give us feedback is in our Discord https://discord.gg/salmigames

What’s Next?

We’re continuing to iterate on improvements to the game while listening to player feedback.

Would you like to see more updates? Please share the game with your VR friends.

Thank you,
The Salmi Games team

Full Release Notes

[h2]New Features and Improvements:[/h2]
  • New Graphic Options supporting Post-Processing Effects and increased render scale
  • Custom graphic settings on PC
  • New Bloom Intensity and Effects Intensity sliders. Bloom Intensity controls the baseline "static" bloom strength. Effects Intensity adjusts the visual 'strength' of explosions and any other animated or dynamic effects.
  • Reworked visual assets to support bloom glow effects
  • Improved texture quality
  • Improved look of sewers area
  • Improved visuals of Lunatic end sequence and win screen (space flight scene with credits)
  • Polished particle and material animation assets (bullets, shot reactions, smoke effects, explosions, sparks and numerous other details)
  • Added material animations to all explosions
  • New bullets and hit/impact particles for player and most enemies
  • New enemy particles (Bulky Melee Bot, Security Bots, Final Boss)
  • New muzzle flashes for shotguns, revolver and grenade launchers
  • Improved performance for all particle effects (should result in more particle systems being shown at the same time on Quest 1/2)
  • Lowered polycount on all enemies and weapons without loss in visual quality (should result in better performance)
  • Reworked part of the industrial tileset and props (lower polycount, cleaner geometry/outlines, added more glow elements)
  • Fixed texture bleed on endless walls and lowered their polycount
  • Lowered polycount of skyscrapers and fixed some wrong materials on them
  • Added glow elements to room connectors and lowered their polycount
  • Added horizontal weapon recoil and balanced all weapons
  • Players are now reset if they fall out of the map. This should hopefully fix a large source of frustrations.
  • New "Unstuck" button in pause menu, which will reset you to the start of the level
  • Improved chip and weapon tooltips in homebase
  • Extra visual indicator for undiscovered chips
  • Increased Render Scale to 1.35 on default settings for Quest 2
  • Boss fight improved by fixing broken attack phases, balancing cooldowns, improving visuals contrast and various smaller visual improvements.
  • Boss fight rocket attacks are easier to read now (rockets were extremely small before)
  • New Holster Settings Menu, unifying previously disparate options. Minor cleanups of other smaller inconsistencies. Does anyone use the horizontal offset setting?
  • Improved pump shotgun to prevent pumping when fully loaded, but still allow pumping if the secondary hand trigger is held.
  • Improved the description of various weapons
  • Adjusted blaster chip explosions (less harsh now)
  • Adjusted revolver muzzle flash to avoid blocking sight lines
  • Improved readability of holo map with bloom active
  • Toned down glow of class hands
  • Balanced bloom on several environment assets
  • Performance improvements of certain rooms
  • Adjusted menu text outlines
  • Improved logging and bug reporting system
  • Improved and updated Credit screens with new team members
  • Improved Lunatic end sequence
  • Improved and fixed some decoration assets

[h2]Bug Fixes[/h2]
  • Fixed list of chips in home base
  • Security bots no longer run out of ammo with certain weapons after one magazine (Grenade Launcher, Burst Handgun, Heavy Submachine Gun)
  • Fixed error when destroying an EMP'd turret
  • Fixed some chips (Speed Boost II/III, Overload, Overheating) not spawning in levels and unlocking properly when picked up
  • Fixed interaction of Blaster Chip with other chips that change bullet types (Firepower, Heavy Ammo, Acid, Mobile Malware)
  • Fixed already defeated (and exploded) turrets "respawning" inactive when revisiting a room
  • Fixed missing particles when shooting decoration assets (prefab link was missing)
  • Fixed inconsistent player bullet impact behavior (handgun bullets had 30 times the force than shotgun/sniper/other bullets)
  • Fixed wrong materials on drones
  • Fixed weak points on scanner bot, bulky melee bot and all drone variants
  • Fixed weak points (explosive tank on back) not being removed after being hit for all guardian and drill bot variants
  • Fixed damage multiplicators on gunner bot and spider bot soldiers
  • Fixed wrong weapon on improved grenade launcher bot (spawned with Shotgun)
  • Fixed wrong weapon on improved burst shotgun bot (spawned with Precision Shotgun)
  • Fixed healing ray of drones (had high impact force that could potentially bounce around other enemies when hit
  • still has problems with aiming though)
  • Fixed door animation (some door types would still stick out of walls on one side after opening)
  • Fixed a number of null reference exception errors that had adverse side effects
  • Fixed various typos and text layout issues
  • Fixed crash on startup due to bluetooth permission changes in latest Android version
  • Fixed some edge cases when glitching out of the map
  • Fixed issue with burst shotgun bot
  • Boss fight: fixed drone mouth attack (drones often were immediately killed after being spawned)
  • Boss fight: removed overseer laser attack (was completely broken)
  • Boss fight: fixed collider for mouth (was gigantic
  • is now sized to fit the mouth weapon)