Or it might. Depending on how this test goes.
We've just published a new build to the testing branch with a number of controversial gameplay changes, and we want YOUR input on them before we decide where to go.
You need to switch to the testing branch here on Steam:
Right click JETRUNNER in your library
⮕ Properties... ⮕ Betas tab ⮕ Select testing
Join our Discord server if you want to contribute on the matter and provide feedback, or if you just want to be a part of our awesome community!
Jet Leap
Horizontal speed is now maintained, just like dashing
Vertical thrust is now max of 1200 or vertical velocity + 200
Jet Slam
Increased minimum boost from 200 to 400
Removed reflection dampening
You can now dash while jet slamming
Jet Hook
No longer slows you down
Jet Mills
Speed increased from 500 to 650
Movement
Walk speed increased from 600 to 750
Wall run acceleration increased from 512 to 2048
You can now dash while wall running
This isn’t just our 6th major update since we launched, it’s our 1-year anniversary celebration in Early Access; and is our BIGGEST one yet! We can’t wait for you to jump in.
We would love to know what you think, and will be monitoring feedback in the coming weeks to ensure these latest additions are working properly.
Note: ⭐️ indicates changes inspired by community feedback!
The new Lost Archipelago biome which includes:
- A new Quest which will reveal some mysteries of the Vortex's past and introduce you to new characters…
- A new Boss: the Broken Banger.
- A bestiary of 10 new enemies (Blob, Golem Whip, Jaw, Baby Jaw, Laser Dog, Raptor Melee, Raptor Ranged, Tooth Beast, Baby Tooth Beast and Cavern) and 10 variants.
4 new melee Weapons(all to be found in the Lost Archipelago):
- Golem Flail: its hits have a chance to Overwhelm
- Crocojaws: its hits activates Brutality
- Spinalsword: it changes when someone near dies…
- Worm Clawsdeals Corrosive damageTo get those you'll need to perform a new action.
2 new Trinkets:
- Fireworks: which flies in the air and stuns enemies around you (to be found in the Rat Village)
- Smokey Dokey: which creates an AOE that makes most of the enemies' attacks miss you (to be found in the Lost Archipelago)
4 new Gifts that will only drop in some new Secret areas:
- Full Blast: Blasts change shape and hit in all directions around the target.
- Echoing Effects: Shattering Freeze, triggering a Mark and Rush hits apply Echo (125%).
- Countless Scythe: You can have 12 more Scythes at the same time.
- Blood Gush: Bleed can be triggered 9 more times per second.
⭐️ Alterattack Update: We've implemented significant changes to offer players greater depth, more strategic choices, and encourage the more aggressive playstyles (no more alter spam). Please take a look at the dedicated section for more details.
⭐️ Magifish Update: Magifishes recharge in a different way and can be enhanced with an Alterattack signal. Please take a look at the dedicated section for more details.
⭐️ New Expedition Recap Screen: You can now see all stats and information about your Expedition when it ends
⭐️ New Backpack feature: Added a new Upgrade to Eperin that can store one of your equipments for later use during your Expeditions
⭐️ New Killstreak Chest: You can open it by killing several foes in a row without being hit. You can switch that trial for the Timed Chest at the Ark (go the panel in front of the cannon).
⭐️ New Equipment Box upgrade: Get the new Upgrade from Eperin, visit the new chest and purchase a Weapon or Trinket to take with you on your next Expedition.
⭐️ 5 new Affixes are now available, with effects that enhance the Alterattack damage or grant Brutality, Echo, and even Overwhelm effects.
⭐️ 7 new Rare Affixes: this new kind of Affixes have a smaller chance of appearing but give stronger effects.
Yes, there is a rare Size+% affix among them!
New combat arenas and events. 70 new common islands to be found il all biomes. And a dozen of new biome-specific islands in the Golem Gardens and the Factory.
NPCs: They can now propose several talking/interaction options.
Updated Early Game Tutorials: A mysterious little girl will now assist you against the Headbanger until you kill it for the first time…
New Cinematics for Boss fights and for NPCs' unlocks
⭐️ New Traditional Chinese localization
4 new Achievements!
Optimization: Upgraded game and rendering engines to the latest versions to improve stability and prepare the game for future updates
⭐️ Damage Bonus Calculation:
- The bonus now scales with the number of successful hits on a target
- Manage your hits well and you'll deal more damage than before
- If you miss entirely, the bonus is zero
- This change encourages aggressive, high-risk playstyles
- Tip: You can check how hits are counted via a new colored bar in the Weapon's button displayed in your Player HUD
⭐️ Chaining Changes:
- Validating an Alterattack now ends the cycle. So to reach a Super Alterattack, avoid validating the base one; for Ultra, avoid validating both the base and the Super one ("Chained" are now individually called "Super" and "Ultra" Alterattacks).
- When you reach your maximum chain (either Super or Ultra depending on your progress in the game), not validating it directly will not end the circle. You can now keep combo-ing to get a better moment to unleash it.
- Their damage bonuses are now significantly higher (they multiply instead of just adding)
- This rewards players who commit to long, risky chains and avoid getting hit (the chain also ends if you're hit)
- Also, waiting just a bit after the signal and switching Weapons won't break the Chaining anymore - Note: Chained Alterattacks still receive a base bonus even if no hits landed
- Tip: the bar's color in the Player HUD reflects the progression in the chaining
⭐️ Weapons Changes:
- All weapons' base damage bonuses have been updated. The more risk required to trigger an Alterattack, the higher the bonus. For example, slow melee weapons now grant higher bonuses than ranged ones.
- Boomerang / Ninja Stars / Sharp Sisters: their Alterattacks now have more i-frames
- Boomerang: when its comes back automatically, you can trigger the other's weapon Alterattack even if you were already mashing the input
- Charged Blade: can now ignite an Alterattack during non-held combos (with reduced bonus)
- Katars: its combo hits 2 times when you are infusing Bleed (e.g. after its Alterattack)
- Shield:
- The number of rotating shields from Alterattacks now increase if it is a Super or Ultra one
- The Alterattack rotating shields briefly stun enemies when hit
- Guarded Hits can now trigger Alterattacks (with half the bonus of a parried one)
- When you Parry, the Alterattack opportunity is now triggered when you hit (and not directly when the movement starts)
⭐️ Gifts Changes:
- They have been updated to be compatible with the logic changes, and some have been rebalanced
- Brutal Alterattacks: is now called Aggressive Alterattacks. Value changed to x1.5 (from x1.75)
- Advanced Alterattacks: changed to "Your Alterattacks are always chained with bonuses x0.6."
- Super Alterattacks: is now called Megalterattacks. Value changed to x1.25 (from x1.5)
- Double Alterattack: changed to "Triggers another Alterattack after the 1st one, with a bonus x0.5." (will now re-trigger the previous Chaining level)
- Alter Mark and other effects triggering an automatic Alterattack give the bonus as if all hits were successful. To compensate, their cooldown has been increased
⭐️ Misc:
- Hitting an enemy who is unaware of your presence will not be heavily punished with damage reduction anymore
- The signal of the Ultra Alterattack is usable for a bit longer than the previous ones (1s instead of 0.66s)
They are recharged by time.
⭐️ You are briefly invincible when you launch a Magifish
⭐️ BUT unleashing it while Alterattack signal is active will increase their duration and reduce the cooldown (depending on the Alterattack Chaining)
Rope: is now unlocked inside the new biome. Previous saves will need to unlock it again.
Memory Link (previously refered as Player Remains): Is now an unlocked with Eperin
⭐️ Weapons: a lot of their attacks can now be interrupted way earlier by dashing
⭐️ Melee Weapons:
- Improved the targeting of their combo attacks, making it especially more accurate when attacking between dashes
- Combo movements enhanced on Elder Sword, Eye Blade, Charged Blade, Goo Brush, Heavy Blade, Katars and Umbrella.
⭐️ Ranged Weapons: hamonized their interruption timings
⭐️ Weapons: Telepike: Held attack has no cooldown anymore but now has a longer recovery after the teleportation
⭐️ Trinkets: Chrono Catch: Duration is now 4.5s and speed is now reduced by 25% (were 6s and 30% respectively)
Trinkets: Frost Nova: Initial damage no longer shatters Freeze if used with Echo
⭐️ Gifts: Blast: Improved behaviour with Sharp Sisters' Alterattack
⭐️ Affixes: The values of "Attack speed + / Total damage -" and "Total damage + / Attack speed -" have been rebalanced
⭐️ Economy: The Gift Slots now have a higher chance of appearing in the Shops
Enemies: Some enemy AOE attacks can now injure other enemies (and not just players).
Infected Tribomber Boss: Has new attacks! And several previous attacks have been updated.
Memoreaper Boss: fast 180 degrees sword attack is much slower
Naveless Brothers Boss: between each fight you have 10 seconds to pick another opponent, otherwise one will break free from his incubator automatically
⭐️ Elites: Delayed some traits activation by 1s after the elite is spawned
Elite Traits:
- Fire AOEs: size reduced in Cataclysmic
- Rotating lasers: are now toggled on/off every 5 seconds. When there is 2, the second is placed on the enemy's back. In Cataclysmic there are now 3 lasers.
Enemies: Ark's Dummy: Now deals damage when attacking you
Enemies: Bunker: The Bunker enemy in Factory has been updated with a new small jump ability to help it close the distance and maintain pressure on players.
⭐️ Enemies: Gundog Alpha: New Flamethrower attack
Enemies: Sentinel: AOE attack updated
Co-op: Revenge: We don't push enemies when entering the Revenge anymore
Co-op: Timed Chest: Can be activated again in co-op
Co-op: Trial Chests: Rewards in those chests are now exclusive to the player who opened it
Ark / Training Racks: The 3 training racks have been merged into one, and have been moved to the other side of the central island in the Ark. The weapon training upgrade now needs to be bought first before accessing the 2 others.
Trinkets / Magifishes: when the cooldown is still active, trying to launch it will display the remaining duration above your head
⭐️ Gears & Gifts UIs: Those interfaces now features icons to show what is considered melee or ranged
HUD:
- Updated placement of several counters and indicators.
- Moved Brutality feedbacks from above the player to near the Health bar.
- Added new feedbacks near the Health bar for Infusions and Lifesteal effects.
⭐️ UI: Tooltips: The last description mode chosen (simple, detailed etc.) is now saved and applied on all relevant interfaces
Inventory / Objectives: When you close the inventory, the displayed objective will fade out with it
⭐️ Options: New music damping setting
⭐️ Options: The "No Flashes" option now removes flashes of lights from the fireworks in Rat Village and from the Fireworks trinket
Options: You can now force to show the killstreak counter on your HUD
⭐️ Options: you can toggle the HUD's display of your current run timer. This timer is also no longer paused if you backtrack after defeating a Boss.
⭐️ Factory Ziplines: The dash cooldown is now ignored when you use them to make the movement more seamless.
Tutorials: updated the Alterattack and Crystallize unlock zones, that were sometimes difficult to understand. They now contain statues that are connected to the doors: destroying them to open it.
⭐️ Crystallize: silly damage numbers are not shown anymore
⭐️ Save Manager: Play time is easier to read
Dash: fixed being hit even if you dashed at the same exact frame an nothing was preventing you to do it
Melee Attacks: fixed an issue where some circular melee attacks would fail to hit targets that were too close to the attacker
⭐️ Crystallize: Fixed trying to perform a Crystallize on an enemy who already disappeared, leading to a teleportation
⭐️ Weapons: Katars: Fixed always being able to crit with the "Next hit critical after held attack" affix after triggering it once
⭐️ Weapons: Fishing Rod: Fixed enemies rarely not dying when being dropped off with the fishing rod
⭐️ Weapons: Shield:
- Fixed blood impacts being incoherent (blocking not having blood vfx, parrying spreading some)
- Fixed some deflected projectiles with the shield not having their damages scaled
- Fixed being hit while rotating shields from the Alterattack should protect you
- Fixed not being able to launch the next chained Alterattack when parrying
- Fixed hearing "hit" SFXs during the Alterattack
- Fixed proposing the "Alterattack Damage+ affix" to this weapon
⭐️ Trinkets: Chrono Catch & Ice Bomb can now be applied ontop of eachother without issue
⭐️ Gifts: Boost Stock: Fixed the bonus Boost sometimes not appearing in Endless Mode
⭐️ Gifts: Merged Scythe: Behaviour is more robust now
⭐️ Gifts: Unstable: Fixed the Unstable Gift's VFX sometimes not playing completely
⭐️ Affixes: Fixed incompatibilities sometimes ignored when upgrading gear
⭐️ Enemies: Fixed Ant Mother's egg being able to spawn outside of terrain
⭐️ Memoreaper Boss: Healers cannot be spawned outside of the arena anymore
⭐️ Stagger: Fixed enemy sometimes staying in the air if staggered mid-flight
⭐️ Elites: Fixed having their effects damaging players on the first frame of activation
⭐️ Game Difficulties: the starting Fish Knife now properly gains additional gear level linked to a Game Difficulty
⭐️ Biome Extra Reward: Prevented locked biomes from getting the bonus until they are unlocked
⭐️ Arena: Fixed pressure plates still being visible after an arena's activation if the linked player(s) was dead during it
⭐️ Arena: Fixed pressure plates sometimes still being up after entering an arena
Loots / Challenges: Fixed having interactable loots in the middle of a challenge fight (they are now delayed properly)
⭐️ Loot: Improved loot positioning so they overlap less frequently
⭐️ LD: Ark: Prevented players from being stuck on an island
⭐️ LD: Reward icons above doors are now correctly hidden before their setup
⭐️ Zipline: Fixed being able to drop items while on a zipline, which created issues
⭐️ Tutorials: Tutorials will be resumed after loading a save if left unfinished
⭐️ VFXs: Fixed slashes drawing shadows on the ground
⭐️ UI: FREND-4V3R: Fixed menu being hard to use with scrollwheel
⭐️ UI: Heal Flask: Fixed the heal AOE marker still being visible even though the flask VFX on the ground isn't there anymore
⭐️ UI: Shop: Fixed toggle tooltip label on shop items' descriptions not updating to reflect the current toggle action
UI / RTCs: Fixed showing the Boss HUD briefly before the fight intro cinematic
Visuals: the sea of cloud beneath the islands is now rendered properly again
⭐️ Under the hood errors:
- Fixed error when parrying a non-character's attack like a mine
⭐️ Endless:
- Fixed bosses spawning without being at max HP when in higher loops
- Fixed showing wrong lower prices for gates in endless
⭐️ Co-op: Crash: Fixed crashes happening when interacting with the UI
Optimized several aspects of the rendering to enhance the performances
This isn’t just our 6th major update since we launched, it’s our 1-year anniversary celebration in Early Access; and is our BIGGEST one yet! We can’t wait for you to jump in.
Check out the Community run down below! 👇
Step into the Lost Archipelago. A brand new biome littered with the shattered remains of a long lost Ark... Wait. What!?
Much like the Sanctuary Biome you'll embark on a short quest to gain access, which will be a new choice when you beat the first Biome on a run. A new environment means a new boss and enemies though - you'll encounter hulking dino-like monstrosities, along with mutated Golems and a boss that will really put you to the test.
Much like our Sanctuary Update, the addition of our new Biome comes with a brand new NPC and quest, along with some additional story content. This new content helps to paint a larger picture of Windblown's world and backstory, along with what the hell has happened in the Lost Archipelago.
We've added 4 new melee weapons to the game to help you turn things up to 11! Each of which help round out different playstyles, like fast and nimble vs heavy and slow.
Check out the Golem Flail, Crocojaws, Spinalsword, and Worm Claws. Which all come with their own move-sets and Alterattacks. You'll notice that most of these new weapons are inspired by the denizens of the Archipelago - pretty neat, huh?
Also joining your arsenal are two new trinkets. The Smokey Dokey drops a pool of smoke on the ground, making it harder for enemies to hit you. While the Fireworks let off a cluster of explosions to stun and disorient enemies, giving you a chance to strike back!
A new update wouldn't be complete without some new Gifts joining the fray! You'll find four new additions like Full Blast, Echoing Effects, Countless Scythe, and Blood Gush! You can check out their full effects in the Patch Notes section below.
We've changed how they charge, upgrade, and reset. All of which aim to make the mechanic more strategic and impactful. Promoting aggressive playstyles. Basically, Alterattacks can now hit WAY harder, but they require charging to reach their full potential. Chain multiple hits and charges together to unleash some serious damage on enemies.
Pluuuuuus, you'll also now find that Magifishes are tied to the Alterattack system. You can still launch them off whenever they're ready, but you can increase their duration while reducing their cooldown if you activate them with an Alterattack signal.
A huuuuuge ask from the community was to add in a recap screen when you finish a run. This new stat screen does exactly that, letting you see things like damage dealt, enemies killed, which build you had and more!
We've added in a new Killstreak Chest, which is unlocked by killing a certain amount of enemies without being hit yourself. This gives players a new way of tackling the Vortex, and rewards patient, methodical gameplay. Don't worry though, you can still pick the Timed Chest if you just have the NEED FOR SPEED! Just head over to the difficulty board to the left of the Cannon to pick the Chest type you'd like.
Eperin now has a few more upgrades to expand your gameplay. The Backpack lets you store a Weapon or Trinket for later, allowing you to bank an item that may become useful down the road, or if you think you may switch builds mid way through a run.
The Equipment Box lets you spend some of those resources you've got a tonne of, buying weapons and trinkets ahead of a run so you can get the start you'd like!
Seeing as we've added some new weapons, why wouldn't we add in additional affixes?! Some of which are rare and really bring the pain! Spoiler alert, turns out weapons CAN be bigger...
We've also added new arenas to biomes, events for you to encounter, new cinematics before and after bosses, along with the introduction of a mysterious girl who will aid you on your runs (You know, until you can prove that you've got the hang of things). Plus, we deployed a game engine upgrade to improve player experience, coupled with plenty of optimizations and improvements… oh and also the game is now localized in Traditional Chinese!
That's right, we've got a BUNCH of stuff planned throughout 2026, culminating in the launch of version 1.0! If you're thinking of jumping on this whirlwind of a journey with us, now's the time.
Finally, you may remember last year that we ran a Steam event called La Motion Week. Well, it's back for round 2! You can grab Windblown and Dead Cells together, while celebrating our Lost & Altered update, plus some AWESOME new Dead Cells stuff (coming soon!!).
Check it out 👇
https://store.steampowered.com/bundle/46406/Windblown__Dead_Cells/
And that's it! It's been an insane 12 months for the team, and we're so thankful for everyone who has joined us on this journey. There's still so much to come, and we hope you'll all come along for the ride as we head towards Windblown's 1.0 in 2026.
Cheers!
-MT
The sun has set on the waterpark, and the monsters have moved in! For the next 10 spooky days, the park is overrun by vampires, zombies, skeletons, and demons, all ready to cool off at your park. Watch out for the ones wearing witch hats, not just because they look very trendy, but because they will be dropping candy everywhere!
Collecting candy fills up your Halloween Event Bar, unlocking special haunted decorations and items to add a spooky touch to your park. You can earn these items only during the event, but once you unlock them, they’re yours to keep forever.
The entire game has transformed for the season: it’s nighttime across the city, eerie things flicker through the air, Halloween decorations are all over the park and in the city, and even the main menu had a spooky makeover.
There are even two brand-new Halloween tracks from Chaotrope echoing through the park to set the perfect mood for your moonlit mayhem.
Oh, and the Caymart old man? He still looks exactly the same. Still staring. Still... fine. Probably
Is the spooky season not your thing? No worries. You can always head to Settings → Seasonal Events to switch back to the regular version of the game — no tricks, just your regular sunny chaotic paradise.
So grab your candy bucket, brace yourself, and dive into the chaos of the Halloween Waterpark Simulator Event. It’s to die for!
Below are also our usual patch notes since other features were added or improved.
The biggest highlights are in bold
Settings are now properly saved between different gaming sessions (this will reset FPS limit settings; you might need to set it again)
Fixed a water VFX in a 5-star slide
Corrected a hole in the entrance of the park where items could fall in and be off the map.
Several rendering optimisations have been added that should improve the performance for everyone (like for example, larger parks will see better FPS )
Improvements to visitors outline areas
Removed shadows appearing in graffiti when they are in curves
Improvement to ambulance positioning
Small improvements in some translations
Pop-up for fully dirty pool added
Additional input for secondary action (like push) added. So now you can use E for left click and F for right click.
Halloween event (check above for more details)
New settings to enable/ disable seasonal timed events when they happen
New unlockable Halloween decorations and attractions
New upgrade for pool filters
A new 4-legged friend exists in the game (and yes, you can pet them)
New confirmation on the settings menu to save settings on close
Online ticket research. Allows visitors to buy tickets before getting to the park (time to get that 100 visitors achievement)
New help menu, which allows you to revisit all the tutorial screens
We are already working on not only fixing some issues mentioned by you all, but also adding new features. So stay tuned.
Thanks for all the support, and remember, if you have an idea, feedback, or bug you want to share, feel free to use our Steam community hub or Discord. We are always there to listen and chat with you. https://steamcommunity.com/app/3293260/discussions/
NOTICE - We sometimes might release very small updates to solve 1 or 2 more urgent issues that appeared and not release a patch note for those immediately but add them to bigger update patch notes on following updates
We just released a third hotfix for the Revelations Update, addressing issues that have been reported in the last two days!
Changelog
Fixed several issues blocking dialogues and interactions unless the game is reloaded, or preventing barks to start.
Fixed some issues related to crimes.
Fixed a few levels having props that caused visual or navigation issues.
Fixed the issue of equipped weapons getting unequipped.
Greatly improved AI performances in large fights, to avoid NPCs stalling for some seconds before acting and reduce FPS drops. We are still working on this, since in larger fights involving certain enemies things can still get a little slow.
After first recruiting a new character, a package with basic items is added to the party's inventory, so that new recruits can get the weapons they need to use their skills depending on the chosen Class.
Thank you for your continued support!
Hello, Vault Hunters! Can you believe we’ve already shared more than a month of mayhem together in Borderlands 4?! To celebrate, we have an update that includes widespread stability improvements, multiplayer fixes, UI polish, and a suite of quality-of-life upgrades across visuals, audio, and accessibility. It also addresses various reported issues for Vault Hunters including major balance tuning, loot systems, gear, and achievements—further refining late-game, mission flow, and overall player experience.
We will monitor the community closely for feedback and respond after the changes have settled.This measured approach to your input will provide a consistent and better experience. As a reminder, our primary goal with balance adjustments is to provide you the greatest number of viable builds.
To all PC players with NVIDIA GeForce hardware: We highly encourage you to update to the latest drivers 581.57 that were released on Tuesday, October 14, as NVIDIA has addressed a number of GPU crashes.
Please restart your game to ensure the update goes through and prevent connection errors in matchmaking.
If you encounter issues, please contact 2K Support for direct assistance. You can also read the PC Troubleshooting Guide, a list of known issues, or browse a list of Support threads here.
Added support for the Horrors of Kairos! This free mini-event will be live from October 23 to November 6.
Added the "Murmur" Legendary Tediore Assault Rifle and "Skully" Legendary Order Grenade to the rewards for world bosses across Kairos! These special drops will only be available during Horrors of Kairos, and delivered to the Reward Center. These do not change the rates on any other gear for that boss.
Read the official announcement article for Horrors of Kairos for more information on the event and a spooky SHiFT code to shoot fear into your enemies!
Reduced Specialization Respec Machine cost from 5000 Eridium to 1500
Added drops to a certain boss fight that was not dropping loot
\[PC] Ultimate Vault Hunter Level 5 Rank Up mission now correctly increases rank on Steam
Granted missing cosmetic rewards for players who completed Kairos Speaks with 155 Echo Logs prior to a previous update
Improved equipment handling when opening Rewards while driving
Lost Loot Machine logic updated to better prioritize higher-quality loot in overflow situations
Lost Loot Machine SDU upgrades now properly expand slots in multiplayer sessions
Addressed a reported issue with the Lost Loot Machine that could cause duplications in multiplayer
Loot enemies now drop more cash
Golden Chests can now consistently be opened after joining a session and redeeming SHiFT keys
Reward Center behavior adjusted after claiming the Gilded Glory Pack, to prevent it from losing function
Break Free reward bundle redemption standardized, will now correctly apply account-wide as intended
Adjusted unlock conditions so Rift Incompatible achievement now correctly completes for all players in multiplayer
Cut That Out achievement now unlocks when viewing the board from a further distance.
Level-based progression updated so Crimson Rising achievement unlocks at character level 10 as designed
Timing adjustments made so Catch a Ride! achievement unlocks only at the intended progression point
Challenge tracking updated so Jakobs Throwing Knives no longer count as gun kills
Ensured that Bobblehead collectibles in Pester’s Grotto and Motherbird Node were accessible.
Discovered locations now stay discovered when returning to single-player after multiplayer
Various Fast Travel stations have been adjusted to unlock when they’re intended to, including concerns seen in Ultimate Vault Hunter Mode
Vault Key animations now play correctly during ECHO-4 sequences
ECHO Log pickup in Unpaid Tab now counts properly
Amara’s Escort to Core objective now consistently advances when replayed
Improved various instances of mission waypoints not showing up accurately
Maurice’s Black Market Vending Machine is able to be interacted with reliably in multiplayer
Legendary Vending Machine no longer closes unexpectedly during Vend of the Line
Made general improvements to prevent enemies from getting stuck when spawning, and addressed various reported spawn point issues
Addressed bounties Beatloaf, Grip, and Shagriculture not reliably spawning
Addressed reported instances of Terminus Range Vault enemies getting stuck on ledges during encounters
Addressed a reported issue in co-op during the Splashzone boss fight, leading to more consistent behavior
The Howl Capture Station no longer reactivates after safehouse capture
One Fell Swoop has been updated to prevent players from being left floating in the air. Bio-Bulkhead now shows the correct elemental icon and movement has been smoothed to eliminate jitter after certain attacks
Warden Scathe no longer clips through arena walls in his boss fight
Improved Echo Location guidance across several missions
Patched collision gaps, holes, clipping, and invisible walls
Corrected Order drop pod events to consistently reach that ground and no longer appear stuck in the air
NPCs should no longer cause players or vehicles to get stuck when the player runs them over
Pangolin enemies can now be damaged by grenades while in ball mode
Chain Master trait now tethers to all allies in range when multiple enemies have the ability
Mangler enemies no longer desync their position when dodging in multiplayer
Addressed some Gravitar builds that reportedly caused performance slowdowns; they should no longer prevent UI elements from updating or Fight For Your Life sequences from completing
Gravitar passive and Augment bonuses to Gun Damage now correctly apply to Ripper Heavy Weapon barrels and the Ripper Legendary Heavy Weapon Steamer; Entanglement interactions also function as designed
Gravitar class mods have been adjusted to no longer roll +5 Pencils Down and push passives past their intended cap
Creative Bursts
Balance Adjustments:
Neutron Capture now converts all Gun Damage into radiation, and now only applies to Gun Shots, and not all instances of Gun Damage.
Dev Note: Neutron Capture is one of the best damage scalars in the entire game, but during testing, we found that this was erroneously applying to all instances of Gun Damage and was able to scale in unanticipated ways as a result. This new change will still see Neutron Capture being one of the best (if not the best) damage scalars in the game, but the power level will be much more in line with our expectations. Additionally, since all damage from the Gun is converted into Radiation, it should have more scaling vectors for clever build crafters, and allow for meaningful boosts from Gun Damage.
Cosmic Brilliance - Passive
Flux Generator + Annihilation interaction updated so spawned grenades now scale correctly with character level
Shield visuals adjusted for improved clarity in combat situations
Trait - Forgeskill
Adjusted interaction with Forge Master class mod so Forgeskill now respects its cooldown in multiplayer
Onslaughter - Calamity
Camera behavior stabilized when combining Onslaughter with Order Legendary Pistol Noisy Cricket
Attack frequency of Rocket Punch is now consistent in multiplayer
Balance Adjustments
Seeing Red Duration restored no longer increases per point invested, and is now 4 seconds for all ranks.
Dev Note: Seeing Red was always meant to have huge damage scaling potential, but was always meant to be hard to maintain. We didn't want to nerf this passive's power, but we're making the effect harder to maintain.
Scourge - Vengeance
Scorched Kairos passive now displays consistent magazine size values for the Ordnance gadget
The Forgewave no longer fires unintentionally during Glacial Rapture
Projectiles no longer get stuck in the air when Forgemaster Firewall is active during the Fortress Indomita boss fight
Blackout Shock Damage now properly scales with points invested
Blackout is now 15% per point, down from 21% per point
Dev Note: After fixing the scaling of the DoT (damage over time), we found that Blackout was overperforming a bit, so we gave it a slight re-adjustment. This will still be an overall buff, now that the DoT properly scales.
Crucible - Cybernetics
Visuals corrected so Forgeknight Forgeaxe no longer disappears when activating Crucible at the same time as throwing with Double-Edge
Corrected animation of Crucible while climbing
Raging Inferno Incendiary Damage now properly scales with points invested
Challenge “Me, Myself, Myself, and I.” now tracks correctly in multiplayer, independent of clone duration on other players
Dead Ringer - The Fourth Seal
Specter’s copied weapon now displays proper visual effects when firing with a Maliwan Element Switcher
Incarnate - Vexcalation
Bleed from Bloodletter has been updated so it no longer recursively triggers itself, preventing unintended damage loops
Phase Phamiliar - Here Comes Trouble
Balance Adjustments
Double Trouble Illusion Damage Multiplier is now 75%, up from 50%
Double Trouble Illusion's Duration is now 8 seconds, up from 5 seconds
Apex Beast Damage Dealt increase increased to 15% from 10% per stack of Unsealed
Free Grenade from Filantropo class mod now deals appropriate damage even when no grenade is equipped
Action Skills - APOPHIS Lance
APOPHIS Lance changed to penalize Gun Accuracy instead of Gun Handling, resulting in projectile speed being unaffected.
APOPHIS Lance now benefits from cooldown reduction effects
Skills that boost Gun Handling now properly increase Projectile Speed
Addressed reports that swapping weapons with the Free Loader Enhancement on an Order weapon with a Ripper magazine would cause all weapons to not consume the accurate amount of ammo
Health restoration from Legendary Repkit Adrenaline Pump now works correctly when combined with Legendary Shield Guardian Angel
Reduced critical chance on Jakobs crit knife to 30%
Dev Note: It had to happen, you knew it was going to happen!
Jakobs Legendary Pistol San Saba Songbird no longer stacks infinitely when swapping weapons
Using a Jakobs Shotgun with Torgue sticky projectiles and the Knife Launcher underbarrel no longer deals knife damage after switching fire modes
Jakobs weapon parts updated so ricochet effects only trigger from intended damage sources
Ripper Legendary Shotgun Golden God overheating effect now clears correctly when switching weapons
Corrected behavior on Maliwan Legendary SMG Ohm I Got so the first three shots no longer consume ammo without dealing damage during continuous fire
Maliwan Legendary Heavy Gun Gamma Void corrected to apply proper increased Radiation damage to enemies inside the Singularity
Weapons with COV magazines now function correctly if a repair animation is interrupted with a Repkit in multiplayer
Daedalus Legendary SMG Frangible removed from chest loot tables
Daedalus Legendary AR First Impression reduced the critical damage multiplier
Recoil behavior improved while charging and firing Order ARs and Torgue Heavy with Triple Barrel parts with Gun Handling passives
Vladof Flamethrower underbarrel no longer deals infinite damage or bypasses Bio Armor
Torgue Grenades with Spring and Apex Augments now always explode on its first apex
Grenades with Spring Augment and Divider Payload now have the intended three additional bounces when paired
Gadgets no longer reset to maximum uses after gaining Second Wind
Healing Orbs spawned from Legendary Repkit Kill Spring can no longer heal enemies
Order Legendary Shield Cindershelly combat voice lines now trigger at the intended frequency, less often to be less distracting
Tediore underbarrel names now match correctly across item cards and ammo widgets
Maliwan Lingering Payload and Splat Pack Augment projectiles no longer persist when thrown at vending machines
Assault Rifles:
Star Helix fire rate increased by 33%
Bonnie and Clyde base damage increased by 40%; Pair of Thieves: Bonus damage granted increased to 150% from 100%
Bugbear base damage increased by 40%; Rotary Gun: Max Damage increased to 200% from 100%
Rowan's Charge base fire rate increased by 100%
Rowan's Charge recoil reduced slightly
Lucian's Flank base damage increased by 50%
Lucian's Flank recoil reduced slightly
Aegon's Dream base damage increased by 35%
Heavy Weapon Ordnance:
Gamma Void base damage increased by 450%; Singularity Duration decreased to 6s from 10s, Radiation damage amp increased to 50% from 40%, Gamma Void Cooldown increased by 100%
Ravenfire base damage increased by 25%
Class Mods:
Dev Notes: Class Mods relating to Melee Damage, Action Skill Damage, and specific one-off stats on Legendaries have been buffed to make them more desirable.
All Class Mods:
Melee Damage Action Skill Damage on level 50 class mods has increased to 60%
Skill Damage on level 50 class mods has increased to 45%
Siren Class Mods:
Avatar's Attunement Skill Duration on level 50 class mods has increased to 45%
Kindread Spirits' Command Skill Cooldown rate on level 50 class mods has increased to 45%
Forgeknight Class Mods:
Blacksmith's Forgedrone Duration on level 50 class mods has increased to 45%
Blacksmith's Legendary Effect now also increases all Forgedrone Damage by 20% per active Forgedrone
Viking's Detonation Damage on level 50 class mods has increased to 60%
Forge Master's Forgeskill Damage on level 50 class mods has increased to 60%
Elementalist's Legendary Effect now also increases all Damage Dealt by Amon by 2% per active Affinity Stack
Gravitar Class Mods:
Bio-Robot's Hazard Damage on level 50 class mods has increased to 60%
Skeptic's Stasis Damage on level 50 class mods has increased to 60%
Other Gear:
Dev Notes: Gear effects that are related to Melee and Action Skill Damage have increased effectiveness. We want these builds to be pushed up a bit, but wanted to distribute the power among the various pieces of gear to make them more desirable.
Rep Kits:
Hard Hitter now grants 50% Melee Damage Dealt, up from 40%
Firm Ware:
Reel Big Fist now grants 25% Melee Damage at rank 1 and 2, up from 15%/25%
Action Fist now grants 25% Melee Damage at rank 1, up from 15%
Action Fist now grants 30% Action Skill Damage at rank 2, up from 30%
Action Fist now grants 30% Action Skill Damage on Melee Kill, up from 25%
Shields:
Boxer Armor Shields now grant 20%/30%/50% Melee Damage depending on parts rolled, up from 15%/25%/40%
Berserker Energy Shields now grant 20%/30%/50% Melee Damage depending on parts rolled, up from 20%/27.5%/35%
Groundbreaker:
Groundbreaker now only stores Gun, Action Skill, and Ordnance damage.
Dev Note: Groundbreaker was causing recursive loops that could lead to infinite damage by storing “Bonus Damage” across the board. We still want this skill to be effective, but it should not be able to scale infinitely. We’ll be monitoring Melee builds after this change to make sure they are meeting expectations, and will further adjust if necessary. This ultimately had to be fixed so we can establish a baseline before we investigate further buffs/changes.
Sorting settings in menus now persist when switching tabs or leaving the menu
“Toggle Junk” behavior has been corrected to target the desired item in Bank menus and Backpack
Weapon wheel no longer sticks when opened near Guns vending machines
Combat Radar now features a dedicated Legendary Loot Indicator, making high-value drops easier to spot in the heat of combat
Press/Hold input now cancels correctly without triggering unintended actions
“Apply Settings” prompt only appears when changes are made
Restored Fullscreen resolution controls and switching behavior
Weekly Activities now populate after campaign completion
Maurice's Black Market Vending Machine timer updates to show correct cooldown
Firmware 3-Piece bonuses (Ahoy, Oscar Mike, Daed-dy O’) now show cooldown icons; Deadeye Tier-3 stacks now appear in the passive bar
Boss Bar spacing corrected when Combat Radar is active
Transfer Machine naming has been standardized across the game
Travel notification now displays the initiating player’s name
ECHO Location path remains readable over time; made improvements to pathfinding
Updated various UI visuals and icons for alignment, consistency, and clarity
Updated localization and various text descriptions across the game
Standardized/updated terminology across gear, menus, customization, and manufacturers
Updated various character and NPC animations
Corrected various reported instances of VFX not rendering correctly
Grapple Vault points now show proper models instead of placeholders
Reduced reported instances of visual pops at cinematic starts
Audio and VO now remain active when returning to menus after level traveling in multiplayer
Adjusted audio mix for improved balance across gameplay and VO
SFX volume slider now correctly applies to high HDR-value sounds
Addressed several reported instances of VO not playing as intended across multiple missions and scenarios
Vault Hunter battle voiceover frequency has been tuned so lines repeat less often
Missing pain reaction audio restored for several named NPCs
Improved various subtitle timing and text
Background music now continues as expected during the Idolator Sol boss fight
Unique audio cue restored for Phosphene (shiny) gear spawns
Personal Cross-play settings can now be adjusted immediately after switching Party Privacy from Local Only to Public in Session Settings
Air Dash is now fully usable on controller when Toggle Crouch is set to Off under Accessibility → Gameplay
Individual graphics options now reset properly after making changes and then selecting Run Auto-Detect in Options
Improvements to stability
We are continuing to investigate and will make further improvements to stability and performance.
Addressed multiple reported issues across multiplayer, missions, menus, and engine systems.
Improved matchmaking and session stability.
Addressed performance in multiplayer when there were large numbers of homing projectiles
Refined graphics settings and shader handling
Improvements made to patch reliability and automation processes
Ocean could occasionally fail to load
Joystick input now behaves consistently when lowering deadzones
Hello (future) Deathliverers!
Get ready to brave the dangers of Meast City, deliver as many pizzas as possible, avoid monsters, and work together to become a 5-star pizzeria!
We are a small team of 4 people, and we have given our all to offer a fun, cooperative, and challenging gaming experience!
We set ourselves the goal of releasing the game with the essential features, as few bugs as possible, and a complete experience. Given our small team and limited financial resources, we preferred to opt for a direct release in v1.0.
In all transparency, the reception of the game and sales will impact the game's development. We already have dozens of ideas in the pipeline, and we want only one thing: to integrate them into the game.
We therefore want to continue updating the game with FREE updates, adding new items, monsters, gameplay features, and maps.
We will get back to you soon with a potential roadmap.
We are counting on you to report any bugs or other issues you encounter in the game. We have worked hard and playtested the game as much as possible, but bugs are always to be expected.
On Discord: https://discord.gg/x6ywVzGned
On Steam: https://steamcommunity.com/app/3697560/discussions
Without hesitation, the Pepperoni.
We hope you enjoy the game and that it makes you want to get together with your friends! We hope to continue offering you more in the weeks to come.
Sometimes what seems obvious isn't so obvious after all.
For example, when you click with a mouse, it doesn't always mean you're willingly throwing dice—like when you double-click on "My Computer" does it ever actually throw dice for you?
So, enough of that. We're tired of just watching others play while our own hands have been itching to join in. We're going to play Ibunseki!
Of course, the only thing that can really push Ibunseki update is a crossover with another game.
https://store.steampowered.com/app/1983830/Take_it_Easy/
Join the Three Mischievous Fairies from Foxpot Studio (狐狸壶工作室) and reclaim the glory that belongs to the Fairies of Light!
*Currently, it does not support English, but we kindly hope for you continued warm support and attention in the future.
【Update Content Ver. 1.5.0】
New Level – "Trinity"
New Map – Prank Inc. (includes the new area "Fairy Path")
New Characters – The Three Mischievous Fairies
New Random Events
Hope you enjoy the update! Don't miss Three Noisy Fairies' Adventure: Take It Easy!
Team L.U.R.Id Glow
October 24, 2025