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The Anvil Update Hotfix

Thank you all for the amazing feedback on the last update- I have spent the last while absorbing it and made this hotfix to smooth out the most common pain points 🦀


    [h3]Lightning Scepter / Arcane Wand Changes[/h3]
  • Lightning Scepter now only makes you fly while already in the air so you can fire it while on the ground without getting lifted up
  • Removed the velocity cap when floating with the Lightning Scepter. This should make it easier to air dodge
  • Added a delay before the floating happens in the air with the Lightning Scepter. This should make your initial jump / launch feel much smoother instead of jankily losing all momentum as soon as you fired which felt jarring
  • Lighting Scepter no longer lifts enemies into the air as it could actually create more dangerous situations for you as they were able to still fire in that position
  • Improved Lightning Scepter projectile visuals to make it harder to lose track of them when a lot is going on or against bright backgrounds
  • Reworked the lob shot formula (used on Arcane Wand and Lightning Scepter) to make it easier to hit targets that are nearby rather than projectiles sailing over their heads
  • Increased Lightning Scepter and Arcane Wand projectile speeds by 25% (this combined with the lob change above should make these weapons feel much more comfortable to use)

    [h3]General Changes[/h3]
  • Shop prices were feeling too high and have been reduced across the board: Legendary cost reduced by 23%, Epic cost reduced by 32% and Common cost reduced by 10%. Greed loot now costs the same as Epic loot (previously Greed cost more than Epic)
  • Added a guaranteed health related piece of loot to every shop
  • Increased the amount of fire stacks before rapid stack falloff happens from 100 to 250 (this makes early game fire builds much more effective as the rapid falloff takes more stacks to activate)
  • Reduced the speed at which fire and poison stacks rapidly fall off by 50%. This is a nice buff to late game fire builds and poison builds in general as the stacks won’t be reduced as fast
  • Scavenger pickup radius increased by 33% and lifetime increased from 8 to 10 seconds
  • Chance for enemies to resurrect with the Resurrecting Enemies modifier active reduced from 15% to 10% to reduce tedium
  • Enemy damage was feeling too high on islands past the diamond victory threshold (Island 56+) so it has been reduced by 50%
  • Enemy projectile prediction is once again less accurate while you are aiming. This is in response to a common bit of feedback that enemies were feeling frustratingly accurate and the previous aiming tech used to dodge attacks was much harder to pull off
  • Most enemies that leap horizontally do so 33% less in order to feel less random and more grounded when fighting them
  • Significantly reduced the amount of music volume reduction that happens when certain other sounds play (like explosions or gunshots)
  • Made several changes to improve quickplay search variety and to prevent stalemates when joining invalid sessions repeatedly
  • Added optimizations and limits to how many air strike explosion VFX can be visible at once to improve framerate and visual clarity. Also shortened the length of these VFX so they aren’t blocking your view for as long
  • Added an extra explanation to the Anvil portal description explaining why sometimes players in multiplayer get Random chests instead of anvils as there was some confusion there (they need to have an enhanceable piece of loot, otherwise getting an anvil would be useless for them)
  • Crystals now get auto collected 1 second faster- just makes the game feel more responsive instead of the double take of “wait do I need to collect them myself?” happening

    [h3]Balance Changes[/h3]
  • All ranged enemies cost 33% more to spawn. This means fewer situations where you are getting spammed by too many projectile enemies at once
  • All large enemies move 25% slower (other than Elites as you are often facing them in a 1v1 situation)
  • Grubs cost 100% more to spawn. This means less Grub spam!
  • Pumpkin and Elite Pumpkin projectile speeds reduced by 20%
  • Sniper Crabs now have a longer time between shots to feel less spammy
  • Lightning Ant health reduced by 15%
  • Critical Blast damage increased from 35 to 40
  • Power Armor damage per plate increased from +12% to +15% to bring it in line with Damage Combo
  • Imploding Explosion damage increased from +33% to +50% and the downside reduced from -20% radius to -15% radius
  • Big Ability downside increased from -3% ability movement speed to -8%. This is still way lower than it was before, it was reduced drastically to iron out a bug and I forgot to increase it again during the beta
  • Heat Sink and Ability Ring now apply multiplicatively (similar to Blender). This is a nice buff especially in combination with Iron Explosion
  • Streamer Loot is now 25% less likely to upgrade from Common all the way to Legendary as it was happening quite often. Chance to upgrade from Common to Epic is unchanged
  • Air Strike was outclassing most other abilities in terms of damage so the base damage has been reduced from 750 to 600 (this is still the equivalent damage of throwing 4 grenades at once!)
  • Black Hole tick damage increased from 4 to 8
  • Electro Globe tick damage and ending explosion damage increased by 500%
  • Marksman Rifle projectile spacing slightly adjusted

    [h3]Bug Fixes[/h3]
  • Fixed Leap Of Faith dealing fall damage after hammer slams
  • Fixed lag that could happen with spark and homing blade projectiles when enhanced with targeting or expanding enhancements
  • Fixed Overspill Goblet not calculating damage correctly (it now calculates multiplicatively like Critical Thinking meaning a big buff compared to before which was accidentally additive)
  • Fixed not being able to parry energy rings or barrel explosions


If you missed it, you can check out the trailer for the Anvil Update here: https://youtu.be/tMuKFIoe5IE?si=MfWoBWh5w_yD4P0z

The Anvil Update (Early Access Update 10)



Patch Highlights


NEW WEAPON: LIGHTNING SCEPTER

NEW ABILITY: AIR STRIKE

NEW MELEE WEAPON: KATANA

ARCANE WAND REWORK

ANVILS

NEW ENEMIES

Patch Notes


Anvil Portal (Enhancements 2.0)
  • I think enhancements were a good addition to the game but they had a few issues: there wasn’t enough control over which enhancements you got and you weren’t able to target a specific mod to enhance. In this update I have added an Anvil portal reward which spawns 3 enhancement choices after clearing an island. You can then choose to enhance a specific mod from your inventory, allowing for much more targeted builds centered around one main mod. The random enhancement totem in the shop is unchanged (other than not being guaranteed anymore) as it’s a fun alternate way to get enhancements, rolling the dice in the hopes of getting something good
  • Added new enhancements: Returning, Orbiting, Chipping, Growing, Endangering, Expanding, Persisting, Doubling, Booming, Tripling, Zigging, Accelerating, Spiraling and more!
  • Increased enhancement limit per mod from 3 to 8
  • Enhancements now work on Turrets
  • You can now apply the same enhancement multiple times for stronger effects
  • Salvaging enhanced pickups now gives you more crystals per enhancement (higher rarity enhancements also give more crystals)
Health 2.0
  • A Regeneration Chest that only contains healing loot now spawns in addition to the guaranteed damage chest on island 1. I want there to be a nice balance between using health as a currency (on things like Spiked Chests) and being able to recover from small mistakes (like taking several hits from an easy enemy on island 1). Previously it felt a bit frustrating if you took a lot of damage early on in a biome and didn’t happen to find any health loot to recover. It’s also much more exciting when you have a smaller health pool that you can skillfully recover rather than a large health pool that just gets whittled down over time until you get eliminated unceremoniously. The danger zone is when you are constantly a few shots away from death while also being able to recover health by playing a certain way. I strongly believe that the danger zone is where the fun lies and the changes in this update will make playing especially the early game more enjoyable and consistent, rewarding skill and reducing the impact of small mistakes
  • Base max health increased from 150 to 250
  • You can no longer die to a single hit that deals damage greater than 85% of your max health at once. This should prevent frustrating situations where you are eliminated instantly out of nowhere. Note that this only applies if you have a max health of 10 or higher and when the One Hit challenge modifier is not active
  • Max health loot has been reworked and simplified: no more hard to understand behavior when picking up Glass Cannon where future max health gains were reduced by an unknown amount! The new system makes ALL max health related loot affect one of two stats: Base Max Health and Max Health Multiplier. Hearts have been replaced by the Mango and Banana perks as I want to remove as much consumable loot in the game as possible (it’s just more fun to be able to salvage later instead of it being a one off buff)
  • Regenerator now heals 4 times per second compared to the previous once per second to make it more satisfying to build into. It also heals for 60 seconds per island (up from the previous 45 seconds)
  • Endurance now heals at the start of each island instead of at the end and it has been buffed to heal 125 health (up from 40)
  • Slippery Slope now triggers before Endurance to allow for a nice synergy
  • Grim Reaper no longer heals a % of your max health and instead heals a flat amount per elimination but medium enemies heal 2x more, large enemies heal 5x more and Elite + Boss enemies heal 10x more. This is a necessary change due to the new health system as it was just way too easy to become basically invincible on most islands with a decent max health pool and Grim Reaper
  • Vampire now works the same way as Grim Reaper: healing reduced for small enemies and increased for large enemies, removing the underwhelming feeling of meleeing a large enemy and getting 3 health (you now heal 30)
  • The Limited Heals difficulty modifier has been removed as it made healing perks in general more confusing (why am I not healing the amount advertised?) and could be canceled out with a single Amber Resin which made it a weak / boring modifier
  • Amber Resin is now Epic rarity. Since it scales ALL healing sources it was extremely powerful compared to just leveling up one source of healing over and over so it deserves to be a rarity higher
  • Added new “Healing” loot tag. Amber Resin will now only show up if you already have a healing perk (this helps reduce useless options from health chests in the early game)
  • Healing Chests that spawn after clearing Elite islands have been replaced by Health chests and armor has been re-added to the Health chest loot pool
  • Removed Big Hearts (it’s no longer relevant as hearts aren’t in the game anymore)
  • Added a “Total health healed” stat in the inventory UI for Grim Reaper, Regenerator, Health Shot, Vampire, Scavenger and Endurance
GENERAL
  • Added multiplayer revive system
  • Added new weapon mod: Beam Shot: Chance to fire damaging beams along with your shots
  • Added new ability mod: Time Explosion: Abilities deal more damage but damage is dealt over time
  • Added new ability mod: Iron Explosion: Abilities deal much more damage but have a longer cooldown
  • Added new ability mod: Targeting Explosion: Abilities that directly hit enemies spawn copies that target nearby enemies
  • Added new ability mod: Split Explosion: Chance for abilities to split into 4 copies while in the air
  • Added new ability mod: Accelerating Ability: Abilities deal more damage but start slow and accelerate over time
  • FMJ (perk) removed and replaced with Full Metal Jacket (relic): All damage penetrates enemy armor
  • Added new melee mod: Time Claws: Melee damage increased but damage is dealt over time
  • Added new melee mod: Arcane Claws: Melee arcanifies enemies
  • Added new perk: Elemental Specialist: Damage increased to enemies if they have exactly one debuff (fire, poison, lightning etc.) applied to them
  • Added new perk: Mango: Max health increased
  • Added new perk: Banana: Max health multiplier increased (this replaces the consumable banana in previous updates)
  • Added new Relic: Blacksmith Ring: You can choose 2 enhancements on Anvil islands
  • Added new Relic: Blacksmith Amulet: Gain 2 more anvil choices on Anvil islands
  • Added new relic: Ring Of Vigor: Max health multiplier increased by 3% after clearing each island
  • Added new relic: Upgrade Ring: All chests are guaranteed to contain duplicate loot where possible but the amount of loot choices in chests is reduced by 1
  • Added new relic: Arcane Ring: Arcane strength and max arcane stacks increased by 250% (no downside yet until more elements are added, Arcane is underperforming a bit anyway so why not!)
  • Added new greed relic: Ring Of Favoritism: If you have exactly 1 chance based enhanceable weapon mod in your inventory, it is 1000% more likely to trigger
  • Added new Greed relic: Overspill Goblet: Critical hit chance is halved but also added to critical hit damage multiplier. Sharpshooter and Hot Shot now scale linearly (can go over 100%) to synergize with this which is a significant buff to critical hit chance as there used to be diminishing returns as you got closer to 100% critical hit chance
  • Added new relic: Time Ring: Damage dealt over time is increased by 400%
  • Added new enemy: Elite Beam Skull
  • Added new enemy: Elite Landmine Limpet
  • Added new enemy: Barrage Skull
  • Added new difficulty modifier: Ambushing Elites: An elite spawns on the third island of each biome
  • Elites and Bosses now use a new health bar with their current and max health as a number under their name
  • Added a new tropical island with deep water
  • Added an Auto Slide feature that makes sliding happen automatically when you land which makes the game more comfortable to play for long periods of time! You can still manually slide at any time when on the ground and can disable the auto slide functionality in the settings menu if you want
  • Slide distance has been doubled
  • I’ve made it so that main weapon damage calculations happen separately again while keeping the optimizations for other types of damage (things like Drill Shot etc.). This means Money Shot, critical hits and elemental damage will now roll PER PELLET on shotguns and other multi projectile weapons as well as spawn individual damage numbers which just feels way better
  • Rare rarity has been renamed to Common rarity: it didn’t make sense for the loot you find all the time to be called “Rare”
  • The Waves island type has been removed as it wasn’t distinct enough from Arena islands while also having a “don’t get hit” gimmick already covered by the Flawless blessing or the One Hit challenge modifier. Each island type should be distinct and this really wasn’t doing enough to feel different + wasn’t a popular choice with players
  • Harvest has been removed from the portal pool and has been reworked as a blessing for Horde islands
  • Added new Blessing: Harvest: Capture zones to earn bonus crystals on this island
  • Added new Blessing: Knives Out: Enemies drop 5x crystals if eliminated by melee weapons on this island
  • Added new challenge modifier: No Healing: Healing is disabled for this island
  • Removed the Healing Enemies challenge modifier as it was more tedious than challenging
  • The Regenerating Enemies difficulty modifier has been removed as it was just not fun to be spectating the last player alive as they chip away at enemies that regenerate health. I have moved the same functionality to a “Regenerating” buff that can apply to enemies if you have the Buffed Enemies modifier on
  • Added new mango and banana icons / visuals
  • Improved various lighting presets (like the dawn and sunset ones on the Tropical biome) to be much brighter and more colorful to match the mood
  • Added enemy hit reaction animations
  • Increased the visual size of most Hard enemies to make them more obviously stand out as being tanky and scary enemies
  • Added skull and crab death sounds
  • Added new more responsive crosshairs with consistent outlines regardless of the spread value
  • Made a big visual pass on all VFX to be much less busy. For people streaming or making videos about the game this should also help with compression and generally make the game more enjoyable to play / watch on smaller screens
  • Added new turret visuals
  • Removed the high score system as it was more a test of patience + luck than an indicator of skill. There are better metrics to show off when you complete a run (difficulty, islands survived etc.)
  • Added 6 new achievements and 2 new skins
GENERAL BALANCE CHANGES

Note that I reached the character limit and couldn't list every single balance change: there has been a comprehensive balance pass across the entire game. I have tried to list the most interesting / notable balance changes here. If interested in the smaller changes you can see detailed patch notes from the beta on this forum post: https://steamcommunity.com/app/774801/discussions/0/596261560284901413/


  • Elemental damage is now affected by the global damage multiplier
  • Damage falloff no longer affects elemental damage so this is a nice buff especially for mods that create elemental areas under flying enemies like skulls as those were very ineffective previously
  • Expensive Shops price increase reduced from +100% to +50%
  • Eternal Punishment max health penalty reduced by 50% (so taking damage at 200 health will now only remove 1 max health instead of 2 previously)
  • An arena island is now guaranteed on islands that previously only offered horde portal choices (this makes speedrunning much less luck based)
  • Increased the time window that the game counts as a “one shot” elimination from 0.1 seconds to 0.25 seconds
  • Large islands are now chosen for the 5th island on each biome for more variety
  • Since it’s much easier to regenerate health, Spiked Chests now take 25% of your base max health instead of 40% of your current health to balance this out. The upside of this change is that you’ll be able to open any number of spiked chests on a single island
  • A common ask was to make post diamond looping (Island 57+) more enjoyable by having steeper scaling to really test the limits of your build instead of steamrolling everything without any challenge. I’ve greatly increased scaling here so ideally the game will be able to keep up for longer and make late game runs more enjoyable
  • Armor now clears all debuffs when broken so a large amount of fire can no longer burn through your 6 precious plates one by one
  • Combo is no longer reset on the hit that breaks armor, only hits after that when you have no armor
  • I didn’t realize how completely broken the key progression is if playing on Nightmare as a new player: you get 56 keys minimum on a looped victory and that isn’t counting things like double or quad keys dropping from chests. Since a new unlock at the key totem is only 3 keys, this kind of kills the satisfying unlock progression that was originally intended so I’ve made an adjustment: the +1 extra key per key pickup buff now only applies when playing Ultra Chaos (as you are likely to burn through a lot of keys) and bosses spawn 2 keys instead of 3. As a buff for long runs, keys now drop for 2 more loops since loop scaling is more challenging
  • Shops are now 50% cheaper on Easy difficulty as the reduced amount of enemies made it actually quite hard to make meaningful purchases at shops especially in the early game
  • Removed per player shop price scaling in multiplayer. This makes prices in solo and multiplayer consistent and should make shops feel much more fair in multiplayer runs
  • Reduced Reroll Totem cost by 50% and chance to explode from 20% to 15%
  • Health Rocks can now only be destroyed with melee to make it less likely for enemies to break them (this is meant as a buff to the Ring Of Healing so you can more reliably play around them). Max Health Rocks do not have this protection as they are more valuable
  • There have been a lot of discussions about how discounted infinite pedestals instantly break the balance of the game since you could sell all of your existing inventory and invest into a powerful mod at a heavy discount. While fun, I do agree that this was too much: you scaled on two powerful axes at once: many levels of a good mod AND a discounted price on each of them = too much of a power spike at once. The solution is pretty simple: infinite pedestals can no longer be discounted!
WEAPON BALANCE CHANGES
  • Arcane Wand reworked: it now lobs a projectile to feel a bit more distinct from the Rocket Launcher
  • Arcane Wand damage increased from 20 to 25, radius increased by 20% and starting Arcane Shot level increased from 1 to 2
  • Reduced recoil on most weapons- I did a lot of A/B tests and the game just feels better with less external forces moving the camera since you are already moving around and turning the camera constantly. This also reduces motion sickness and makes aiming feel more consistent
  • Dual Shotguns damage increased from 6 to 8, base spread reduced by 40% and projectile range increased by 25%
  • Rocket Launcher damage increased from 50 to 75 but radius reduced by 10%. This should make it more consistent in the early game especially against tanky single targets
  • Blade Launcher fire rate reduced by 15% to start at a more natural feeling cadence but damage increased to compensate (the damage buff ended up increasing the DPS from about 75 to 100 DPS overall)
  • Cluster Launcher base max ammo increased from 6 to 10
  • Flamethrower mod trigger chance multiplier increased by 18%
  • Doubled the radius of the flamethrower fire areas to more reliably hit floating enemies but slightly reduced the chance of spawning these fire areas- overall it should just feel more consistent
  • Made various improvements to how Orbiting works- faster orbit and more consistent height. It also works much better with the Ice Staff and nicely floats down to ground height instead of being useless in the sky not hitting anything
WEAPON MOD BALANCE CHANGES
  • Link Shot, Drill Shot, Targeting Shot, Proximity Barrage and Homing Blades can now trigger even if no other enemies are nearby as this mechanic was confusing before. It also makes Homing Blades feel way better as they homed to the original enemy anyway so it didn’t make sense to require multiple enemies to be nearby for them to trigger
  • Boomerang Shot and the Returning enhancement now will return to the location that the projectile spawned rather than homing to the player that fired the shot. This means lots of interesting combinations are possible like Rocket Launcher + Boomerang Shot + Split Shot: the split shots will fly off and then turn around and rain back down on the original explosion like artillery
  • Orbiting Shot and the Orbiting enhancement now orbit around their spawn locations. This makes them much more viable choices in general, not requiring you to be close to enemies to deal damage
  • Ice, Fire, Lightning, Poison and Arcane Shot now all have the same chance to trigger
  • Firework Shot / Firework Explosion fireworks now home towards enemies making them finally useful
  • Increased Pumpkin Shot projectile lifetime and added slight homing to make it much more consistent
  • Improved Homing Blade, Thorn Shot, Spinning Blade and Torpedo Shot homing logic to be much more reliable
  • Health Shot no longer has a cooldown and scales the heal amount with base weapon fire rate
  • Spike Strike weapon mod damage increased from 200 to 500 but cooldown increased from 1 to 3 seconds (this is a buff to the Spike Strike ability mod which uses the same spikes as the weapon mod but has no cooldown)
  • Proximity Barrage projectile pattern reworked and damage increased from 50 to 75
  • Homing Blades projectile count reduced by 2 but damage increased by 100%
  • Ultra Shot projectile speed increased by 40%
  • Piercing Wave trigger chance increased by 100%
  • Accelerating Shot no longer requires Bouncing Shot before it can spawn
  • Increased the starting speed and doubled the max speed of projectiles affected by Accelerating Shot or the Accelerating enhancement to make them more reliably hit targets and not feel like the range is too short
  • Reload Arc added way too much visual spam so I’ve moved it to use a smaller arc of projectiles but with double the damage to compensate
  • All projectile pattern mods (Zig Zag Shot, Spiral Shot etc.) now have a fixed pattern that doesn’t get larger per level as this caused them to be practically unusable even if it looked funny. This should make pattern mods a more reliable way to scale weapon damage
  • X Shot rarity decreased from Legendary to Epic
  • Gold Dice is now a weapon mod called Dice Shot. It's unchanged in function other than it only affects weapon mods (since there were only 2 ability mods that were chance based and both had already high starting chances)
  • All Strike and Storm mods have been heavily buffed as they didn't feel Legendary
  • Reduced the amount of recoil added by Recoil Shot by 75% per level and also added a max cap of 200% to keep it usable in long runs
ABILITY BALANCE CHANGES
  • Rebalanced Laser Beam to be more competitive with the other abilities (much faster damage tick rate of the laser bubble but shorter duration)
  • Black Hole damage tick rate doubled
ABILITY MOD BALANCE CHANGES
  • Replaced Fire Turret with Wave Turret and Poison Turret with Beam Turret since any turret can be enhanced with fire and poison now
  • Damage Explosion damage increased from +150% to +250%
  • Crystal Strike damage increased from 300 to 400
  • Energy Ring damage increased from 10 to 20
  • Big Explosion movement speed penalty reduced from -15% to -3% per level
MELEE WEAPON BALANCE CHANGES
  • Dagger damage range increased by 20%
  • Pickaxe cooldown reduced from 6 to 5 seconds but the line explosion damage radius also reduced by 15%
MELEE MOD BALANCE CHANGES
  • Added a lenient 3 second period after dealing melee damage for eliminations to still count as being melee eliminations. This makes Vampire and the Knives Out blessing work on mods like Time Claws or Fire Claws
  • Ice, Fire, Lightning and Poison Claws now scale their debuff stacks differently depending on the melee weapon used. For example the Dagger is unchanged but the Hammer now deals 5 times more debuff stacks than before to compensate for the longer cooldown
PERK BALANCE CHANGES
  • Increased Scavenger chance to trigger from 5% to 10% and healing increased from 25 to 40 but the pickup lifetime has been decreased by 40% as there was little reason to play aggressively to get the pickups previously. Scavenger is also now guaranteed to trigger on Hard and Elite enemies (10% as usual for other enemies)
  • Removed Second Wind (increased damage when at low health). It’s not fun to have to be at low health for something to activate and it was just bloating the damage loot pool
  • Gold Coating (Gain crystals when healing) has been re-added to the game but with a change: it no longer works in shops due to a few strategies that would break the game very early on with it previously
  • Slippery Slope crystal gain increased by 250% but the amount of health removed at the start of each island has been increased from 20% to 33%
  • Increased Toxic max poison stack limit from +25% to +40% (so it adds a nice clean +100 max stacks per level)
  • High Roller is now correctly affected by the Ring Of Luck
  • Removed the 2 second cooldown from Dagger Dash
  • Crystal Asteroids trigger chance increased from 5% to 25%
  • Paycheck crystal amount increased by 33% to be competitive with other economy options
  • Removed the cooldown from Exploding, Freezing, Flammable, Electric and Poisonous Enemies perks- they should feel more legendary now!
  • As it was one of the most reported overpowered perks (especially in combination with Time Shot), Critical Blast damage has been reduced from 50 to 35
  • Since the meta of the game has shifted less from “never get hit” and more towards “get hit but heal back up”, I’ve buffed a few of the flawless related perks
  • Performance Bonus chance for 2 chests when flawlessly clearing an island increased from 25% to 30%
  • Damage Combo and Crystal Combo bonuses increased from +10% to +15%
  • Vitality high health threshold reduced from 85% to 75%
  • Powerslide fire stacks and damage doubled
  • Lingering Fumes rarity increased from Common to Epic
  • A sound and visual effect now plays whenever higher rarity loot spawns directly because of Streamer Loot. There is also now a message that pops up whenever Streamer Loot triggers as well as a stat saved in the inventory showing how many pickups it has affected this run
  • Driller now only spawns loot for teammates that also have the Driller perk in their inventory which should nicely balance things out. Previously only one teammate needed to have Driller in order to spawn loot for every teammate every time it triggered which was super unbalanced in comparison to solo runs. Note that if a player that doesn’t have Driller breaks a destructible rock, the game will still try and spawn a pickup using the team’s Driller chance
  • Tony’s Black Card now works similarly to Driller in multiplayer: instead of choosing the player with the highest discount, it adds up the total discount of all players combined and then divides by the total number of players that have Tony’s Black Card in their inventory
  • As per community feedback, Gold Coating has also been moved to be Epic rarity. It was one of the strongest ways to balloon your economy especially with strategies like deliberately dropping Mango to heal back the rest and get extra income. I am keeping this strategy in the game as it’s a fun way to optimize your build
  • Silver Lining now only triggers on damage that exceeds 5% of your max health to avoid being able to farm huge amounts of global damage by standing in low damage areas and outhealing the damage
RELIC BALANCE CHANGES
  • Relic Chests now contain 3 choices
  • Increased Relic Portal spawn chance by 20%
  • Ring Of Reinforcement now triggers whenever you gain armor (including gaining armor from other relics), not just when you explicitly pick it up from the ground
  • Hoarder has been moved from a perk (that already worked similarly to Double Vision) to be a more unique relic: You can pick up all loot in chests but can no longer drop pickups from your inventory or salvage loot
  • Poison Ring now also affects the max poison stack limit
  • Ring Of Rocket Jumping now only triggers when you deliberately rocket jump by exploding something at your feet- distant explosions will no longer knock you back so it’s now a much more purposeful mechanic
  • Combo Ring can now only show up when you already have a combo perk to avoid bloating the loot pool
  • Reworked Ring Of Healing from fully healing in shops to spawning guaranteed health rocks on each island
  • Ring Of Fury rarity increased from Common to Epic
  • Ring Of Wisdom rarity increased from Common to Epic and critical hit chance per island increased from +1% to +2%
  • Turbo Ring was hugely outperforming other fire rate mods so it has been moved to Epic rarity and the fire rate increase per island decreased from +3% to +2% (Previously it was giving +120% fire rate after 40 islands which is the equivalent of 10 Rapid Fire mods for the price of 1. The new value gives +80% which is more in line but still powerful)
ENEMY BALANCE CHANGES
  • Enemies no longer spawn in a boring and predictable way (one by one, easy enemies then hard enemies after), they now spawn in randomized packs which makes fights feel much more interesting and dynamic
  • Rebalanced enemy spawn weights and counts for more variety between waves and to make biomes feel less linear. Also some harder enemies will show up slightly later into a biome to allow for more contrast between early and late biome spawns
  • Increased the maximum amount of spawned enemies allowed at once from 45 to 50 on Normal difficulty and from 60 to 100 on Nightmare and Ultra Chaos difficulties
  • Enemies no longer have a 50% resistance to elemental debuff stacks when armored (players still have this resistance)
  • Elemental enemies no longer have a 25% resistance to their element
  • XL totems now double the amount of enemies instead of tripling them: with the new mixed enemy spawns mentioned earlier this should mean that XL islands will still be intense without feeling tedious. This change makes XL Horde islands take twice as long instead of three times as long
  • Enemy health increase per wave on Horde islands decreased from +25% to +5%. This should make XL hordes feel way more enjoyable to play instead of enemies becoming bullet sponges
  • Slightly reduced the amount of bonus enemy spawns on 2x challenge islands to improve pacing
  • Starfish launch attack hitbox + animation has been improved to be more consistent and fair
  • Pufferfish are larger, healthier and have a larger explosion radius to help differentiate them from regular small slugs
  • Pumpkin health reduced by 25% and time between attacks increased by 33%
  • Shotgun Crab projectile lifetime reduced by 50% and projectile speed reduced by 25%
  • Sniper Crab projectile has less gravity and slightly more speed in order to perform better at range and be more “snipery”
  • Minigun Crab projectile speed reduced
  • Minigun Crabs now have a spawn limit of 2
  • Laser Crabs and Hammer Crabs now have a spawn limit of 4
  • Ice Pumpkin attack is no longer affected by damage falloff but the attack radius is 40% smaller
  • Elite Ramming Grubs deal less damage and have better telegraphing of where their AOE damage is coming from
  • Elite Lightning Crab attacks have been reworked
  • Elite Hornets now have a spawn limit of 2 to prevent situations where the entire ground is covered in hornet energy rings. I’ve also reduced the chance of them spawning resin hornet destructibles for the same reason
  • Hornets now fly at a lower height to make them take damage from damage areas on the ground
  • Removed the Healing Enemies challenge modifier as it was more tedious than challenging
  • Removed randomness from many enemy attacks (I had originally designed some enemy prediction features with a range of values so that they might sometimes aim higher or lower than usual to make them “feel more alive” but I think making all enemies as consistent as possible is much better for the gameplay and skill ceiling)
  • Rewrote homing projectile logic to allow for many more interesting enemy attack formations as well as smoother projectile movement when using Homing Shot or other homing mods
  • Grubs no longer hide from the player which slowed down the pace when trying to clear islands fast
  • Increased crystal amount rewarded for defeating elites by 300% and for defeating bosses by 200% to make them more rewarding especially in the case of those new Island 3 elites
  • Decreased the chances of enemies jumping / dashing by 25% in Ultra Chaos just because it is more annoying than fun to throw a grenade and see the enemies leap 3 times in a row out of the way (this can still happen, it’s just less likely)
  • Reduced the time between bursts of the Elite Fire Skull X projectile attack and changed the formation to be a vertical line so projectiles are more focused in a smaller area and less likely to carpet the entire island in fire
  • Removed the Elite Ice Skull launch slam attack as it rarely hit and felt cheap when it did hit
  • Reduced the speed of all enemy launch slam attacks (Starfish, Elite Fire Crab) to make them easier to dodge
  • Elites and Bosses were often a complete joke and melted in seconds due to the power spike from going to the shop. To make this feel a bit more balanced and like a proper duel that tests your build I’ve moved the biome enemy health scaling back one island so the jump in enemy health that normally would happen on the first Desert island now happens on the final Arctic island and so on for the other biomes. To be clear this only affects the last island in each biome (it doesn't happen on the first Tropical Elite island for fairness) and enemy scaling is otherwise unchanged
  • Limited the amount of bounces many enemy projectiles have as they could be quite unpredictable and cause cheap damage
  • Fixed large grubs often performing their attacks hidden out of sight at the back of an island, slowing down the pace
QUALITY OF LIFE CHANGES
  • You can now ping owned pickups (including unchosen loot in chests) to allow teammates to pick them up without you having to make space in your inventory just to remove the ownership and immediately drop the loot
  • Rewrote interaction logic to never allow a portal to be interacted with while there are chests or pickups in front of you (this prevents annoying situations that could happen where you’d try to open a chest and accidentally choose a portal behind it before you took your loot!)
  • Added unique player colors in multiplayer which affect your nametag and ping to make it easier to identify teammates
  • Crystals dropped by enemies in Ultra Chaos difficulty now get auto collected when the island ends if they haven’t already expired to prevent tedious backtracking
  • Many improvements have been made to portal spawns preventing multiple of the same portal type from spawning (like 4x of the same Waves or Elite portal) and increasing the variety of portal choices that can appear
  • Salvaging happens twice as fast to improve pacing / responsiveness
  • Improved the positioning of the red energy rings that spawn from rocks to be more visible and less likely to be hidden in the ground
  • Improved portal VFX to appear faster as previously it could take over a second before the 2X / Flawless icons showed up
  • No more than one elemental damage area can overlap at the same time to improve visual clarity, performance and overall consistency (it was possible for enemies to layer 10 of the same damage area on one spot which resulted in players getting melted out of nowhere)
  • Elemental damage areas can no longer spawn underwater
  • The Mirrored Projectiles challenge modifier now works on damage over time and ability damage but there’s a minimum time between mirrored projectile spawns to prevent extreme amounts of projectiles spawning on frequently ticking damage
  • You can now move backwards and sideways on ice but it still should feel slippery and hard to change directions quickly
  • Glass Cannon and other greed perks that negatively impact max health now correctly restore the max health that they took if interacting with a Random Totem
  • Landmines have a shorter fuse time to make them much more likely to hit enemies and be more fun to use in general
  • Landmines spawned from the Landmine Rain modifier can now be destroyed much more easily and are less easily knocked around by your shots
  • Added a separate ammo counter for dual wield weapons
  • Added an upwards force when knocking back enemies to make it easier to knock them off ledges and generally make melee knockback a bit more consistent
  • Disabled enemy ragdoll physics for now- it was lowering performance, obscuring vision and causing crashes in some cases
  • Fixed ultrawide monitor field of view being too zoomed in and not positioning the crab correctly
  • You can now spam the infinite pedestal much faster than before
  • Rerolling the shop now has less of a delay before pickups / new prices are visible
  • Improved UI text legibility by adding a consistent drop shadow. This should make it much easier to see on bright surfaces like sand, snow or the sky
  • Added a Speed tag to Speed Demon and Ring Of Swiftness and made it mandatory to have at least one speed tagged piece of loot before Speed Is Power will show up
  • Resin Hornet destructibles can now spawn loot with Driller
  • All chance based mods now accurately show their actual chance to trigger in the inventory UI so no more guessing when you pick up Gold Dice!
  • Text chat now respects uppercase and lowercase typing so you aren’t always SHOUTING LIKE THIS
  • Added a sound when a chat message is received
  • Exploding slugs no longer deal damage to you when eliminating them at close range in Ultra Chaos difficulty
  • Entering water no longer cancels your slide- this just felt clunky and annoying. The movement speed penalty is enough by itself
  • Weapon spread now resets on reloading so no more high spread right after reloading
  • Added free look to the spectating camera so you can finally look around at what is going on while spectating
  • Rewrote spiraling projectile logic to not completely break when under 60 FPS. It may look a bit different to before but at least shouldn’t brick builds on lower FPS anymore
  • Increased the minimum distance that an enemy can spawn (including resurrected enemies) from a player to prevent situations where slugs would appear to spawn under players and make them take unfair damage
  • Adjusted player spawn points to make sure that they aren’t next to barrels
  • The game now autosaves on island 4 of each biome (as well as island 1 as before) to make restarting a biome after a disconnect or crash less punishing
  • Crystals are now auto collected from enemies that get eliminated by fall damage in Ultra Chaos difficulty
  • Crystals are now auto collected for convenience on shop islands on Ultra Chaos difficulty
  • Improved Paycheck description to be less confusing (it now mentions that it is based on 20% of the current price of a Common pickup)
  • Added a low ammo sound
  • Improved various interactions with accelerating projectiles. Shooting the Flamethrower or Cluster Launcher with Accelerating Shot no longer results in the projectiles falling uselessly to the ground right in front of you
BUG FIXES
  • Fixed enemies becoming invincible after a certain point in a run so truly endless runs are now possible
  • Fixed homing barrels staying active and getting in your way when clearing an island
  • Fixed projectiles fired in formations (like arcs) “leaning” left and right depending on the direction you were moving in. They are now aligned horizontally with your crosshair, improving consistency
  • Fixed launching enemies winding up for too long and bouncing off the ground before dealing damage from the launch
  • Fixed Bouncing Explosion not working properly (slow projectiles would appear not to bounce at all). This has also fixed many inconsistent enemy attacks that bounced when they shouldn’t have
  • Fixed Bouncing Shot giving 3 bounces at level 1 when it should be 1 bounce
  • Fixed Bouncing Shot not giving a damage bonus to weapons that deal proximity damage such as the blade launcher
  • Fixed shield VFX being difficult to see on certain enemy types like Blocker Skulls
  • Fixed many enemy burst attacks doing more damage than intended- enemies can now deal max one of their projectile’s worth of damage in a short timeframe (previously they could sometimes deal damage that counted multiple projectiles at once which felt like unfair damage was dealt)
  • Fixed teammates being able to set off friendly landmines
  • Fixed greed loot that wasn’t specifically a perk from being auto looted
  • Fixed the slow motion effect that happens when a player gets eliminated only happening when the host was eliminated- it now works on all players
  • Fixed Clone Explosion not having visuals for mods like Aura Explosion
  • Fixed health rock / max health rock healing areas spawned from the secondary shards that fly out not giving the same amount of health as the main healing area spawned by the rock
  • Fixed the Streak Shot buff being reset by indirect projectiles such as Scatter Shot or Split Shot missing
  • Fixed poison stacks on enemies being limited by teammates that didn’t have Toxic equipped- the enemy will now always stay at the highest poison stack limit from all players that have hit it
  • Fixed crosshair spread not updating on dual wield weapons
  • Fixed enemy projectiles often completely missing if fired at you while aiming down sights
  • Fixed enemies sometimes shooting at the ground below them instead of at the player
  • Fixed certain mod combos (like a few levels Big Shot and Glue Shot on the crossbow) not dealing damage in some cases due to the projectile collision being larger than the explosion radius: this has resulted in an AOE buff for Big Shot on weapons with larger projectiles
  • Fixed elemental damage from the fire and ice pools created by the Ice Staff and Flamethrower scaling with weapon damage which wasn’t intentional- the goal with these weapons is to spec into Firestarter and Ice Cold rather than just building into damage as usual. I’ve doubled their base elemental stacks to compensate
  • Fixed Elite Barrel Skulls from not appearing in the Holdout minigame
  • Fixed Homing Thorns dealing inconsistent damage (sometimes sneaking in 2 or 3 hits)
  • Fixed various menus that could go offscreen on non 16:9 aspect ratios
  • Fixed loot location UI not showing up if loot spawns while a player is eliminated
  • Fixed Leap Of Faith not dealing fall damage
  • Fixed crystals sometimes spawning that had to be manually collected
  • Fixed not being able to interact or melee properly with high levels of Big Bones equipped
  • Fixed Rocket Launcher not consistently exploding when aiming directly down
  • Fixed Starfish flying upwards infinitely, softlocking the game
  • Fixed Crystal Asteroids not working on Demolition or Parkour islands
  • Fixed various awkward chest spawn locations and reduced the distance of chests from portals
  • Fixed inventory slots being blocked by other UI elements at certain resolutions
  • Fixed issue where non-host players sometimes didn’t save their autosave at the start of each biome
  • Fixed Aura Shot resetting Streak Shot
  • Fixed bouncing shot causing massive damage spikes in some cases (there were several bugs here like damage increasing exponentially per bounce on weapons like Blade Launcher or the free bounces you get from Orbiting Shot counting towards Bouncing Shot)
  • Fixed Level Up sometimes not leveling up anything
  • Fixed max Blender level not always dealing damage consistently with the Claw and Dagger
  • Fixed boss keys and health sometimes not spawning at all
  • Fixed softlock where the island would never end (usually happened on late game runs when you were eliminating enemies as soon as they spawned)
  • Fixed enemies sometimes not facing the correct player when performing an attack and firing through their own bodies without turning
  • Fixed Leap Of Faith dealing damage to health through armor, dealing damage on Parkour islands and rewrote the trigger condition to be purely based on how hard you hit the ground when landing rather than the previous one that could trigger at weird moments


Phew that was a lot of patch notes to write up, enjoy the update and see you soon for the next one! I plan on releasing a few smaller updates (Randomizer Mode, Ultra Chaos Modifiers, Tony) more frequently as I add things like unique pickup visuals in the coming months. Thank you so much for playing 🦀

The Elemental Update (Early Access Update 9)



Patch Highlights


NEW WEAPON: ICE STAFF

NEW ABILITY: ELECTRO GLOBE

NEW MELEE WEAPON: PICKAXE

TURRET REVAMP

INFINITE PEDESTAL

NEW ISLANDS

NEW ENEMY: HORNET

XL TOTEM

NEW ABILITY VISUALS

Patch Notes


GENERAL
  • Turrets have been reworked, all turret spawning turret perks have been all moved to Ability mods in order to give you agency over when and where to spawn them as in the previous system they often spawned outside the map bounds or far away. Turrets now lose health over time but there are ways to extend their lifetime with perks and create infinite turret builds!
  • Added new infinite shop pedestal type: one can be found on every reroll and the loot doesn’t despawn when purchasing, allowing you to invest heavily in one particular piece of loot
  • Added new enemy: Hornet
  • Added new enemy: Elite Hornet
  • Added new enemy: Hammer Crab
  • Added new enemy: Elite Ramming Grub
  • Grubs lacked identity so have been reworked to have a ram attack and have been merged with mini grubs
  • Added new island type: Harvest
  • Added 1 new Tropical island
  • Added 2 new Arctic islands
  • Added 4 new Desert islands and reworked some of the least fun ones
  • Added 1 new Volcanic island and improved some of the least fun / most cramped existing ones
  • Added unique shop islands for each biome
  • Added 5 new songs
  • Added Tony snoring sounds
  • Reworked Ice: removed max stack limit, enemies now take all stacks as damage when thawing and thawing now automatically happens a short time after freezing
  • Added 23 new achievements: Abilities and Melee Weapons can now earn medals just like Weapons can
  • Added new inventory category: Melee Mods
  • The following Perks have been moved to be Melee Mods: Vampire, Big Claws, Sharp Claws, Iron Claws, Blender, Ice Claws, Fire Claws, Brawler
  • Added new Melee Mods: Lightning Claws and Poison Claws
  • Added new weapon mod: Pumpkin Shot: Chance to lob explosive pumpkins along with your shots
  • Added new ability mod: Bounce Explosion: Abilities gain bounces and explode on each bounce
  • Added new ability mod: Heat Sink: Ability cooldowns reduced
  • Added new ability mod: Landmine Explosion: Abilities spawn landmines when exploding
  • Landmine base damage increased from 33 to 75 (as it is affected by damage falloff)
  • Added new perk: Lingering Fumes: Enemies apply existing poison stacks to nearby enemies when eliminated
  • Added new perk: Poisonous Armor: Poison nearby enemies when breaking enemy armor
  • Added new perk: Health Is Power: Damage increased by 1% for every 50 health you have
  • Added new perk: Speed Is Power: Damage increased by 1% for every bonus movement speed % you have
  • Added new perk: Silver Lining: Damage increased each time you take damage
  • Added new perk: Lightning Dash: Dashing shocks and knocks back nearby enemies
  • Added new relic: Turbo Ring: Fire rate increased by 2% after clearing each island
  • Added new relic: Ring Of Healthy Turrets: Turret health increased by 400%
  • Added new relic: Twin Ring: All turrets spawn in pairs
  • Added new greed relic: Ring Of Tankiness: Max health hugely increased but movement speed heavily reduced
  • Added new relic: Ring Of Wisdom: Critical hit chance increased by 1% after clearing each island
  • Added new challenge modifier: Icy Enemies: All enemy attacks freeze you
  • Added new challenge modifier: Twinned Enemies: Enemies spawn in pairs
  • Added new challenge modifier: Healing Enemies: Enemies heal nearby enemies when eliminated
  • Added new challenge modifier: Landmine Rain: Landmines rain down from the sky at random
  • Many new VFX and sounds added to replace placeholder content
  • The number of physics crowns in the lobby now match the wins of the hosting player
  • Added 3 new skins: Chrome, Vampire and Heat
  • Greatly reduced bandwidth when there is a lot going on in multiplayer games by combining damage events that happen in a short space of time together. This has the side effect of crits behaving slightly differently- if you land a shotgun blast on an enemy all at the same time, critical hits will be rolled on the total damage dealt, not per pellet. With this change you should no longer get kicked from a game due to too much going on. Also cases where you go down to 1 FPS due to a lot happening at once should be much rarer
  • Enemies get knocked around less in general: I’ve made many tweaks here but in general you’ll notice enemies feel more “solid” and in place, allowing for more consistent and focused damage to be dealt to groups of enemies especially with abilities
  • Perks like Juggernaut or Up The Ante now affect Elite and Boss islands- each 100% extra enemies reached spawns an extra boss / elite
  • Hazard damage areas (fire, ice, poison) now only apply their effects when actually landed on the ground and stepping in them to prevent less cases where damage is taken in mid air which could often feel cheap. Lightning damage areas function the same for now as they don’t deal damage and just slow you down
  • AOE explosions now have damage falloff to deepen the combat feel. Previously if an enemy was even slightly touching the outer radius of an explosion, they’d receive full damage so there was no real incentive to aim your abilities- it’s now much more satisfying to line up and directly hit enemies with your grenade and other explosions. This in turn also makes incoming damage from enemies more fair- if you dodge an enemy attack but are very slightly still in the hitbox, you’ll receive far less damage than before. The only AOE damage type that does not get affected by this falloff is melee as it felt bad to lose damage if not right next to an enemy
  • Salvaging pickups now always gives 50% of the pickup cost even when the Expensive Shops modifier is active (previously it only gave 33% of the value)
  • Shop prices on all difficulties are now closer (as on Easy they were cheaper than intended and on Ultra Chaos they were a bit too expensive)
  • Shop prices are 5% cheaper per player in multiplayer (previously they were 20% more expensive per player, now are 15% more expensive per player)
  • Added new “Arcanifying” enhancement (I will find a better name for this later)
  • Added new “Targeting” enhancement (works like Targeting shot but for enhanced projectiles)
  • Added rarities to Enhancements and removed Spiraling and Chaotic enhancements as they were pretty much debuffs
  • Improved enhancement filtering to make it impossible to roll freezing on Fireball Shot or homing on Homing Shot for example
  • Enhancement Totem price decreased and is 50% less likely to explode on use
  • Valued Customer now works when using the Enhancement Totem
GENERAL BALANCE CHANGES
  • 3 portals spawn by default on multi choice islands making it easier to counter the feeling of bad RNG
  • Runs are now counted as wins even if you get eliminated when looping- this means you can see how far your build can go without risking losing a victory stat / rank
  • The number of islands per biome has been reduced from 8 to 7 for pacing reasons (5 combat islands, 1 shop and 1 elite / boss)
  • Turret spawning perks have been moved from the Damage to the Skill loot pool (other than Fire Turret and Poison Turret which are staying in the Elemental loot pool)
  • Sentry Turret fire rate doubled
  • Mortar Turret damage doubled
  • Poison Turret poison stacks increased from 10 to 100
  • Enhanced Turrets turret damage increased from +75% to +100%
  • Turrets no longer block projectiles which means no more situations where you have a big cluster of turrets that are all blocking each other and end up dealing no damage
  • All damage dealing greed perks are now multiplicative instead of additive: this is indicated by the “global damage multiplier” keyword being used. This includes Brawler which previously only added a flat damage % rather than multiplying the total melee damage multiplier
  • Crystal scaling has been rebalanced to scale up way less sharply (which means shops break much later and prices in general are lower and easier to memorize)
  • Crystals visually dropped by enemies matches the amount you pick up (so bonus crystals are much more satisfying visually)
  • The Rush blessing goal is now shared by teammates to make it easier to achieve in multiplayer
  • Reroll totem cost has been halved in the first shop you visit
  • Totems now only explode when you’ve gotten a buff from them at least once (excluding Glass and Fuse totems being destroyed by damage or time)
  • Loot totems now cost 25% of your health (up from 20%)
  • Crystal totems now cost 25% of your health (up from 10%)
  • Crystal bundles can no longer be salvaged (only because it didn’t make sense to do it)
  • Starting health reduced from 300 to 150. Keeping the early game feeling dangerous is part of what makes these kinds of games fun- having 300 health just meant that the first biome often felt overly safe especially now that I've made the early game easier
  • Reduced demolition nest starting health and loop health scaling
  • Bananas have been removed from the game for now (in the beta I tried removing the heals from hearts (so they only gave max health) and people still chose them over bananas so now hearts just heal AND give max health)
  • Gold totems can no longer spawn hearts or armor
  • Crystal totem chance to explode increased from 25% to 50% as it was possible to go on very long streaks of gaining crystals which could break the balance of the game- still possible now but less likely
  • Mirrored Projectiles no longer trigger from damage over time damage or ability damage as they could spam projectiles
  • Increased elimination requirements for the Rush blessing on Horde islands so that they are an actual challenge
  • Bronze Hearts now give 100 max health (down from 125) and Gold Hearts now give 500 max health (down from 650). Silver hearts are unchanged
  • Adjusted locked slot unlock cost scaling to be cheaper
  • Halved the amount of fire stacks applied to you when stepping in lava on the Volcanic biome
WEAPON BALANCE CHANGES
  • Auto Rifle damage increased from 5 to 8
  • Auto Rifle projectile speed increased by 400% to feel more “hitscan” and responsive
  • Dual Pistols damage increased from 5 to 6
  • Burst Pistol damage increased from 6 to 8
  • Orb Launcher weapon mod trigger multiplier increased to match what the Auto Rifle has
  • Orb Launcher mag size increased from 36 to 42
  • Sniper fire rate increased by 25%
  • Minigun damage increased from 2 to 3
  • Flamethrower spread heavily reduced
  • Flamethrower range increased
  • Flamethrower level of the starting Fire Shot mod has been increased from 2 to 4, making it much more consistent to fight flying enemies instead of relying on the fire areas below
  • Rocket Launcher damage increased from 35 to 50 (to help counter the new radial damage falloff a bit- direct hits will now be more rewarding)
  • Arcane Wand explosion radius increased by 75%
  • Laser Cannons damage increased from 2 to 3
  • Marksman Rifle was feeling underwhelming to many people so I made a few changes: no more scope, new crosshair, damage increased from 8 to 12 per bullet and fire rate reduced slightly
WEAPON MOD BALANCE CHANGES
  • Targeting Shot now acts as a copy of your main shot and can trigger on hit weapon mods
  • Torpedo Shot damage increased from 100 to 250
  • Triangle Shot damage increased from 100 to 200
  • Steady Shot damage increased from +50% to +75% when aiming
  • Money Shot crystal gain per shot hit reduced from 4 to 1 (still a big buff due to new crystal scaling)
  • Rapid Fire fire rate buffed from +10% to +12%
  • Light Shot fire rate buffed from +15% to +20%
  • Health Shot cooldown increased from 1 to 2 seconds
  • Spike Strike damage increased from 50 to 300 and cooldown reduced from 4 seconds to 1 second
  • Firework Shot / Explosion projectile damage increased from 30 to 50 and I’ve made them move 50% less chaotically so you can more reliably aim them
  • Spore Shot and Spore Explosion mushroom damage increased from 25 to 75
  • Shotgun Blast damage increased per pellet from 10 to 32 and projectile lifetime increased by 33%
  • Ice Strike cooldown reduced from 10 to 5 seconds
  • Removed unused debuffs so Random Shot will be more effective
ABILITY BALANCE CHANGES
  • Grenade damage increased from 75 to 150
  • Ice Blast direct impact damage radius increased from 0 to 7.5m
  • Ice Blast ice stacks per tick increased from 25 to 40
  • Ice Blast projectiles themselves now freeze enemies (not just the lingering damage area)
  • Since ability damage mods scale ice stacks on Ice Blast, I’ve reduced the ice stacks it applies from 40 to 25
  • Ability Ring cooldown reduction reduced from -75% to -50% (now that Heatsink is a thing)
  • Black Holes no longer knock landmines and barrels away (making them an anti synergy) and instead suck them in along with the other enemies
  • Improved Black Hole suction logic so that enemies will no longer overshoot the black hole center, making it hard to actually aim at them
  • Increased Black Hole damage per tick from 3 to 5
ABILITY MOD BALANCE CHANGES
  • Clone Explosion now properly triggers ALL ability mods as if you had thrown another grenade leading to much more fun combos (especially when building into turrets)
  • Removed cooldowns from ALL ability mods other than Ultra Mushroom (cooldown reduced from 9 to 4 seconds) and Crystal Barrage (cooldown reduced from 4 to 1 seconds)
  • Firework Explosion cooldown reduced from 8 seconds to 3 seconds
  • Bomb Explosion cooldown reduced from 6 seconds to 3 seconds
  • Energy Ring damage per hit increased from 3 to 10
  • Ultra Mushroom damage increased from 50 to 200
  • Removed boring / underwhelming ability mods (Heavy Grenade, Spiral Grenade, Snake Grenade)
MELEE WEAPON BALANCE CHANGES
  • Hammer now works as expected and won’t deal damage until hitting the ground rather than always dealing damage after a set delay
  • Hammer damage increased from 100 to 125
  • Dagger now slightly knocks back enemies
  • Claw damage increased from 30 to 50 and knockback strength doubled
  • Melee damage now triggers sooner in the claw and dagger animations, allowing them to be reliably spammed with high levels of Blender (you should now be able to actually turn into a blender)
  • You are now briefly immune to damage when on a downwards slam with the hammer or pickaxe
  • Melee VFX now uses the correct tint of the melee weapon / debuff used
PERK BALANCE CHANGES
  • Ice Cube, Oil Can, Metal Rod and Poison Vial (perks that increase damage to enemies with a specific debuff active) have now all been consolidated to a new perk: Elemental Expert: Damage increased to enemies based on the number of unique debuffs (fire, poison, lightning etc.) applied to them
  • Reworked Icebreaker: Ice damage is dealt to nearby enemies (each level increases radius)
  • All ice perk debuff stacks buffed (mostly doubled from their previous values)
  • Amber Resin healing amount buffed from +25% to +50% to make it a more reliable way to scale healing
  • Grim Reaper now heals for a % of your max health instead of flat healing
  • Hot Steam damage increased from 50 to 300
  • Critical Thinking damage reduced from +33% to +25% (as this is a global crit damage multiplier it is still very effective)
  • Sonic Boom knockback increased by 250%
  • Sonic Boom damage radius increased by 50%
  • Sonic Boom damage increased from 20 to 200 but cooldown increased from 2 to 5 seconds
  • Shockwave damage increased from 15 to 50 but cooldown increased from 3 to 8 seconds
  • Slugger damage and radius increased from +33% to +100%
  • Damage Aura damage increased from 3 to to 25 and radius doubled but damage falloff means you need to get close to enemies to deal that full 25 damage
  • Exploding Enemies, Freezing Enemies, Flammable Enemies, Electric Enemies and Poisonous Enemies base radius increased by 20% and cooldowns reduced from 3 to 1 seconds
  • Exploding Enemies damage increased from 50 to 300
  • Fire Aura, Ice Aura, Lightning Aura and Poison Aura damage increased from 15 to 50
  • Crystal Combo and Damage Combo now count 1x combo so you get a benefit from them even if you aren’t currently at a higher combo than 1x
  • Power Armor damage per armor plate increased from 10% to 12%
  • Big Hearts max health gain decreased from +100% to +75%
  • Bonus Crystals crystal gain increased from +33% to +40%
  • Sharp Claws damage increased from +50% to +100% to bring it more in line with Damage Shot / Damage Explosion
  • Sturdy Totems has been moved up to Epic rarity but now works PER totem rather than a confusing per island limit. There’s one caveat here: in multiplayer the totem will compare number of times it has been used to your sturdy buff so if 4 players all have Sturdy Totems level 5 and one teammate uses the totem 5 times, you won’t be able to use it another 5 times. Also this change fixes Sturdy Totems not working on totems when you find it in a chest on the same island as a totem and try to get the extra use
  • Rigged Totems has been removed (as it only affected 3 totem types (Health, Chance and Gamble) and wasted a perk slot) but these totems are now affected by Ring Of Luck to compensate
  • Poison on enemies has been capped at 250 stacks but they decay half as fast and this cap can be increased by the Toxic perk
  • Cursed Lottery has been removed for now as it is an easy win due to the infinite shop pedestals
  • Double Edged Sword / Gold Coating have been removed from the loot pool for now as they break the game due to the new crystal scaling
  • Up The Ante damage increased from +20% to +25% but additional enemies spawned increased from +15% to +20%
  • Juggernaut max health increased from +50% to +75% but additional enemies spawned increased from +15% to +20%
  • Powerslide damage increased from 2 to 5 and fire stacks per hit doubled
  • Driller chance to spawn bonus loot increased from 4% to 5%
  • Equalizer simplified as the wording was confusing
  • Iron Claws damage increased from 150% to 300% and the downside reduced from -50% to -40%
  • Removed perks that were bloating the loot pool / not unique enough to be interesting: Nourishing Salvage, Finishing Move and Healthy Combo
RELIC BALANCE CHANGES
  • Relic slots increased from 6 to 8
  • Relic chest portals have double the chance to show up compared to before
  • Ring Of Power is now multiplicative instead of additive
  • Ring Of Precision is now multiplicative instead of additive
  • Ring Of Destruction no longer works on friendly destructibles (mushrooms, barrels, landmines etc.)
  • Crystal Dividends has been moved to a relic: Ring Of Dividends: Gain 10% of your total crystals as a bonus after clearing each island
  • Red Fury has been moved to a relic: Ring Of Fury: Global damage multiplier increased by 50% for 5 seconds after eliminating an enemy (Note that previously it was a non global damage multiplier so this is a big buff and will scale with your run)
  • Adrenaline has been moved to a relic: Adrenaline Amulet: Fire rate increased by 33% for 5 seconds after eliminating an enemy
  • Reinforced has been moved to a relic: Ring Of Reinforcement: Gain two extra armor plates each time you pick up armor
  • Regenerating Armor has been moved to a relic: Ring Of Regenerating Armor: Gain an armor plate at the start of each island
  • Ring Of Luck trigger chance reduced from 100% to 75% (so that Health totems won’t be guaranteed due to the change to how Sturdy Totems works)
  • Ring Of Gravity rarity increased from Epic to Legendary
ENEMY BALANCE CHANGES
  • Simplified Ant attacks so that you can reliably predict what they will do: Red Ants now always do single projectile attacks and Poison Ants now always fire in an arc
  • Simplified Purple Skull attacks so that they always do a triple shot (before they also had a single shot attack that could last longer than anticipated / the animation implied)
  • Blocker Skulls now shoot a double shot instead of an X shot to reduce projectile spam
  • Enemies now respect their spawn limits so no more situations where multiple Elite Pumpkins spawn on a single island
  • Bosses now only reduce debuff stacks (like fire or poison) by 25% instead of 50% previously, making elemental builds more effective against them
  • Melee crabs are more aggressive up close and swipe more frequently
  • Ice crabs are now slippy
  • Purple Skull projectile speed increased by 25%
  • Scorpion health increased by 33%
  • Elite Poison Grub now summons mini grubs in addition to the regular lesser grub enemies
  • Elite Poison Grub slam attack now spawns 3 energy rings instead of 1
  • Elite Poison Grub projectile damage areas reworked: they now deal no damage but apply more poison stacks when stepping into them
  • Elite Barrel Skull attacks adjusted to be a bit more varied
  • Enemy barrels in general were underwhelming so their explosion radius has increased by about 33% to be more dangerous (you can use this increased radius to your advantage too as barrel explosions hurt enemies too, just don’t stand too close!)
  • Improved homing barrel logic to be able to continue tracking players when losing line of sight
  • Enemy sizes adjusted (many harder enemies are now larger and easier to hit)
  • Crabs that do launching attacks have double the wind up time, giving more time to react
  • Elite Fire Crab / Elite Ice Skull launch attack radius lowered by 20%
  • Reduced Elite Lightning Crab health slightly to bring it in line with the other elites
  • Enemy health on Horde islands starts off lower so the first few waves are easier
  • Damage reduction for elites and bosses when looping with the Unfair Bosses modifier active has been reduced from 30 seconds to 20 seconds (so it wears off faster)
  • Increased the spawn cost of pumpkins, poison ants and regular red ants so that they’ll spawn in slightly lower numbers
  • Red Challenge Crystals can now spawn more than 1 type of enemy at once
  • Enemies now take 200% more damage from hazards (so lining them up around barrels, rocks and explosive enemies is more rewarding)
  • Fewer enemies spawn on the first 3 biomes (non looping) for better pacing as it could feel like a bit of a slog before runs got going. This also nicely increases the contrast as the runs get more and more chaotic as time goes on
  • Fire, Ice and Poison Slugs no longer leave trails of their debuff behind when moving as this was the main source of bad performance when multiple were on screen at once. Their on death damage areas now last a bit longer (from 5 to 8 seconds) to compensate
  • Improved enemy spawns on the ice cave loop island where enemies would often get stuck on the left side
  • Grenade Crab projectile speed and explosion radius slightly increased (they were overly nerfed before and should be a threatening enemy)
  • Launcher Crabs now have worse aim but fire a triple shot instead of a double shot
  • Enemy fire damage area lifetimes have been reduced from 6 seconds to 4 seconds so it should be much less likely to run into situations where the entire ground is covered in fire
  • Removed damage cap on all Elite and Boss enemies that prevented them taking more than 15% of their max health in a single shot
  • Enemies that are immune to ice (Elites and Bosses) now take full ice damage but can continue moving and attacking as usual
  • Enemy health increase per horde wave increased from +10% to +25% (ideally on longer hordes they can actually be overwhelming)
  • Enemy crystal rewards on Horde islands are based on their original max health to keep Horde islands balanced while still allowing for huge amounts of enemies to spawn
  • Ants now have a longer spawn animation to give you more time to react before they start attacking
  • Barrel Skull projectiles that spawn barrels no longer deal 1 damage- no more ruined flawless challenges!
  • Added new sounds for Starfish to improve their telegraphing and slightly increased their damage radius
QUALITY OF LIFE CHANGES
  • You can now drop crystals for your teammates (finally!)
  • Adjusted enemy hitboxes to prevent them getting stuck in walls
  • Projectiles can now be fired in any location (no more weapons invisibly breaking on parkour islands) and the blue barriers around each island will block projectiles (making bouncing shot builds more effective on open islands)
  • Added some new placeholder totem visuals for the Random, Glass, Gold and Fuse totems to better identify them
  • Any crystals spawned AFTER an island has been cleared in Ultra Chaos difficulty no longer need to be manually picked up (to prevent boring backtracking to distant destructible rocks)
  • Friendly energy rings are now green to make it easier to distinguish between friendly and enemy rings
  • Made a simplified green health bar for turrets to more easily tell them apart from enemies
  • Changed the Volcanic biome sand to a lighter color to improve visibility
  • You no longer collide with turrets as they often just got in the way
  • Added UI to see how many crystals your teammates have. This replaces the score UI text for now, will decide on what to do with that in the future
  • Breaking destructible rocks / landmines no longer knocks enemies back (this had an anti-synergy with fire rocks as they’d be knocked AWAY from the fire zone)
  • Lesser projectiles (like Mace Shot) now update their tint if they have an elemental debuff from enhancement totems
  • Optimized Crimson Haze VFX as they were causing FPS drops on busy islands
  • Weapon mastery challenges that required Nightmare difficulty now also work when you win on Ultra Chaos
  • Landmine Shot / Landmine Explosion landmines are now spawned in a much more stable way- no more landmines flying off in random directions and missing the target!
  • Removed the camera shake that happened when Critical Arrows hit nearby which was very annoying in combination with Damage Aura
  • You no longer trigger your own landmines by walking near them
  • Improved parkour spawns and adjusted banana positions for cases where players were sliding under them
  • Improved barrel physics to be less unstable
  • Improved cases where enemies took a long time to spawn on certain islands
  • Reduced interact radius to prevent situations where you’d accidentally enter a portal while choosing chest loot
  • Increased global projectile limit from 500 to 750 and projectiles are cleaned up 66% faster so it should be harder to reach the projectile cap
  • You can now stand on top of enemies
BUG FIXES
  • Finally fixed the issue that caused non-hosting players to get kicked from multiplayer games when too much was going on at once
  • Fixed dual wield weapons canceling Pickaxe and Hammer damage when firing at the same time. This will be improved in the future to also work consistently on claw and dagger
  • Fixed issue that caused you to get eliminated when interacting with spiked chests while poisoned
  • Fixed some perks exploding barrels when you spawned into an island, dealing unavoidable damage
  • Fixed issue that caused shop loot to cost 0 crystals when going far enough into a run
  • Fixed issue that could cause less pickups than usual to appear in chests
  • Fixed issue that allowed the same relic to spawn in multiple chests on the same island even if you had just picked up that relic in a previous chest
  • Fixed bug that prevented Auto Loot from working on Rare Treasure / Driller / Boss key pickups when no chests spawned (due to High Roller or similar)
  • Fixed Steam achievements not completing even if you had the corresponding in game challenge completed already
  • Fixed auto melee not working when melee cooldown reduction perks were equipped
  • Fixed big lag spikes that could happen when firing at teammates with piercing weapons such as the flamethrower
  • Fixed Aura perks not working after you respawned in multiplayer games
  • Fixed issue that caused terrain to change shape at high FOVs
  • Fixed Thorn Shot not dealing the full amount of damage advertised as they expired too soon after hitting enemies
  • Fixed various holes in the borders of different islands that could create softlocks
  • Fixed not all barrels getting destroyed when islands are cleared
  • Fixed flickering / disappearing chests when at the edge of the screen
  • Fixed spore mushrooms not aligning to enemies correctly
  • Fixed Driller not calculating correctly in multiplayer games- you should see it trigger more consistently now
  • Added the correct Driller % chance to the inventory UI for multiplayer games (previously it didn’t show the scaled value- shared Driller chance divided by the number of players
  • 0.5)
  • Fixed issue that allowed you to parry (block) your own damage areas which made healing trivial with the Ring Of Parrying
  • Fixed visual bug that prevented turrets from rotating correctly for non hosting players
  • Fixed Elite Barrel Skull barrels spawning under the ground
  • Fixed bug that allowed Arcane to crit and deal huge bonus damage in certain situations
  • Fixed demolition nests having inconsistent amounts of armor plates
  • Fixed Amber Resin not working with perks like Grim Reaper
  • Fixed explosions being invisible on Minimal weapon effects setting
  • Fixed some destructibles like spore and ultra mushrooms being immune to turret damage
  • Fixed auto looting keys also giving you the salvage crystals for them
  • Fixed the difficulty UI being cut off on some screen resolutions
  • Fixed incorrect aura perk inventory descriptions (they now all deal the correct debuff amounts)
  • Fixed turrets not targeting shielded enemies even after the shields had been broken
  • Fixed turrets not visually aiming at enemies properly
  • Fixed issue that caused circular crosshairs to disappear when aiming
  • Fixed exploit that allowed non-hosting players to farm wins at the victory crown island
  • Fixed several rare crashes
  • Fixed several Relic inventory description values not matching up with their actual values
  • Removed the > 100% resolution quality graphics setting options as they were lowering performance with little to no visual gain


As always thank you so much for playing my game, it's the reason that I'm still here working on it 🦀

The Variety Update Part 2 Hotfix #2

Hotfix #2 (Version 2003)

Thanks for all the community feedback on the last update- I've made some fixes and improvements based on it! 🦀


    [h3]General[/h3]
  • Added cactus destructibles to the Desert biome

    [h3]Balance Changes[/h3]
  • Double destructibles (both combat and reward) spawn in the Desert as most islands there are quite open and bare
  • Totems are both more likely to initially spawn AND are more likely to spawn in groups
  • Shop prices have been decreased by 25% but scale a bit more sharply when looping (so building into economy becomes more important in the late game but shops are more accessible in the early game). Greed loot now is worth exactly the same as Epic loot
  • Slippery Slope now scales with each island similar to the Paycheck buff in the previous patch. It gives more than double the amount that Paycheck does so I’ll keep an eye on it in terms of balance. Also added total crystals gained stat for Slippery Slope in the inventory UI
  • A lot of players have mentioned that they are seeing too many duplicates (loot with a + over it that is something you already have in your inventory) too early on in a run which pollutes chest choices so the initial chance for finding duplicates has been lowered
  • Armor now gives enemies less health and reduces elemental damage by 50% instead of 75%. This should make fighting heavily armored enemies with elemental builds feel much less tedious
  • Elemental enemies now take 50% less debuff stacks of that matching element (down from 75% less stacks). This means Fire Crabs or Poison Ants now will feel more consistent to fight with fire / poison builds
  • Elites now have 25% resistance to elemental debuffs (previously 0% resistance) and Bosses now have 50% resistance (previously 75%). These changes will make elemental builds much more consistent across elite and boss fights, notably the armored ant boss which could take forever if relying on an elemental build
  • Elemental enemies matching element resistance decreased from -50% to -25%
  • Previously, enemy attack and movement speed increased by 1% with each island. This didn’t really end up feeling very noticeable so it now is applied per loop instead for a more noticeable jump in challenge (the values are unchanged from before, just applied at a different time)
  • Scorpion health buffed by 25% (for such an intimidating enemy, they were blown away too fast by most builds- the previous nerf hit them a bit too hard)
  • Scorpions no longer spawn on the Volcanic biome as there were some islands that felt unfair for them to be on
  • Scorpions can no longer be shielded
  • Fire Pumpkins now have a longer time between attacks, making it less likely that the entire floor gets covered with fire
  • Grub health reduced by 25%
  • Removed smaller Desert islands from the elite island pool as these could create unfair fights in cramped spaces
  • Vitality and Second Wind now show if their damage bonus is active or not in the inventory UI
  • Hitmarker audio lowered further as it was still quite grating when a lot was going on

    [h3]Buffs[/h3]
  • Explosive Armor radius doubled
  • Flammable Armor radius doubled but fire stacks reduced from 75 to 25 (since the previous patch allowed it to damage the armor owner, it became a bit too strong)
  • Fire Shot fire stacks increased from 25 to 30
  • Dual Shotguns damage increased from 5 to 6
  • Auto Shotgun damage increased from 3 to 4
  • Rocket Launcher damage increased from 30 to 35
  • Burst Pistol number of shots per burst increased from 4 to 5 and clip size increased from 24 to 30
  • Auto Rifle fire rate increased to be more balanced with the other starting weapons

    [h3]Nerfs[/h3]
  • Starting health reduced from 400 to 300 (the mega buff to starting health ended up removing the danger of the first biome, making the early game feel a bit free and making building into health less important)
  • Similarly, hearts had gotten buffed too much which often made choosing health perks feel like a waste. New values:

    1. Bronze Heart: From 150 max health down to 125 max health
    2. Silver Heart: From 400 max health down to 250 max health
    3. Gold Heart: From 1000 max health down to 650 max health
  • Due to the way that the Ring Of Precision was calculated, it actually added more critical hit damage than intended so has been reduced from +250% to +150% critical hit damage
  • Ring Of Defense damage reduction reduced from 50% to 40%
  • Coral Amulet extra chest pickups reduced from 3 to 2
  • Tony’s Amulet extra shop options reduced from 6 to 5
  • Grappling Hook damage reduced by 50% as it was dealing double the damage of the Grenade ability while also providing big movement gains- this melted through elites in the early game and wasn’t intended to be so strong for single target damage

    [h3]Bug Fixes[/h3]
  • Fixed annoying bug that caused Limpets to become invulnerable whenever frozen, leading to dragged out fights in certain cases
  • Fixed Giant Ant homing attack that could go invisible but still deal damage
  • Fixed Bouncing Shot incorrectly calculating damage that could lead to millions of damage out of nowhere
  • Fixed bug that occasionally prevented the Burst Pistol from firing when using Autoloader
  • Fixed non hosting players not seeing Nest health bars updating correctly
  • Fixed Glass Totems being destroyed by Aura perks or Powerslide
  • Fixed Ring Of Rocket Jumping not working with the Cluster Launcher
  • Fixed issue that could prevent the game launching with Steam correctly which would break multiplayer invites
  • Fixed various cases where UI text was getting cut off
  • Removed broken Demolition nest UI counter
  • Fixed several rare crashes
  • Fixed longstanding bug that caused totems that dispensed loot or secret chests in shops to have a far greater luck value than intended, leading them to constantly spawn Epic and Legendary loot which could create broken power spikes. Also fixed Driller and Rare Treasure loot drops being influenced by Streamer Loot which only should affect chest loot

The Variety Update Part 2 Hotfix #1

Hotfix #1 (Version 1999)

    [h3]Difficulty scaling improvements[/h3]
  • Enemy damage bonus when looping has been removed. There was previously a whopping +100% damage multiplier to all enemy attacks when looping from island 33 onwards which created very unfair situations where enemies would melt your entire health bar in a second, especially with fire. Enemy damage should feel much more fair and consistent when looping while still being a challenge- looping is meant to be quite difficult
  • Enemy spawn bonus when looping decreased from +33% to +20%
  • Islands 1 and 2 of a biome no longer can spawn two waves of ranged enemies back to back

    These changes should make looping feel far less unfair / punishing while maintaining the challenge

    [h3]Scorpion mega nerf + rebalance[/h3]
  • Scorpion projectile damage reduced by 60%, projectile radius reduced by 33%, projectile speed reduced by 15% and removed projectile bounces. Also reworked their attack patterns to be more dodgeable and less spammy
  • Increased scorpion walk speed slightly: it should now feel like more of a close / medium range threat and less of a run ender

    [h3]Other changes[/h3]
  • Flamethrower buff- now starts with level 2 Fire Shot (up from level 1)
  • Rebalanced enhancements: pattern enhancements like Chaotic or Spiraling have less intense motion to make them less likely to miss their target. Enhancement damage increases are +50% damage other than Sticky and Damaging which are +100% (previously Damaging was at +400% which was very broken)
  • Splitting / Scattering bonus projectiles decreased from 3 to 2 (as it was extremely broken with some combos)
  • Fixed issue that would cause projectiles created by the Splitting and Scattering enhancement to apply ALL weapon mods to those enhanced projectiles, resulting in extreme damage spikes that weren’t intended
  • Demolition nests now scale health more with the island count as they became far too easy to destroy past the first biome
  • Scorpions can now spawn from red challenge crystals