Nuclear Throne - Rami

Ladies and gentlemen, we present to you the very first basics of seeding. That's right: the magic control over random numbers that will allow players to race eachother and challenges to be stranger, and that pave the way towards daily challenges and their leaderboards. This is a very big step, and also a very dangerous step. The following build might be filled with horrible mistakes and bugs! That is, if you go so far to check our detailed seeding explanation at the bottom of this bit of text!

Besides the seeding, there's some good stuff going on in audio and art land! We've got a voice for Horror, a bunch of new art for a secret area we totally didn't secretly introduce last week, and a bit more! Enjoy, and be sure to send us all the weird seeding problems you find!

    Features
  • Very first seeding tests! More information at the bottom.
  • Sounds for Horror!

    Balancing
  • Some tweaks to non-existing secret area.
  • Big Bandit can now spawn slightly earlier.

    Fixes
  • Fixed some bugs related to Big Bandit's spawn.
  • Fixed an error caused by Lil' Hunter.
  • Fixed an error caused by the Vault Guardian music.

    Misc
  • Some new tips.
  • Melting now looks a bit less healthy.
  • A bunch of new art related to a non-existing secret area.
  • Clams!

Seeding
As said before, we've got the first steps towards seeding now. It'll allow you to manually enter a seed, which should technically generate the same level over and over again. We don't really intend this to be used to get really good at one particular level, as Nuclear Throne is about improvisation and randomness, but it does allow for a couple of cool things, namely, playing the same level as your friends/enemies! Racing! In the future it'll also allow us to do cool things like Daily Challenges.

So how does this seeding work? Right now, it's pretty hacky. It requires you to put a file called seed.txt in your save folder (info below), and in the first line of that .txt you can put any number or text you like, which will then be used as the seed for your level. Delete seed.txt if you want to go back to random runs.

Save locations, might be hidden folders:
Windows user
users/yourname/appdata/local/nuclearthrone/

OSX user
Users/yourname/Library/Application/Support/com.vlambeer.nuclearthrone

Linux user
*home folder*/.config/nuclearthrone

We'll soon integrate this with the options menu, but just didn't have the time and energy left. You see, making seeding was HARD. Every time it was about 99% done, something else went and broke everything else completely. Let's just say JW suffered some migraine to get this working. Anyway, more user friendliness in the future!

IMPORTANT NOTICE
Seeding isn't working perfectly yet. There's at least a couple of things that'll totally break it. First of all, the seeding doesn't know how to handle different routes yet. If you go to a secret level/crown vault, it'll most probably change the levels you'll get. If you absolutely want the same levels as someone else, agree on the route taken towards the Throne. Secondly, enemy drops are not seeded, but random. This means that an enemy might drop different weapons on different runs. We're still looking into how we'll handle this!

If you decide to play with seeds, please let us know your experiences in as much detail as possible. Are you getting different results on different runs? We'd love to know what you did different this time. Thanks!

I guess it's time to get playing. Have fun y'all!
Nuclear Throne - Rami

Ladies and gentlemen, we present to you the very first basics of seeding. That's right: the magic control over random numbers that will allow players to race eachother and challenges to be stranger, and that pave the way towards daily challenges and their leaderboards. This is a very big step, and also a very dangerous step. The following build might be filled with horrible mistakes and bugs! That is, if you go so far to check our detailed seeding explanation at the bottom of this bit of text!

Besides the seeding, there's some good stuff going on in audio and art land! We've got a voice for Horror, a bunch of new art for a secret area we totally didn't secretly introduce last week, and a bit more! Enjoy, and be sure to send us all the weird seeding problems you find!

    Features
  • Very first seeding tests! More information at the bottom.
  • Sounds for Horror!

    Balancing
  • Some tweaks to non-existing secret area.
  • Big Bandit can now spawn slightly earlier.

    Fixes
  • Fixed some bugs related to Big Bandit's spawn.
  • Fixed an error caused by Lil' Hunter.
  • Fixed an error caused by the Vault Guardian music.

    Misc
  • Some new tips.
  • Melting now looks a bit less healthy.
  • A bunch of new art related to a non-existing secret area.
  • Clams!

Seeding
As said before, we've got the first steps towards seeding now. It'll allow you to manually enter a seed, which should technically generate the same level over and over again. We don't really intend this to be used to get really good at one particular level, as Nuclear Throne is about improvisation and randomness, but it does allow for a couple of cool things, namely, playing the same level as your friends/enemies! Racing! In the future it'll also allow us to do cool things like Daily Challenges.

So how does this seeding work? Right now, it's pretty hacky. It requires you to put a file called seed.txt in your save folder (info below), and in the first line of that .txt you can put any number or text you like, which will then be used as the seed for your level. Delete seed.txt if you want to go back to random runs.

Save locations, might be hidden folders:
Windows user
users/yourname/appdata/local/nuclearthrone/

OSX user
Users/yourname/Library/Application/Support/com.vlambeer.nuclearthrone

Linux user
*home folder*/.config/nuclearthrone

We'll soon integrate this with the options menu, but just didn't have the time and energy left. You see, making seeding was HARD. Every time it was about 99% done, something else went and broke everything else completely. Let's just say JW suffered some migraine to get this working. Anyway, more user friendliness in the future!

IMPORTANT NOTICE
Seeding isn't working perfectly yet. There's at least a couple of things that'll totally break it. First of all, the seeding doesn't know how to handle different routes yet. If you go to a secret level/crown vault, it'll most probably change the levels you'll get. If you absolutely want the same levels as someone else, agree on the route taken towards the Throne. Secondly, enemy drops are not seeded, but random. This means that an enemy might drop different weapons on different runs. We're still looking into how we'll handle this!

If you decide to play with seeds, please let us know your experiences in as much detail as possible. Are you getting different results on different runs? We'd love to know what you did different this time. Thanks!

I guess it's time to get playing. Have fun y'all!
Nuclear Throne - Rami


If there's any week where you'll really notice that we're back working on the sound effects, let this be the one! There are so many new weapon sound effects in the game now, we're super excited to hear what y'all think! To make our job easier and pretend we wrote a long introduction here, let's just list them all. New sound effects for: Chicken Sword, Energy Sword, Energy Screwdriver, Hyper Launcher, Rusty Revolver, Smartgun, Sawed-off Shotgun, Double Shotgun, Super Slugger, Flak Cannon, Flak Explosion, Super Flak Cannon, Super Flak Explosion, Wave Gun, Grenade Launcher, all Golden weapons, Heavy Crossbow, Super Crossbow, Flame Cannon, Blood Hammer, Blood Launcher, all Lightning Weapons and the Rogue rifle.

Other than that, there's some proper bug fixing and preparations for future updates going on. Heck yes! Have fun!

    Features
  • A million new sound effects.

    Balancing
  • More range for Allies, making Rebel's Throne Butt even more overpowered!

    Fixes
  • Patience now works as it should again.
  • Inspector slugs can no longer damage you when you're in a Portal.
  • Fixed various little audio problems.
  • Named the Double Minigun "Double Minigun" instead of "Minigun", because we're dumb.
  • Fixed a crash caused by Nukes when the player died.
  • Fire Salamanders should no longer blow up cars by touching them.

    Misc
  • Updated the post-boss music.
  • New art for the light beams.
  • A cool new prop in the desert.
  • All cannons (except the laser cannon) now break walls on impact.
  • Lightning Hammer now plays a lightning sound on impact.
  • Mutation picking now sounds a bit more powerful.

This brings us to a very exciting point in Nuclear Throne! We're getting very close to implementing some of the last big systems before we can start wrapping this baby up!
Nuclear Throne - Rami


If there's any week where you'll really notice that we're back working on the sound effects, let this be the one! There are so many new weapon sound effects in the game now, we're super excited to hear what y'all think! To make our job easier and pretend we wrote a long introduction here, let's just list them all. New sound effects for: Chicken Sword, Energy Sword, Energy Screwdriver, Hyper Launcher, Rusty Revolver, Smartgun, Sawed-off Shotgun, Double Shotgun, Super Slugger, Flak Cannon, Flak Explosion, Super Flak Cannon, Super Flak Explosion, Wave Gun, Grenade Launcher, all Golden weapons, Heavy Crossbow, Super Crossbow, Flame Cannon, Blood Hammer, Blood Launcher, all Lightning Weapons and the Rogue rifle.

Other than that, there's some proper bug fixing and preparations for future updates going on. Heck yes! Have fun!

    Features
  • A million new sound effects.

    Balancing
  • More range for Allies, making Rebel's Throne Butt even more overpowered!

    Fixes
  • Patience now works as it should again.
  • Inspector slugs can no longer damage you when you're in a Portal.
  • Fixed various little audio problems.
  • Named the Double Minigun "Double Minigun" instead of "Minigun", because we're dumb.
  • Fixed a crash caused by Nukes when the player died.
  • Fire Salamanders should no longer blow up cars by touching them.

    Misc
  • Updated the post-boss music.
  • New art for the light beams.
  • A cool new prop in the desert.
  • All cannons (except the laser cannon) now break walls on impact.
  • Lightning Hammer now plays a lightning sound on impact.
  • Mutation picking now sounds a bit more powerful.

This brings us to a very exciting point in Nuclear Throne! We're getting very close to implementing some of the last big systems before we can start wrapping this baby up!
Nuclear Throne - Rami


Wait, what. We've been in Early Access for a year now? Wow! This calls for a celebration!

It's kind of absurd to think that for the past year, we've streamed about 520 hours of Nuclear Throne development and released almost 50 updates of the game. From less than a 100 Google results, Nuclear Throne now has over 300,000 Google results. There are over 40,000 YouTube videos, the majority likely by Sleepcycles, Bisnap and TenguDrop. The Nuclear Throne group has over 5,000 Members, we're listed in dozens of Steam Curator Lists and the game has performed super well for us.

We owe all of this to our amazing team, and to all of you. We can't express just how thankful we are for every single one of you that bought the game, but also those that show up in streams, that create weekly challenges, that offer feedback and criticism, that ask questions in the livestreams or make fan art, fan writing, fan music, fan games or even figurines.

So let's get to update #46! We've got Joonas back! That means there's a lot of cool new sound effects. Jukio made a beautiful minimalist tune that plays in the background after you've defeated a boss. There's also a ton of balancing, and three ridiculous new weapons. Go check the log!

We've been working hard behind the scenes on some future features too. Paul's been creating beautiful enemies and tiles for an upcoming secret area, and we've taken our first baby steps towards seeding. It isn't quite working yet, but we'll hopefully have some first test with that soon! Enjoy!

    Features
  • Some little things to celebrate one year of Early Access!
  • Sounds for the *CLASSIFIED*!
  • Three new high level weapons: The Auto Grenade Shotgun, Double Minigun and Gatling Bazooka.
  • Music for after boss fights.
  • Music for 0_1.

    Balancing
  • Boiling Veins now works when under 4HP, instead of 50% HP.
  • Rebel's healing is now rounded down.
  • Bloodlust has received a tiny buff.
  • Lucky Shot has received a buff.
  • Last Wish now fills Rogue's special ammo.
  • Slugger rate of fire has been reduced a tiny bit.
  • Rogue Rifle rate of fire has been reduced a bit.
  • Hyper Launcher deals less impact damage.
  • Snowtanks now take longer before they'll react to things.

    Fixes
  • Rogue's special, the Nuke Launcher and the Ion Cannon now work with gamepad. All still need some work for usability, but we'll go over gamepad controls at some point!
  • The LOW HP message no longer intersects with Rogue's special ammo counter..
  • Boss music no longer keeps playing after *CLASSIFIED*.
  • Rogue should no longer get stuck because portals won't spawn.
  • Boss intro's no longer stop all other sounds from playing.

    Misc
  • Disabled the Sentry Gun for now, we're sorry, but it's terrible.
  • Rogue now sounds as Fish, until she gets her own SFX.
  • Horror starts with a normal revolver again. We want the Rusty Revolver to stay special.
  • Sound effects for pop weapons and fire shotguns!
  • The *CLASSIFIED* no longer fires when you're dead.
  • The screen now shakes a bit when *CLASSIFIED* walks.
  • Boss gun audio now works the same as player gunfire, muting out all other sounds a bit.
  • Rogue has an updated walk animation.
  • Added some more tips.

We're not done yet, though. We have months of work ahead, and during those months we hope for your continued support and help in spreading Nuclear Throne across the world.

Time to celebrate with some Nuclear Throne!
Nuclear Throne - Rami


Wait, what. We've been in Early Access for a year now? Wow! This calls for a celebration!

It's kind of absurd to think that for the past year, we've streamed about 520 hours of Nuclear Throne development and released almost 50 updates of the game. From less than a 100 Google results, Nuclear Throne now has over 300,000 Google results. There are over 40,000 YouTube videos, the majority likely by Sleepcycles, Bisnap and TenguDrop. The Nuclear Throne group has over 5,000 Members, we're listed in dozens of Steam Curator Lists and the game has performed super well for us.

We owe all of this to our amazing team, and to all of you. We can't express just how thankful we are for every single one of you that bought the game, but also those that show up in streams, that create weekly challenges, that offer feedback and criticism, that ask questions in the livestreams or make fan art, fan writing, fan music, fan games or even figurines.

So let's get to update #46! We've got Joonas back! That means there's a lot of cool new sound effects. Jukio made a beautiful minimalist tune that plays in the background after you've defeated a boss. There's also a ton of balancing, and three ridiculous new weapons. Go check the log!

We've been working hard behind the scenes on some future features too. Paul's been creating beautiful enemies and tiles for an upcoming secret area, and we've taken our first baby steps towards seeding. It isn't quite working yet, but we'll hopefully have some first test with that soon! Enjoy!

    Features
  • Some little things to celebrate one year of Early Access!
  • Sounds for the *CLASSIFIED*!
  • Three new high level weapons: The Auto Grenade Shotgun, Double Minigun and Gatling Bazooka.
  • Music for after boss fights.
  • Music for 0_1.

    Balancing
  • Boiling Veins now works when under 4HP, instead of 50% HP.
  • Rebel's healing is now rounded down.
  • Bloodlust has received a tiny buff.
  • Lucky Shot has received a buff.
  • Last Wish now fills Rogue's special ammo.
  • Slugger rate of fire has been reduced a tiny bit.
  • Rogue Rifle rate of fire has been reduced a bit.
  • Hyper Launcher deals less impact damage.
  • Snowtanks now take longer before they'll react to things.

    Fixes
  • Rogue's special, the Nuke Launcher and the Ion Cannon now work with gamepad. All still need some work for usability, but we'll go over gamepad controls at some point!
  • The LOW HP message no longer intersects with Rogue's special ammo counter..
  • Boss music no longer keeps playing after *CLASSIFIED*.
  • Rogue should no longer get stuck because portals won't spawn.
  • Boss intro's no longer stop all other sounds from playing.

    Misc
  • Disabled the Sentry Gun for now, we're sorry, but it's terrible.
  • Rogue now sounds as Fish, until she gets her own SFX.
  • Horror starts with a normal revolver again. We want the Rusty Revolver to stay special.
  • Sound effects for pop weapons and fire shotguns!
  • The *CLASSIFIED* no longer fires when you're dead.
  • The screen now shakes a bit when *CLASSIFIED* walks.
  • Boss gun audio now works the same as player gunfire, muting out all other sounds a bit.
  • Rogue has an updated walk animation.
  • Added some more tips.

We're not done yet, though. We have months of work ahead, and during those months we hope for your continued support and help in spreading Nuclear Throne across the world.

Time to celebrate with some Nuclear Throne!
Nuclear Throne - Rami


Aaah, it feels good to be back. Most of the team has been busy traveling to various events over the past few weeks, resulting in a slightly irregular update schedule. Now however, we're back. With a bang.

This update brings a brand new character to the game, Rogue. She's a renegade IDPD agent, and has been designed to be a difficult character who'll probably be the hardest to unlock. For now she's in your game right from the start, so enjoy that while it lasts!

Rogue's active ability allows her to call in a "Rogue Strike", for which special ammo has to be found in the levels, replacing Radiation Canisters. Her passive ability causes a big blast to appear whenever she gets hurt.

Does that sound similar to Rebels passive? Not anymore, as her passive got a complete remix! When entering a portal, Rebel will refill half of her missing health.

Other than these things, there's a lot of balancing going on. We've got a good feeling about where the game is heading, and are really making some distance now!

Oh, and there's one more thing about Rogue: Right from the start, she'll be constantly chased by the IDPD. Good luck!

    Features
  • Rogue.

    BALANCING:
  • Gamma Guts now deals slightly less damage.
  • Cluster grenades now spread out a bit more.
  • The Pop Gun got an even higher rate of fire, making it impossible to hate.
  • Grenade Shotgun has slightly less spread.
  • Toxic damage has been increased.
  • Wave Gun shoots a few more pellets.
  • Snowbots now need to be a bit closer before they'll throw a car.
  • The Flare Gun now spawns earlier.

    Fixes
  • IDPD Inspectors have been sent back to IDPD Academy, and learnt to aim.
  • Ammo and HP pickups should no longer get stuck in walls!
  • Weapon Chests opened in narrow corridors no longer cause weapons to freak out and bounce around for hours.
  • Fixed an error caused by small grenades.
  • Players should no longer encounter the same level multiple times.
  • IDPD portals no longer spawn on portals.

    Balancing
  • Rebel has a new passive ability, refilling half her missing health when entering a portal.
  • IDPD explosions now destroy projectiles.
  • The lunge on the Chicken sword has been removed.
  • Plasma Cannon now blows up walls on impact.
  • Some new tips.
  • The new grenade weapons have less screenshake when getting launched.

That's it for this week. Don't forget to tune it for the livestreams and enjoy!
Nuclear Throne - Rami


Aaah, it feels good to be back. Most of the team has been busy traveling to various events over the past few weeks, resulting in a slightly irregular update schedule. Now however, we're back. With a bang.

This update brings a brand new character to the game, Rogue. She's a renegade IDPD agent, and has been designed to be a difficult character who'll probably be the hardest to unlock. For now she's in your game right from the start, so enjoy that while it lasts!

Rogue's active ability allows her to call in a "Rogue Strike", for which special ammo has to be found in the levels, replacing Radiation Canisters. Her passive ability causes a big blast to appear whenever she gets hurt.

Does that sound similar to Rebels passive? Not anymore, as her passive got a complete remix! When entering a portal, Rebel will refill half of her missing health.

Other than these things, there's a lot of balancing going on. We've got a good feeling about where the game is heading, and are really making some distance now!

Oh, and there's one more thing about Rogue: Right from the start, she'll be constantly chased by the IDPD. Good luck!

    Features
  • Rogue.

    BALANCING:
  • Gamma Guts now deals slightly less damage.
  • Cluster grenades now spread out a bit more.
  • The Pop Gun got an even higher rate of fire, making it impossible to hate.
  • Grenade Shotgun has slightly less spread.
  • Toxic damage has been increased.
  • Wave Gun shoots a few more pellets.
  • Snowbots now need to be a bit closer before they'll throw a car.
  • The Flare Gun now spawns earlier.

    Fixes
  • IDPD Inspectors have been sent back to IDPD Academy, and learnt to aim.
  • Ammo and HP pickups should no longer get stuck in walls!
  • Weapon Chests opened in narrow corridors no longer cause weapons to freak out and bounce around for hours.
  • Fixed an error caused by small grenades.
  • Players should no longer encounter the same level multiple times.
  • IDPD portals no longer spawn on portals.

    Balancing
  • Rebel has a new passive ability, refilling half her missing health when entering a portal.
  • IDPD explosions now destroy projectiles.
  • The lunge on the Chicken sword has been removed.
  • Plasma Cannon now blows up walls on impact.
  • Some new tips.
  • The new grenade weapons have less screenshake when getting launched.

That's it for this week. Don't forget to tune it for the livestreams and enjoy!
Nuclear Throne - Rami


We missed the update last week because things got too busy. A lot of work has been going on behind the screens this week, and will sadly have to stay there for a bit.

We're working on a new secret area, but it just isn't ready to implement yet. Of course, we can't just give you an empty update, so here's a pile of updates, three new explosive weapons based around tiny grenades, and some proper bug fixes!

Two thirds of the team spent our week at Fantastic Arcade, and the next week might be super busy too. After that however, we're going back to full blast. We've got some good stuff cooking.

    Features
  • Three new explosive weapons, first of which is the Cluster Launcher.
  • A GRENADE SHOTGUN. Caps intended.
  • And obviously, a Grenade Rifle.

    Balancing
  • Gamma Guts now even more damage!
  • The Hyper Launcher rate of fire has been slightly decreased.
  • The Lightning Rifle now has a higher rate of fire, but slightly less range.
  • Laser Pistol rate of fire has been decreased a tiny bit more. More changes to these coming soon probably.
  • I'm also pretty sure we fixed some weapon spawn positions, but forgot to write it down. Exciting!

    Fixes
  • Lil Hunter now drops 20 rads instead of 2.
  • Chests should no longer freak out when spawning on top of eachother, digging infinitely long tunnels.
  • Hopefully the Lightning Rifle no longer makes the game crash on Mac. Please let us know!
  • Finally squashed the bug that caused Rhino Freaks to disappear when touching a wall.

    Misc
  • Recycle Gland no longer spawns a million +1 bullet popups. This is a temporary fix untill we add a better effect.
  • Work in progress light beams can be found in the Crown Vaults now!

Enjoy!
Nuclear Throne - Rami


We missed the update last week because things got too busy. A lot of work has been going on behind the screens this week, and will sadly have to stay there for a bit.

We're working on a new secret area, but it just isn't ready to implement yet. Of course, we can't just give you an empty update, so here's a pile of updates, three new explosive weapons based around tiny grenades, and some proper bug fixes!

Two thirds of the team spent our week at Fantastic Arcade, and the next week might be super busy too. After that however, we're going back to full blast. We've got some good stuff cooking.

    Features
  • Three new explosive weapons, first of which is the Cluster Launcher.
  • A GRENADE SHOTGUN. Caps intended.
  • And obviously, a Grenade Rifle.

    Balancing
  • Gamma Guts now even more damage!
  • The Hyper Launcher rate of fire has been slightly decreased.
  • The Lightning Rifle now has a higher rate of fire, but slightly less range.
  • Laser Pistol rate of fire has been decreased a tiny bit more. More changes to these coming soon probably.
  • I'm also pretty sure we fixed some weapon spawn positions, but forgot to write it down. Exciting!

    Fixes
  • Lil Hunter now drops 20 rads instead of 2.
  • Chests should no longer freak out when spawning on top of eachother, digging infinitely long tunnels.
  • Hopefully the Lightning Rifle no longer makes the game crash on Mac. Please let us know!
  • Finally squashed the bug that caused Rhino Freaks to disappear when touching a wall.

    Misc
  • Recycle Gland no longer spawns a million +1 bullet popups. This is a temporary fix untill we add a better effect.
  • Work in progress light beams can be found in the Crown Vaults now!

Enjoy!
...