Hi everyone!
We've heard your feedback and and are currently working on addressing common points of feedback as well as bug reports which have come in during the post-release period. We're looking forward to rolling out this upcoming update, but want to ensure balancing is in the right place. After all, we do not want to overcorrect - our concern is smoothing the experience of the game rather than wholly changing it.
Since we'd like to do a bit more internal testing ourselves as well, we figured we would roll out this update on a branch in the meantime for public feedback ahead of this being rolled out definitively. We figure it will be a few more days before this will be wholly public on the main branch.
You can access the beta branch with password "wantacracker" (be sure to remove quotes). This will give you access to the current balancing-in-progress version.
Remember - this current patch is a WIP! Changes present in this version are not final.
Here's our changelog for this update, and what to expect in the build:
Balancing:
Rebalanced ammo/health loot and introduced balanced mechanics (in easy/normal mode) for engagement in battle vs replenishments
Reduced cost of healing items
Enemies now alert before throwing a stone,
Bullet barrels no longer automatically extinguish at the start of a battle — only if bullets are collected
Balancing to ensure soft-lock situations are eliminated, particularly lacking health during boss battles
New boxes have been added in some locations that can, algorithmically, contain items
Hard mode remains unchanged, without additional rebalancing or mechanical changes
Frequency of loot and scaling better balanced for easy and normal mode
Better normal mode scaling
Tweaks to enemy AI
Tweaks to player stamina
Bugs/Other:
Improved P90 shot sound
Slightly tweaked throwing rock model scale
Fixed non-TAA antialiasing flashing screen,
Fixed several cases that blocked the game's progress,
Fixed minimum text size for non-Latin & non-Cyrillic fonts causing cut-offs in some areas
Spikes no longer attack the player if loot is on them
Please be sure to leave feedback (either in comments here or on the forums) with feedback on this update. Our goal is to provide a definitive middleground to address valid critique without overcorrecting and removing difficulty altogether. Most changes address difficulty in easy and normal modes specifically.
There is also the game's publisher's Discord for reporting feedback: https://discord.gg/yy7javF
We hope you all enjoy and thank you again for supporting Silly Polly Beast!
Stay tuned. The signal returns November 11.
First Day Update:
The driving license level requirement has been removed.
Fuel can now be purchased from your car’s service menu.
An UNSTUCK feature has been added to vehicles press CTRL + 9 to lift your car upwards.
A Delete Save button has been added to the save screen.
Vehicle fuel duration has been increased.
The save system has been improved.
One additional pickup truck has been added.
Greetings, Agents!
On October 31, 2025, a new version of Heist.exe will be released. This update is a hotfix to address a security vulnerability found in games made in particular Unity versions. Please note that after this update, the game will still be in Early Access and no major content has been added.
Additionally, the following changes have been made to the gameplay experience:
Tweaked the way the game detects player movement input, improving responsiveness for when the player can drop a possession they're holding after they stop moving.
When moving Agent Tehsi using keyboard, the game applies extra acceleration to her when she starts or stops moving (compared to controller). Previously, there was some unintended lag before you could drop a possession, but from my testing this issue has been resolved (please let me know if you experience otherwise!).
The way it feels to move Agent Tehsi remains unchanged.
Minor tweaks have been made to the way the first camera behaves in Mission 2: The Branch Network.
That's all, Agents. See you in Cyberspace!
This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain!
We're close to releasing Milestone 6 to the public now - we've fixed most of the remaining critical issues, and we're just trying to find a fix for the visual issues players will experience with UFO hull hiding on all UFOs from the Abductor onwards. Assuming no further serious bugs are reported by testers over the weekend, we should be on track for a release next week.
Changes:
Updated the air combat UI to move the "UFO Charge Time" bar to the bottom of the screen and make it more obvious. It now has a label, a tooltip and a countdown too.
Added a new "UFO Escaped" air combat result, which makes it more obvious when the combat has ended because the UFO has charged its hyperdrive and jumped away.
Added new fire sounds for the ballistic SMG.
Further improved the camera tracking for long-ranged shooting / shooting between levels.
Balancing:
Geoscape:
The start of Phase 4 has been moved forwards three days.
Reduced the maximum range of the Phantom and Gemini interceptors by 15-20%.
Lasers now cost slightly more Alenium to build, and the Guardian Armour Protection upgrade now costs 50 Alenium and 25 Alloys (previously 30 Alloys). Tactical Module upgrade now costs 20 Alenium in addition to its 20 Alloy cost.
Air Combat:
UFO Observer max speed has been slightly reduced so that an Angel on afterburner can (slowly) catch it.
Size of the deployment area has been reduced in scenarios where the UFOs are attacking you, preventing the player from deploying their fighters quite so close to the attacking UFOs.
Retreat mode now boosts your speed as if you had triggered the afterburners. Afterburners can no longer be triggered when in Retreat mode.
Tactical Combat:
When units suffer a morale break, they now have a 50% chance of Panicking and 25% chance of Fleeing or Berserking (previously 33% each). This change has been made because it's not particularly fun to have aliens Berserking too often.
Mind Controlled Xenonauts that return to your control during your turn (i.e. because you killed or suppressed the psionic alien responsible) now regain all of their TU.
Gauss weapons now carry 20% less ammo in each magazine.
Most alien species now have scaling Bravery values - noncombatants have reduced bravery, basic soldiers remain the same, higher ranks now have somewhat higher bravery. Enemies should start becoming harder to suppress from roughly the point you encounter Observer UFOs.
Sebillians now have scaling Regeneration - soldiers remain at +50HP, but elites + officers now have +75HP and praetorians + leaders +100HP.
High Eternal now has 500 HP (up from 200HP) and +150 Regeneration (up from 100).
Removed one alien from the first Alien Base mission on non-Commander difficulty settings.
Various changes made to the UOO Sabotage mission:
Increased the reinforcement timer by 2 turns.
Fewer of the enemies have Fusion weapons.
Various changes made to the UOO Bridge Assault mission:
Starting alien crew increased in number, but a larger percentage of them are now alien noncombatants with plasma weapons (rather than praetorian-rank aliens with fusion weapons).
Reinforcement timer increased by 1.
Alien reinforcements are now roughly half praetorians with fusion weapons, rather than all being elites with plasma weapons.
At the end of the mission, items are only recovered from the tiles that contain Xenonaut units (alive or dead), rather than all tiles. This means you'll always recover your own soldiers and equipment but you won't recover any loot from the aliens (unless you pick it up).
Bugfixes:
Fixed a crash that could occur during the character conversations if you press spacebar in the frame before it properly loads.
Fixed a crash that would occur if you double clicked a "rescue" soldier in the Soldier Rescue mission pre-mission soldier equip screen.
Fixed a problem where the building roofs on the UOO-1 Sabotage mission were not hiding when a unit went inside the building.
Fixed a secondary problem with the roof hiding on the central building of the UOO-1 Sabotage mission.
Fixed the ARES turning invisible when it takes damage.
Fixed a problem with the Harvester UFO where the interior could be revealed through the hull.
Fixed zombies hatching into Reaper after 2 turns, even if the zombie had been killed.
Fixed an issue where many autoresolved air combats would incorrectly result in a draw because the UFO was escaping too quickly.
Fixed engineering queue projects snapping way off to the right when you were dragging them to reposition them in the list.
Fixed several UI issues on 5:4 screens (and other rare aspect ratios).
Fixed armoured Psyons breaking their left arms when performing their fire animations.
Fixed the Geoscape map scrolling having a visual "jump" when you scrolled far enough to wrap on the right edge of the screen.
Fixed a visual issue with the shadow on the Observer.
Fixed the UFOs inside the alien base maps not hiding their hulls correctly.
Fixed a bug where using the shoot+move preview on a cloaked Wraith would show the incorrect hit chance value (it would apply the cloaking value from the current soldier location).
Fixed jungle swamps hiding the fire path tiles if they passed over them.
Fixed blood pools not being hidden when camera level changes.
Fixed a particular type of hair incorrectly obstruction shading.
Fixed the Soviet Town factory double door open position in gameplay terms not matching their visual position.
Fixed a flicker on the Colossus fire animation.
Lots of fixes to various tactical maps / tiles.
Dear players,
We want to share that Little Nap Studio will be officially closing its doors. This was not an easy decision, and we deeply appreciate everyone who supported our game.
Our titles will be delisted on Steam.
Thank you for being part of our journey — your support has meant the world to us.
With gratitude,
The Little Nap Studio Team