Nuclear Throne - Rami


We're late and we're sorry. Turns out Rami's internet in India isn't as stable as we'd hope.

Either way, we've been working non-stop for a couple of weeks now, so this update we took it a bit easier. By taking it easy we mean making a small pile of cool new guns: The first two Ultra Weapons, the ultra revolver and ultra laser pistol, both late game killing machines that use both rads and ammo. Other than that, there's a new type of bullet weapons, using 2 ammo per shot and firing heavy bullets. In a much-debated, controversial move, the beloved sledgehammer has been replaced by a wrench, and we made a "new" sledgehammer with more damage and a slower rate of fire. That's all for now! Enjoy!

    Features
  • Ultra Revolver
  • Ultra Laser Pistol
  • Heavy Revolver
  • Heavy Machinegun
  • The Sledgehammer is now the Wrench, but there's a new Sledgehammer!

    Fixes
  • Fixed a crash related to explosions.
  • Fixed a crash related to chicken's max HP loss.

    Misc
  • Slightly changed the origin of the revolver, making it look better when holstered.

Have fun and don't forget to let us know your thoughts!
Nuclear Throne - Rami


We're late and we're sorry. Turns out Rami's internet in India isn't as stable as we'd hope.

Either way, we've been working non-stop for a couple of weeks now, so this update we took it a bit easier. By taking it easy we mean making a small pile of cool new guns: The first two Ultra Weapons, the ultra revolver and ultra laser pistol, both late game killing machines that use both rads and ammo. Other than that, there's a new type of bullet weapons, using 2 ammo per shot and firing heavy bullets. In a much-debated, controversial move, the beloved sledgehammer has been replaced by a wrench, and we made a "new" sledgehammer with more damage and a slower rate of fire. That's all for now! Enjoy!

    Features
  • Ultra Revolver
  • Ultra Laser Pistol
  • Heavy Revolver
  • Heavy Machinegun
  • The Sledgehammer is now the Wrench, but there's a new Sledgehammer!

    Fixes
  • Fixed a crash related to explosions.
  • Fixed a crash related to chicken's max HP loss.

    Misc
  • Slightly changed the origin of the revolver, making it look better when holstered.

Have fun and don't forget to let us know your thoughts!
Nuclear Throne - Rami


Fifty updates in slightly over a year, that's ridiculous. To celebrate, we've spent a week fixing bugs, balancing, and changing tiny details! Speaking of details, there's now a new type of art asset in most levels, adding tiny bits of variation to the floor tiles! Exciting stuff. Other than that, massive changes to Chicken, big changes to Steroids, and as said before, a ton of balancing.

    Features
  • Little art details have been added to some of the tilesets. Expect bits of grass and clams, the usual really.

    Balancing
  • Changed Throne Butt for Steroids.
  • Steroids now also has all weapons fully automatic as their passive.
  • Getting decapitated as Chicken now lowers your max HP by one, but there are some ways to get it back!
  • Eagly Eyes now also lets you see a bit further.
  • Extra Feet now makes you walk normal on all surfaces.
  • Frog Eggs now have more HP.
  • Melting's Ultra now requires enemies to have slightly less HP.
  • Eyes' Ultra radius has been increased slightly.
  • Nukes now have a smaller hitbox, allowing for better maneuvring.
  • Shotgun masks are now slightly different, and Shotgun Fingers should work slightly different.
  • Sawed Off Shotgun now has more range, less accuracy.
  • Shotgun, Double Shotgun and Sawed Off Shotgun rate of fire has been increased slightly.
  • Plant's Snare now stops toxic gas.
  • Toxic Barrels now have bigger explosions.
  • Golden Weapons now only appear after looping.

    Fixes
  • Enemies should no longer get stuck in walls, hopefully.
  • Rogue's Ultra now works as planned.
  • Fixed a crash caused by Weapon Chests.
  • Fixed a crash caused by mutating too much.
  • Breaking a single wall now makes the floor look broken.
  • Toxic Launchers now always spawn toxic gas.
  • Chicken Sword no longer spawns when you get to difficulty 99. :P
  • Rebel B skin now looks cool from 5_1 instead of 5_2.
  • Big Rad Canisters can't be infested anymore.
  • Shells should no longer go through walls.

    Misc
  • Eyes' Ultra is now explained better.
  • Rogue Ammo canisters can now be "opened" by Portals.
  • New bone pile prop.
  • Art for the horrific boss waiting in loop has been updated.
  • A new rare tip has been added.

So yeah, that's a huge update. We're working on a little big new thing for end-game players for this week. Don't forget to check out our livestreams and the like, as always on Tuesday and Thursday at 1PM CET.

See you all next week!
Nuclear Throne - Rami


Fifty updates in slightly over a year, that's ridiculous. To celebrate, we've spent a week fixing bugs, balancing, and changing tiny details! Speaking of details, there's now a new type of art asset in most levels, adding tiny bits of variation to the floor tiles! Exciting stuff. Other than that, massive changes to Chicken, big changes to Steroids, and as said before, a ton of balancing.

    Features
  • Little art details have been added to some of the tilesets. Expect bits of grass and clams, the usual really.

    Balancing
  • Changed Throne Butt for Steroids.
  • Steroids now also has all weapons fully automatic as their passive.
  • Getting decapitated as Chicken now lowers your max HP by one, but there are some ways to get it back!
  • Eagly Eyes now also lets you see a bit further.
  • Extra Feet now makes you walk normal on all surfaces.
  • Frog Eggs now have more HP.
  • Melting's Ultra now requires enemies to have slightly less HP.
  • Eyes' Ultra radius has been increased slightly.
  • Nukes now have a smaller hitbox, allowing for better maneuvring.
  • Shotgun masks are now slightly different, and Shotgun Fingers should work slightly different.
  • Sawed Off Shotgun now has more range, less accuracy.
  • Shotgun, Double Shotgun and Sawed Off Shotgun rate of fire has been increased slightly.
  • Plant's Snare now stops toxic gas.
  • Toxic Barrels now have bigger explosions.
  • Golden Weapons now only appear after looping.

    Fixes
  • Enemies should no longer get stuck in walls, hopefully.
  • Rogue's Ultra now works as planned.
  • Fixed a crash caused by Weapon Chests.
  • Fixed a crash caused by mutating too much.
  • Breaking a single wall now makes the floor look broken.
  • Toxic Launchers now always spawn toxic gas.
  • Chicken Sword no longer spawns when you get to difficulty 99. :P
  • Rebel B skin now looks cool from 5_1 instead of 5_2.
  • Big Rad Canisters can't be infested anymore.
  • Shells should no longer go through walls.

    Misc
  • Eyes' Ultra is now explained better.
  • Rogue Ammo canisters can now be "opened" by Portals.
  • New bone pile prop.
  • Art for the horrific boss waiting in loop has been updated.
  • A new rare tip has been added.

So yeah, that's a huge update. We're working on a little big new thing for end-game players for this week. Don't forget to check out our livestreams and the like, as always on Tuesday and Thursday at 1PM CET.

See you all next week!
Nuclear Throne - Rami


*** NOTE: This update is currently Windows-only. It'll launch for OSX and Linux before Tuesday. Our sincere apologies. ***

Normally, this would be the update where we cleaned up the mess we made with the last one. As an experiment, we decided to do the absolute opposite this time, and just push as far as we could! This update brings two very interesting high-level features to the game. The first new thing is waiting for those skilled enough to reach the sewers on loop. The second thing would be the legendary Ultra Mutations! For this update, you'll be able to level up one more time after reaching level 9. This will allow you to pick an Ultra Mutation. Ultra Mutations are character-specific mutations, that are extremely powerful. In the future, it won't be as simple as leveling up more to get them, but for now, we just need all the feedback we can get.
Seeds have also been fixed slightly, as you can now actually seed different levels with the seed.txt file!

Anyway, enjoy all this horrifying new content, and make sure to tell us what you think! We're going to spend next week cleaning up the mess we made in the last few updates. ;-)

    Features
  • Something terrifying awaiting those strong enough to loop. Work in progress.
  • Ultra Mutations! At least one for every character.

    Balancing
  • Weapons based on tiny grenades now have slightly different timing.
  • Frogs now drop more health/ammo.

    Fixes
  • Seeds now work as intented from seed.txt, but need to be numbers only!
  • Toxic now actually heals Frogs.
  • Fixed a crash caused by screen shake in the Portal.
  • Weapons should no longer be unable to fire until swapped after traversing a portal.
  • Fixed a tip for Horror that was too long to fit.

    Misc
  • Some more tweaks to Big Bandit's spawn.
  • Some changes to the way Plant's snare spawns, you have to wait for it to connect before being able to fire again. Still requires some camera fixes.
[/b]

Enjoy!
Nuclear Throne - Rami


*** NOTE: This update is currently Windows-only. It'll launch for OSX and Linux before Tuesday. Our sincere apologies. ***

Normally, this would be the update where we cleaned up the mess we made with the last one. As an experiment, we decided to do the absolute opposite this time, and just push as far as we could! This update brings two very interesting high-level features to the game. The first new thing is waiting for those skilled enough to reach the sewers on loop. The second thing would be the legendary Ultra Mutations! For this update, you'll be able to level up one more time after reaching level 9. This will allow you to pick an Ultra Mutation. Ultra Mutations are character-specific mutations, that are extremely powerful. In the future, it won't be as simple as leveling up more to get them, but for now, we just need all the feedback we can get.
Seeds have also been fixed slightly, as you can now actually seed different levels with the seed.txt file!

Anyway, enjoy all this horrifying new content, and make sure to tell us what you think! We're going to spend next week cleaning up the mess we made in the last few updates. ;-)

    Features
  • Something terrifying awaiting those strong enough to loop. Work in progress.
  • Ultra Mutations! At least one for every character.

    Balancing
  • Weapons based on tiny grenades now have slightly different timing.
  • Frogs now drop more health/ammo.

    Fixes
  • Seeds now work as intented from seed.txt, but need to be numbers only!
  • Toxic now actually heals Frogs.
  • Fixed a crash caused by screen shake in the Portal.
  • Weapons should no longer be unable to fire until swapped after traversing a portal.
  • Fixed a tip for Horror that was too long to fit.

    Misc
  • Some more tweaks to Big Bandit's spawn.
  • Some changes to the way Plant's snare spawns, you have to wait for it to connect before being able to fire again. Still requires some camera fixes.
[/b]

Enjoy!
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!
...