Skillshot City - bencelot
Just some QoL and bug fixing this week!

[CHANGELOG]
  • Joining in R1 will give you 100% of average xp, not 80%
  • Fixed a bug with the wrong synergy challenge getting completed
  • Improved the loading time when hoping into a new map
  • Made the options menu save settings more reliably
  • Classes unlock a bit slower, every 10th instead of 5th level. This prevents early DNA flasks being too diluted across all 8 classes, and lets new players get more drops on simple ones like Assault.
  • Added more play flasks to the start of the progresssion system to give noobs more control and choice.
  • Left clicking while random class mode is enabled will no longer affect the random class selction. It's right click only as the description says
  • Every skill's description now has an extra line that describes how the mutation works (shown in the main menu, not in-game)
  • Items in the rotationg show can now go up to 3x value (instead of 2x value). Generally things that cost 800u or more are 3x value, and 400 to 800 range are 2.5x value.
  • Your mute list is now saved between play sessions (type /mute bencelot to mute someone. Type /unmute bencelot to unmute).
Skillshot City - bencelot
SYNERGY CHALLENGES

This version adds a bunch of new challenges that not only test your player skills, but also teaches you how to use the skills in the game too!

Each challenge has the following format:

1) You must play a specific class
2) You must use a specific skill (specially chosen to combo with that class)
3) You must win at least 9 trophies in the match (basically come 1st or 2nd)

If you win while using the required class/skill combo you'll complete the challenge and see numbers go up. You can also claim the reward, which is either ACID, Magnets, or the premium currency Uranium.

JUICY REWARDS (48 daily challenges worth of ACID)

There are 24 challenges available for free, and 80 if you have the Deluxe DLC. But even for free to play players, these rewards are quite nice. It will take a long time to win all of these challenges so I wanted the grind to be worth it. Just in the 24 free challenges you can claim:

+400 uranium
+4 magnets
+2400 acid

You can convert that 400 uranium into 12,000 acid, or 14400 acid total, which is what you'd get from completing 48 daily challenges (or 10 full days of grinding the 5 dailys per day). Hopefully this is a good incentive for people to grind these challenges, because...

THE REAL REWARDS ARE THE LESSONS YOU LEARN ALONG THE WAY

I mostly added this system to teach new players some of the many synergies in Skillshot City.

This is a complex game and it's a bit overwhelming for a new player. Where to start? How to make a good build? What should I equip? These challenges now provide a guide.

Each challenge has been chosen to require you to win with a strong synergy, and also has a useful tip explaining how to use it. You can read through these challenges, even the ones in the DLC section, and get ideas on how to improve your builds. Look for your favorite class and see what skills are suggested to combo with it, and then read the tip for how to pull off the combo.

The challenge grid starts with some basic and obvious synergies, but also includes more advanced ones too. There are even challenges which require 2 skills instead of a class and a skill. Some examples:

Self Repair (skill) + Mirror Image (skills)
TIP: Cast Self Repair first, then immediately cast Mirror Image after. Your clone will spawn with Self Repair activated, allowing you to get double healing.

Sniper (class) + Shrapnel (skill):
TIP: Sniper throws an extra grenade, and Shrapnel makes grenades deal extra damage.

Scavenger (class) + Medical Supplies (skills):
TIP: Scavenger drops a bunch of loot once you collect 50 pieces of it. Medical Supplies heals your for each bit of loot you pick up, making your nearly invulnernable when the 50 bits of loot drop out of you.

Assault (class) + Hypnotic Army (skill)
TIP: Hypnotic Army lets you bring civs into a fight with you. When they die Assault's perk makes each one of them drop a free health kit.

OTHER RECENT CHANGES

I've made a few hotfixes to the game over the last month. I've updated the in-game changelog feature but not offically posted about them here on Steam. Here are some of the bigger changes if you haven't played in the last few weeks:

\[MAJORISH CHANGES]

  • All players have been given a starter flask for each class that gives 4 rares, 2 epics and 1 legendary skill that was specifically chosen to synergize with that class (and indeed appears in this new synergy challenge grid).

  • Added QoL features like a "CLAIM ALL" button on modifiers level ups, and made the flask opening animation instant (unless you're about to get a legendary).

  • Fixed various bugs and crashes for Chinese peeps.

  • If you join a game mid-match, the auto skill picker will now try prioritize skills you like, instead of pure random.

  • Clicking JOIN GAME on someone's name via the friends page will try to put you into their squad, instead of merely just joining their server.

  • Servers that have lots of high level players in them now give out slightly more trophies at the end of the match

  • Random skills mode now lets you equip the top 2 slots of your build. The bottom 6 slots are still randomized. So you still have SOME control over your build, but not as much as constructed mode.

  • Added 20 new gun skins. Rainbow gun skins! These are added after the silver and golden ones, ranging from 105 to 200 combined class levels. Basically you can adjust the colour of the gun and the glow with a slider.

  • Streamlined magnets. They now give exactly 500 DNA every time, and never hit rarities. The exception for this is Magnetic Flask, which always hits rarities. This works out to slightly more DNA given per magnet on average, and is far more reliable.

  • Warmup round is now throwing knives only!

  • The free login bonus in the shop now gives 2x more acid

  • There are now 5 instead of 4 free daily challenges. And each one gives 300 instead of 250 acid (900 instead of 750 for DLC).

  • The 6th bonus daily challenge now gives 3x values instead of 2x value. 3,000 acid for 100 uranium, instead of 4,000 for 200.

  • We can now spend our syringes directly and instantly on any skill you want by holding ALT in-game. You no longer need to shop around at vendors until you randomly see the one you like.

  • Balanced a lot of guns and skills

TODAY'S CHANGELOG

And these are the rest of the changes that just went live today:

\[GAMEPLAY CHANGES]

- Constructed mode (non-random skill build) can now reroll the draft twice instead of just once. It costs $1000 each time.

- Vendor bullet speed upgrades are back to +15/30/45% speed instead of +10/20/30% speed

- Players who join the game late come in with slightly less XP than before

- Shotgun range is 30 instead of 28, Shotguns speed is 100 instead of 85

- Reduced recoil experienced while shifting slightly, especially for rifles and machine guns

- The hitbox of shifting enemies is slightly larger, as it's too annoying to hit people zigzagging all over the place (especially with high netcode)

\[SKILL CHANGES]

- Critical Rage now also triggers against gangsters

- Phase Drifting does slightly more damage

- Proximity Rounds trigger radius is smaller

- Mana Shield duration is now 3s instead of 2.5s, but it gives slightly less protection

- Killer Cooldowns mutation restores a bit less health against players (same vs civs though)

- Gunslinger reload speed is a bit faster

- Illicit Income has slightly higher ROF per wanted level

- Fixed a bug with Armed Robbery's mutation not dropping enough vendor upgrades

- Manic Mechanic's fire rate mutation goes back to +40% isntead of +30%

Skillshot City - bencelot

Hey all, pretty spicy change here:

- We can now INSTANTLY spend our syringes as soon as we earn them, simply by holding ALT and clicking the button in the skill draft. You no longer need to shop around at vendors.

Note, I put out a patch yesterday which was a bit broken. This version fixes it. I'm reposting yesterday's changelog here, with a few tweaks.

Have fun!

bencelot


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\[SKILL DRAFT CHANGES]

Vendors no longer sell mutations. Instead we spend our syringes in the skill draft.

Mutating now always costs 1 syringe instead of 1/2/2/2/2.

Instead of getting 1 syringe on score 5/10/15/20/25/30/35/40/45/50/55/etc you get 1 syringe at score 10/20/30/40/50/60/etc.

A new indicator is shown next to your syringes up the top right saying "Next Syringe: X/20 Score"

Syringe Supply modifier now drops 1 instead of 2 syringes. Drug Stash modifier has a 20% instead of 50% chance of syringes.

Slowed down the levelling curve. 7500xp now reaches level 10 instead of level 12.

Level 10 is now when scoring stops, not level 12. This makes for cleaner maths.

We now get +3 score per level instead of +2, capped at 30 (enough for your 3rd syringe mutation).

Level 10 is now when you get your 5th skill, not level 12. Cleaner milestone.

In constructed build mode (not using random skills), the 3rd skill slot no longer appears when you hit levels 5 and 6.

Instead, you can reroll on these levels so you can see another skill from your build. This costs money, but is instant.

Rerolling on levels 5 and 6 now costs $3000 instead of $1000 (it's still $1000 if you do random class mode).

\[GENERAL CHANGES]

There are now 5 instead of 4 free daily challenges. And each one gives 300 instead of 250 acid (900 instead of 750 for DLC).

The 6th bonus daily challenge now gives 3x values instead of 2x value. 3,000 acid for 100 uranium, instead of 4,000 for 200.

Weekly challenges now require 4/8/12/16/20 dailys to complete instead of 3/6/9/12/15 (as we have 1 extra per day)

\[GAMEPLAY CHANGES]

Heart crates once again fall every 30s instead of every 60s

Heart crates stop landing after -2:00 into overtime

Fixed a bug with heart crates not being destroyed on the client

Random Class modes gives 5% less cash and XP for all amounts

Removed the infinitely explorable overtime thing in survival mode between rounds

Vendor upgrade costs now scaled based on the total amount purchased: 6/9/15/18/21/24/27/30k/etc

\[CLASS CHANGES]

Caster's skill upgrades are now -33% instead of -50% the cost, but apply to all upgrades, not just skill-ones

Skillshot City - bencelot
Hey all, small patch this week. The biggest change is this:

Zombies no longer lose their max shield when they revive. This makes kills earned as a zombie matter far more now, because when you kill enemies and they drop shield drops, you get to keep them after reviving. You now only lose shield when you die, not when you revive.

Have fun!
bencelot


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[GAMEPLAY CHANGES]
Max shield is now 60% instead of 40% (3 kills instead of 2)

Zombies no longer lose their collected max shield when they revive

When zombies revive, they respawn with exactly 50% health and shield

The heart drops during overtime now land at -0:30, -1:30, -2:30, -3:30

Players move 5% faster

Skill Healing vendor upgrades now give +10/20/30% instead of +15/30/45%

Skill duration/size/speed vendor upgrades now give +15/30/45% instead of +20/40/60%

Chemicals now cost $8000 instead of $6000

Added a new chemical called Supply Beacon. Supply beacon lets you summon a supply drop to your location with a 30s timer. The passive gives you +20% cash from loot on the ground



[SKILL CHANGES]
Beefcake's mutation now gives +2/4/6/8 isntead of +3/6/9/12 max hp per upgrade purchased. Raw max hp ranges from 16 to 72 instead of 20 to 90 max hp.

Manic Mechanic's mutation now gives +40% instead of +50% rate of fire

Automatic Armor cooldown now ranges from 15s to 8s (instead of fixed at 10s). Duration is 1.5 instead of 2.0s.

Revenge Rockets now fire back at gangsters and cops. The mutation gives 40/80/120/160% new rockets instead of 25/50/75/100%

Rambulance healing now ranges from 3 to 13.5 instead of 4 to 18 hp/s

Proximity Rounds trigger range vs gangsters reduced to 35/70/105/140 instead of 50/100/150/200m

Regeneration healing begins 1.5s after combat instead of 1s.

Boots of Travel speed begins after 1.5s instead of 1.0s. Move speed is now +16% to +72% instead of +14% to +63%

Stimpacks healing now ranges from 3 to 10 instead of 3 to 13.5. Stimpacks mutation health kit chance ranges from 8 to 32% isntead of 7 to 28%

Mana Shield duration is now 2s instead of 2.5s after casting a skill

Charged Shot mutation healing is now 20/40/60/80 instead of 15/30/45/60

Energy Vortex cooldown is now 2s faster

Hypnotic Army cooldown is now 2s faster, and max followers is +1 larger

Assassinate no longer prioritizes players with higher bounties, allowing it to instead focus on closer enemies
Skillshot City - bencelot
Hey all, a fairly small patch today but with some interesting changes from observing new people play:

1) Heavy class no longer drops health kits, but instead can recharge its shield to 100% in XP Pools. This makes it actually act like a heavy tanky boi, instead of more of an "agility" character where you need to grab the kits. Easier for new players to understand, and interesting mechanics of holding space near XP Pools.

2) In squads mode, players missions are now shared with allies.

Have fun!
bencelot


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[GAMEPLAY CHANGES]
- Civilian mission progression is now shared with allies in squads mode. The requirements are higher with more people

- There is +1 extra heart drop at each minute before overtime.

- It once again requires 3 kills instead of 2 to get the 3rd skill at levels 5 and 6

- Damage health kits now give +30 instead of +20 hp



[CLASS CHANGES]
- Assault reload speed is now +100% instead of +70%

- Sniper range is now +15% instead of +10%

- Heavy's first perk is changed. It now is called "Over Shield": Standing in XP Pools will overheal your shield up to 100% of max health. Your normal max shield is also +20% larger.



[SKILL CHANGES]
- Frenzy's ally buff radius is 50% larger

- Shift Supply's mutation speed boost now lasts 2s instead of 1s

- Armed Robbery will always drop at least one cash pile (if nothing else drops and not on cooldown)

- Mirror Image clone health reduced by 4%



[MODIFIER CHANGES]
- The Risky Traders modifier has been removed, and now replaced with Heavy's old medkits perk.
Skillshot City - bencelot
Welcome to Skillshot City

Same game, new name. Gene Shift Auto has been renamed to Skillshot City!

I'll explain why below, but first want to reassure everyone that you'll keep all of your account progress. This is simply a name change, but the game itself is the same (apart from some spicy gameplay tweaks mentioned below). If you want to read why the name was changed and what it means for the future of this game, read on. Otherwise, skip to the changelog below to see the gameplay changes.

Check out the New Trailer

Why the Name Change?

The main reason for the new name is to align the name with the gameplay, and attract the right kind of players. Players who'll enjoy the high skill PvP combat that the game now features in 2025.

The original name was chosen because Gene Shift Auto sounded a lot like Grand Theft Auto. This game does after all have cops, missions, cars, gangsters and more - and whenever I'd post the game online the most upvoted comment was always, without fail, something like "omg, this game looks just like GTA2!". So I took that as a good sign that GTA was the main selling point and something to base the name on.

However, after the game went F2P in 2022, this changed. Far more players started playing the game, and with these new players I got far more feedback. I got to observe what the much larger F2P playerbase actually cared about, and it wasn't the GTA stuff. The main thing players talk about now is the skills. The feedback is always about the skills. The combos, the synergies. What their skill build should be. What's broken, what needs a buff, how to improve the skill drafting system, etc.

It became clear to me that while GTA2 makes for great screenshots and gets lots of comments online, it's not what actually keeps players in the game. Cops and missions are fun, but they're not where the replayabilty lies. They are simply a source of XP for what the game is really about - the skills. It no longer make senses to attract GTA2 fans if they're going to have "seen it all" after a few matches.

Instead, we want a name that attracts high-skill PvP fans. Fans who like creating combos, getting flashy kills, mastering their build, and outplaying enemies. This is where the replayability of the game lies - not the cops and missions. This is what keeps you playing 100+ matches as you unlock and discover thousands of new and broken combos.

And so, the name is now Skillshot City! This new name clearly has strong PvP vibes it attracgt PvP gamers. It puts a focus on the skills and the flashy skillshots you often use to win!

This will attract more PvP gamers who would actually love this game, if they had only known to check it out in the first place. Now they will. We'll fill up our servers with fresh competition and get new voices in our community. Ultimately, this will get us more players, and help prepare the game for the v1.0 release.

What's Next?

The main focus now going forward is preparing for the big v1.0 release. After many years in Early Access, Skillshot City is a complete game that delivers hundreds of hours of fun for the right kind of gamer - the kind of gamer we will now be attracting. So my focus will be contacting streamers, the press, preparing marketing assets, and so on.

I want to make the game as fun as possible, and the single best way to do that now is to just get us more players. More hype, fuller servers, more voices in the community, etc. This name change is the first step towards this, but I'll be spending the next few months really ramping up the exposure of the game. So now would be a great time to hop online and get involved in this new growing community!

Happy skillshotting!
bencelot.

Full Changelog

[GAMEPLAY CHANGES]

- Heart drops now come every 60s instead of every 30s.

- There is +1 heart drop during overtime.

- Hearts give 10/20/30xp based on the round.

- Players with high kill streaks now drop extra cash when killed. This now goes up to a 20x streak, which will drop $10,000.

- Slightly more gangsters spawn in the map.

- Gangsters now explode in a larger radius (now the same size as explosive crates).

[CLASS CHANGES]

- As a scientist, every vendor is guaranteed to sell chemicals if you don't yet own a chemical.

- Scavenger's copy coin no longer duplicates Syringes.

[SKILL BUFFS]

- Asssassinate slightly prioritizes players with high bounties.

- The skill duration tag now applies to Combo Killer's mutation, allowing for even longer infinite shifting.

- Mirror Image's clone health is now a percentage of your max health, ranging from 20 to 34%.

- Shift Attack's mutation now restores more ammo per shift, ranging from 8 to 32% instead of 6 to 24%.

- Frenzy cooldown is 1s faster.

- Automatic Armor recharges every 10 instead of 12 seconds.

- Smoke Bomb's mutation doesn't throw health kits quite as far away, making them easier for the owner to collect.

- Shift Supply mutation reworked. It no longer restores shifts when you touch jump pads or XP Pools. Instead: Shift Supply now boosts your move speed for 1s after shifting, by +8/16/24/32%

- Beefcake now gives 10 to 90 max hp instead of 8 to 72 max hp, but it makes you even larger.

- Falling Inferno molotov duration boost is now +3/6/9/12 instead of +2/4/6/8.

- Force Field's mutation now gives +12/24/36/48 damage instead of +10/20/30/40.

- Gunslinger's reload speed is now +20-90% instead of +10-45%.

- Manic Mechanic now also gives +10-45 xp per car destroyed

- Flying Dagger now has +6 range and speed

[SKILL NERFS]

- Blade Fury slashing DPS now scales based on level, ranging from 50 to 120 (instead of fixed at 100 hp/s).

- Venom Shot mutation healing now ranges from 20 to 80% instead of 25 to 100%.

- Clip Magnet now takes 6s longer to fully charge up a clip (the mutation however is unaffected).

- Energy Vortex cooldown is 1s slower.

- Mana Shield duration after casting skills is now 2.5 instead of 3.0s.

- Toxic Blood's mutation now ranges from 8 to 32 hp/s instead of 10 to 40hp/s.

- Flaming Bullets no longer has the duration tag on it (just gets too busted especially with the mutation).

- Proxmity Rounds now deal +7 instead of +8 damage per shot.

- Laser Scope's extra range is now 2/4/6/8 instead of 3/6/9/12.

- Phase Drifting's healing mutation is now 8-32 instead of 10-40 hp/s.

- Shockwave cooldown is now 2s longer.

[MODIFIER CHANGES]

- Skill Reloader modifier has been replaced with a new modifier called: Drug Stash. Capturing gangster loot has a 50% chance to give +1 bonus syringe.

- Healing Pools now restores 50 instead of 40 hp/s inside XP pools

- Impact Zone now gives +40% instead of +33% blast size to explosives

- Mega Missions now gives 4x instead of 3x for the first mission of the match

- Shell Shot now gives shotguns +70% instead of +50% range

- Air Supplies drops even more loot

- Bob Boxman has a 50% chance to spawn civs inside crates

- Bombflation drops 5 instead of 3 of that grenade type for killing a cop

- Cluster Cars fires out 6 instead of 4 bazookas when destroying cars

- Broken Barrier changed slightly. Players now respawn with 40% barrier, but they don't regenerate.

- King of the Pool has even fewer XP Pools

- Rest & Reload now gives +100% reload speed when standing still instead of +50%

- Skill Scan reveals enemies for 10s instead of 5s after using a skill

- Augmentation gives +5 instead of +4% gun DMG when buying upgrades

- Bomb Rush boosts your move speed for 15s instead of 10s

- Chemical Chaos spawns 2x more chemicals in the map

- Damage Drops now makes vendors drop 2 instead of 1 double damage loot

- Life Guards now spawn a gangster next to EVERY XP pool instead of only half of them

- Shield Steal now restores 35% instead of 30% of damage done to enemies

- 360 No Scopes now gives +36 instead of +25 damage per shot

- Hide & Heal gives 3s instead of 2s of invisibility

- Open Wounds now slows now regen above 50% instead of 60% health

- Sonic Boom makes you travel 10x instead of 6x further when shifting

Skillshot City - bencelot
Hey all!

This is a very simple change, but one that will massively level the playing field between new players and veterans.

- When you mutate a skill at a vendor, it now always gives a flat +2 skill levels. It no longer gives +1/2/3/4 based on the rarity.

This is pretty huge, as before veterans could get 3 mutations per match and get 3x4 = 12 bonus points. Whereas new players who might only have commons would get just 3x1 = 3 bonus points. 12 vs 3 is just too big of a difference. Now, all players will get 3x2 = 6. Far more fair!

Rarity still matters for the strength of your mutations. And it also allows you to reach higher levels. So a legendary skill can be taken up to level 8, compared to a common reaching level 5. But you'll have to actually spend your points to get there, thus taking away from other skills. You no longer get the bonus points for free.

Special thanks to Hank for this idea, and for the people who helped me think it through in more detail in Discord. This is a risky change from a business perspective, because part of the reason people grind and/or buy the DLC is to experience higher level skills. And that's now harder to do, as you don't get those extra points. But a fairer game is a funner game, and hopefully word of mouth and longer playtimes will make up for this.

Enjoy!
bencelot

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[GAMEPLAY CHANGES]
- When mutating a skill, it now gives a flat +2 skill levels. It no longer gives +1/2/3/4 points based on rarity.

- As rarity no longer determines skill points, to avoid confusion the rarity colours are no longer shown in the leaderboards and victory screen.

- Random class now gives +0/15/20/21/22/23/24/25% instead of +0/15/25/26/27/28/29/30% cash and XP.
Skillshot City - bencelot

Hey all, this version makes a significant improvement to the skill rarity system, especially for new players! Here are the big changes:

1) You can now equip COMMON skills to your skill builds. You no longer need to get them to Rare status.

2) You can now buy MUTATIONS for common skills as well. This will give +1 skill point (Mutating Rares now gives +2, Epics +3, Leges +4).

3) Mutations for skills are now split into 4 steps instead of 3, allowing common skills to access the lowest tier of the mutation.

Generally the gap between veterans and newbies is smaller now. For example a legendary mutation used to be 3x stronger than a rare mutation. But now it is only 2x stronger. New players will also be able to copy the skill builds that they see in the leaderboards, and be able to equip this reliably on ALL classes, instead of having to get Rare's first. And also, everyone can try out all the mutations the moment they unlock the skill!

Enjoy!

bencelot

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\[GENERAL CHANGES]

- The Deluxe DLC now also gives a one-time +30 level boost (not that useful for vets, but good for new players).

- 2x the amount of ACID is given when claiming level ups. It is now 100/300 instead of 50/150.

- Full Flasks are now called "Double Rare Flasks" and they guarantee at least 2 rares (or higher) drop. Cost is now 1000 instead of 750.

- Tweaked a few button colours, fixed a few bugs, and improved the tutorial.

\[GAMEPLAY CHANGES]

- Common skills can now be equipped to builds and get mutations as mentioned above.

- Skills can now go up to level 8 instead of level 7.

- Most skills have an extra 8th skill point added to the end, bigger than the 7th. But some have been rescaled instead because an 8th point would be too busted.

- Rescaled all of the mutation values for every skill, mostly to fit a 3/6/9/12 pattern instead of a 4/8/12 pattern.

- Fixed a big bug where vendor skill upgrades were being applied to skills that didn't have that tag. This will fix a lot of broken builds.

- XP Fountains now hold more XP and drain faster if you have random class/build modes applied.

- Active skills generally have slightly longer cooldowns now (by about 2s).

- Random skills mode now gives +15% instead of +10% ingame farm

- Random classes now give +15/20/25/27/28/29/30% instead of +20/23/26/27/28/29/30%

- Reduced down the amount of cash in the game. Slightly boosted the amount of health kits in R3.


\[GAMEPLAY CHANGES THAT WERE SILENTLY HOTFIXED A WEEK AGO]

- More trophies are awarded at the end of solos matches, with the potential to actually get 11 trophies for winning a solo game if there are enough high rank players in the server.

- Fixed the zombie respawning algorithm to make it almost impossible to rspawn more than 250m away from an incoming heart drop

- All healing skills are 50% as effective in the circle of death

- You can no longer enter civilian vehicles. However, a single shot will force the civilian to jump out


\[SKILL CHANGES]

- Executioner now only buffs bullet damage, not nades skills, etc

- Killer Cooldowns gives half as much cooldown restoration to skills (chems and ammo are untouched)

- Automatic Armor gives slightly less damage reduction

- Regen has slightly slower healing

- Blade Mail kicks in at 50% instead of 40% health, but with weaker damage reduction

- Poison Trail has a 4s delay after triggering instead of a 2s delay

- Charged Shot now gives a bit less damage after casting skills

- Frenzy's base duration is 4s instead of 3s

- Stimpacks mutation drop rate is a bit lower

- Medical Supplies has slightly less healing

- Shrapnel has slightly less chance to spawn nades in crates

- Phase Drifting is a bit slower

- Bullet Time has 3.5 instead of 4s duration

- Energy Vortex has a slightly faster cooldown, but less healing

- Flaming Bullets gets back the duration skill tag, and the duration now scales with level

- Firestorm now does 50% damage at the edge of its splash radius instead of 100%. It's cooldown is slightly faster

- Boots of Travel moves a tad faster.

- Beefcake now gives a bit more max health.

- Cluster Bomb now fires a fixed 1/2/3/4 bazookas at the end, instead of a fraction of the grenades thrown.


\[WEAPON CHANGES]

- Flaregun, Blast cannon, and Molotovs all now deal 50% damage at the edge of their splash radius instead of 100%.

- M3 now has +1 bullet in the magazine and does 70 instead of 63 damage per shot.

- SPAS now has 100 rpm instead of 120, but does 65 damage per shot instead of 54 (same DPS, but more bursty).

- Blast Cannon now does 80 damage per shot instead of 60, but it's rpm is 90 instead of 120 (same DPS, but more bursty).

Skillshot City - bencelot
Hey all, just a small balance and bug fixing update. This hopefully fixes the server crash issue that's been going on the last month, but if not please report it in the global chat to let me know.

Enjoy!
bencelot

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[GAMEPLAY CHANGES]
Empty cars and civ/cop cars no longer take extra damage. It's the same damage as cars take when players are inside them.

The warmup round no longer gives voting for a round modifier, so we play with just 2 per match instead of 3. 3 imho is just too much to keep track of and I often forget which ones are active. Also warmup needs time for ppl to chat and rest between games (or open flasks), which atm you can't do as you are required to win the warmup.

Shields pickups give +20% instead of +10%, but are capped at 40% instead of 50% (it takes 2 kills to max out instead of 5, which allows noobs to catch up max level with vets fasters, and prevents vets snowballing once they hit 5+ kill streaks)

Toned down the excessive brightness on critical bullets to improve visual clarity

The camera view range is extended slightly


[SKILL NERFS]
Flaming Bullets dps ranges from 2 to 8 instead of 2.4 to 9.6

Vamprism healing is now 6% to 24% instead of 8% to 32%

Laser Scope bullet speed ranges from +10% to +40% instead of +12% to +48%

Radiate's explosion range is reduced slightly

Energy Vortex cooldown is 2s longer at all levels

Falling Inferno's damage ranges from 30% to 120% instead of 40% to 160%



[SKILL BUFFS]
Regeneration's mutation restores ammo at 25/50/75% instead of 20/40/60%

Automatic Armor recharges every 12s instead of every 15s

Frenzy mutation reworked. It now adds a flat +2/4/6s to the frenzy duration when cast (so it becomes 5/7/9s), instead of adding it after each kill. Can't chain it anymore, but it's more reliable and noob friendly

Stimpacks now has a 12/24/36% chance of a med-kit instead of 10/20/30% chance

Clip Magnet now only takes 12/8/4s to recharge the other gun instead of 15/10/5s. Seeking speed is slightly higher too for all levels.

Blade Mail's mutation now gives +15/30/45 damage per med kit instead of +10/20/30

Proximity Rounds mutation makes you charge rounds +150% faster when near gangsters instead of +100% faster

Xray Vision's mutation now also shows "hidden" rare loot crates in the minimap. These are the crates that don't have a spawner underneath them.

Smoke Bomb's mutation now spawns 2/4/6 med kits instead of 1/2/3

Hypnotic Army cooldown is 2s faster and has a slightly larger radius

Poison Trail's chance of double damage is now 33/67/100% instead of 25/50/75%

Charged Shot's mutation now restores 20/40/60 health instead of 15/30/45

Bullet Time seeking now ranges from 20 to 80 instead of 10 to 70

Illicit Incomes cash per wanted level now ranges from 10 to 40% instead of 8 to 32%

Shockwave's cooldown is now 2s faster for all levels

Invisibilty's mutation now goes up to 100hp damage instead of 60hp, and gains at a rate of 8/16/24 damage/sec instead of 5/10/15

Spike Trap makes enemies vulnerable for 4s instead of 3s

Flying Dagger's base damage (to enemies above 50% health) is now 40% to 70% instead of 30% to 60%

Gunslinger once again boosts your reload speed, ranging from +20% to +80%. The grenades don't fly quite as fast through the air as before

Teleportation cooldown is now 3s faster for all levels

Manic Mechanic's +50% rate of fire duration now lasts 6/12/18s instead of 4/8/12s

Combo Killer's infinite shifting after a kill is now 2/4/6s instead of 1.5/3/4.5s

Soul Drop's jump height out of XP Pools is now 15/30/45 instead of 10/20/30m



[BUG FIXES]
- Hopefully fixed the server crash bug.
Skillshot City - bencelot
54 NEW SKILL MUTATIONS
Mutate your skills to unlock new combos!

Skills are the core of GSA. The first 90% of each match is spent leveling up as fast as you can to unlock skills and create strong synergies before the final showdown. Well this process just got a whole lot more interesting with skill mutations.



Every skill now has a "mutation power". This isn't active to begin with, but you can activate it at vendors by spending a new in-game currency called Syringes. A simple example of a mutation is the Self Repair skill. This normally just heals you, but if you activate it's mutation power it will ALSO make you move much faster for the 2 seconds that the heal is active. This opens up new ways to use the skill, like chasing or escaping from enemies.



54 Unique Mutation Powers
All 54 skills in the game have their own unique mutation power. Here are a few examples:

- Radiate's mutation makes your own nukes heal you, allowing you to cast it on yourself.
- Executioner's mutation causes enemies to explode when they die, creating chain reactions of cops exploding eachother.
- Invisibility's mutation causes you to accumulate damage when standing near enemies, allowing you to stalk enemies to secretly charge up a powerful shot.
- Flying Dagger's mutation makes your throwing knife fly back to you like a boomerang, allowing you to double hit enemies and do trick shots.
- Bullet Time's mutation will steal all nearby enemy bullets and fire them back towards them (like in this image below).



Activate Mutations with Syringes
You get +1 syringe every 5 score you earn in game, and it works out so that most players will be able to activate either 2 or 3 mutations each match. But you'll usually have 5 skills, so you'll need to choose which skills you want to build around, as you can't mutate them all.

Mutating a skill will also give that skill a big boost of skill points, based on the rarity of that skill, forcing you to really invest into the skill you're mutating. This is a big power spike, and makes it extra exciting to earn score and get that next syringe. The primary way to get score is to level up but also get kills during overtime, and this new incentive to get score ASAP gets players to really hunt kills during the final showdown moments, instead of hiding away.



Full Changelog

[GAMEPLAY CHANGES]
- When you die or respawn, all vendor options reset for you.

- When zombies revive, they only start with 100 health, and will need to regen the reset.

- Knife now does 70hp damage, with 60 rate of fire. Instead of 60hp damage, with 80 rate of fire.

- Shadows from players in the air are more visible.

- Bomb Boxes have a slightly bigger explosion radius.

- Crate Race modifier can only be completed once per round.

- The leaderboards now show players' actual builds used in-game. Not their builds from the menu. This includes the skill level and syringes.

[CLASS CHANGES]
- Assault's reload speed is now +70% instead of +50%.

-Fixed a bug where criminal's gangster could kill enemies. It now caps at 1hp like the rest of the gang.

-Criminal's gangster has a 3% chance of appearing instead of a 5% chance when shifting.

[SKILL CHANGES]
- Backtrack renamed to Teleportation. Teleportation will teleport you to your target after a short channeling time. After teleporting, it will heal you.

- Combo Killer now drops loot starting at double kills, not triple kills.

- Armed Robbery rewards are now only given once every 60s. A little indicator will appear above the vendor's head to show when it's ready to be killed again. Speed vendor upgrades speed this up.

- Armed Robbery has higher drop rates to compensate.

- Blade Mail no longer buffs the next bullet as it takes damage. Instead, Blade Mail will drop damage med kits as you take damage.

- Rambulance no longer boosts your vehicle speed (too hard to drive with). Instead it will make your car take less damage.

- Energy Vortex no longer slows enemies (for netcode smoothness reasons). It has been compensated by having a larger radius and doing more damage/healing.

- Automatic Armor's protection duration is now 2s instead of 1.5.

- Firestorm flies a bit slower through the air.

- Assassinate's econ boost ranges from 30% to 120% instead of 40% to 160%.

- Critical Rage's cooldown rescaled to 32 to 8s, instead of 30 to 12s.

- Spike Trap's vulnerability time is 4s instead of 3s.

- Clip Magnet has greater seeking, but takes longer to refill a clip. The seeking bullets also now expire when that gun reloads.
...

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