Nuclear Throne - Rami


This was a scary week of development. In order to fix co-op, we had to break a very essential part of the game, and piece it back together bit by bit, making sure no random errors popped up at essential moments. Long story short: we think we've succeeded, and co-op is back!

We've also done some proper balancing, fixed some nasty bugs, tweaked last week's new looping system, and generally cleaned up the code a bit. We've got about one big thing left to implement before we can move on to very focussed balancing of the game! Either way, all the big fixes and code reworks might cause some error messages. Please keep an eye out and let us know when things go wrong!

    Features
  • Co-op is back! We still need to finish the character select for it, right now you'll play as the selected character + one random, but everything else seems to be working.
  • Co-op now has a new revive mechanic. Killed players need to be reached within 10 seconds or you start taking damage. Reviving them costs you half your HP. Oh, and co-op also has specific Ultras now that are unique to it!
  • Some mysterious Crystal Caves tweaks for loops.

    Balancing
  • Big one: You can no longer start dailies (and co-op) with a crown.
  • Chicken now loses 2 max HP when decapitated.
  • Slightly less random enemies on loops.
  • Tweaked the spawn sets for loops.
  • Less statues on 7-3.
  • Guardians behave a bit less chaotic on 7-3.
  • [CLASSIFIED] with Chicken deals less damage when [CLASSIFIED].
  • Super Fireballers wait longer before attacking.
  • Flies drop slightly fewer weapons.
  • Less HP for the Elite Inspectors.
  • Ultra Revolver costs more ammo but less rads.
  • Super Flak Cannon deals more impact damage.
  • Van deals less damage to enemies.

    Fixes
  • So, uh, we're going to have to apologize for this one: the drop system wasn't working the way we thought it was. It's now been fixed and you should have a bigger chance of getting your empty weapon's ammo type when carrying one full weapon. Sorry!
  • Big Portal only attracts you when there is line of sight now.
  • Health values under 0 are no longer shown.
  • A few fixes to daily starting weapons.
  • Elite Shielders no longer benefit from Laser Brain. Whoops.
  • A lot of tiny mutation related things have been fixed by the new code structure. Example: Allies now keep Throne Butt after your death.
  • Weapons thrown into a portal no longer return to you with Chicken's B Ultra.
  • Fixed a bug related to Fish and Golden Chests.

    Misc
  • Map now shows both players in co-op.
  • Co-op is no longer spelled as coop.
  • Throne Butt gives info on both characters in co-op.
  • Chicken's bleed time is now shown in the HUD.
  • A few new tips.
  • Labs song now has a shorter intro and has been tweaked a bit.
  • Updated, more excited unlock jingle!

If you come across any bugs or error messages, please let us know. Also let us know if you still come across problems on the Linux build of the game. We've been trying to trace down a number of bugs related to the Steam integration, and thanks to the many, many bug reports we've received, we think we're homing in on the problem. We should be able to get things fixed pretty quickly after we lock in on the issue.
Nuclear Throne - Rami


This was a scary week of development. In order to fix co-op, we had to break a very essential part of the game, and piece it back together bit by bit, making sure no random errors popped up at essential moments. Long story short: we think we've succeeded, and co-op is back!

We've also done some proper balancing, fixed some nasty bugs, tweaked last week's new looping system, and generally cleaned up the code a bit. We've got about one big thing left to implement before we can move on to very focussed balancing of the game! Either way, all the big fixes and code reworks might cause some error messages. Please keep an eye out and let us know when things go wrong!

    Features
  • Co-op is back! We still need to finish the character select for it, right now you'll play as the selected character + one random, but everything else seems to be working.
  • Co-op now has a new revive mechanic. Killed players need to be reached within 10 seconds or you start taking damage. Reviving them costs you half your HP. Oh, and co-op also has specific Ultras now that are unique to it!
  • Some mysterious Crystal Caves tweaks for loops.

    Balancing
  • Big one: You can no longer start dailies (and co-op) with a crown.
  • Chicken now loses 2 max HP when decapitated.
  • Slightly less random enemies on loops.
  • Tweaked the spawn sets for loops.
  • Less statues on 7-3.
  • Guardians behave a bit less chaotic on 7-3.
  • [CLASSIFIED] with Chicken deals less damage when [CLASSIFIED].
  • Super Fireballers wait longer before attacking.
  • Flies drop slightly fewer weapons.
  • Less HP for the Elite Inspectors.
  • Ultra Revolver costs more ammo but less rads.
  • Super Flak Cannon deals more impact damage.
  • Van deals less damage to enemies.

    Fixes
  • So, uh, we're going to have to apologize for this one: the drop system wasn't working the way we thought it was. It's now been fixed and you should have a bigger chance of getting your empty weapon's ammo type when carrying one full weapon. Sorry!
  • Big Portal only attracts you when there is line of sight now.
  • Health values under 0 are no longer shown.
  • A few fixes to daily starting weapons.
  • Elite Shielders no longer benefit from Laser Brain. Whoops.
  • A lot of tiny mutation related things have been fixed by the new code structure. Example: Allies now keep Throne Butt after your death.
  • Weapons thrown into a portal no longer return to you with Chicken's B Ultra.
  • Fixed a bug related to Fish and Golden Chests.

    Misc
  • Map now shows both players in co-op.
  • Co-op is no longer spelled as coop.
  • Throne Butt gives info on both characters in co-op.
  • Chicken's bleed time is now shown in the HUD.
  • A few new tips.
  • Labs song now has a shorter intro and has been tweaked a bit.
  • Updated, more excited unlock jingle!

If you come across any bugs or error messages, please let us know. Also let us know if you still come across problems on the Linux build of the game. We've been trying to trace down a number of bugs related to the Steam integration, and thanks to the many, many bug reports we've received, we think we're homing in on the problem. We should be able to get things fixed pretty quickly after we lock in on the issue.
Nuclear Throne - Rami

Wallpaper version: Here.

Big, experimental changes incoming! We've finally started moving loops away from "random chaos, good luck", and are heading towards a more curated approach. Loops now simply have different, harder enemy spawns, yet still a good load of messiness to them. We hope this poses more interesting, specific challenges while also upping the difficulty more consistently. We've also worked a lot on the two bosses that needed it most: the Technomancer and Throne II. We're super curious to find out what y'all think about these changes, and how far, or not far, loops will take everyone now!

We've also upgraded Steroids' B-skin, done a whole load of balancing, and toned down the universally beloved and critically acclaimed Van Spawns a tiny bit. You'll get about 300 more milliseconds to respond to them, and they'll try to no longer ram right into each other on spawn.

Either way, we think it's loads of good stuff. Please dive in and send us all the feedback you've got!

    Features
  • Changes to the 0-1 fight.
  • Changes to the Labs loop boss.
  • Loop enemy overhaul.
  • Updated Steroids B skin.

    Balancing
  • Hard mode weapon drops now progress three times slower. Sorry.
  • Hyper Slugger rate of fire has been decreased a bit.
  • Hyper Launcher rate of fire has been increased.
  • Chicken's Harder To Kill gives you a bit less time per kill.
  • Flames now have more stopping power.
  • Turrets should now break walls they spawn on.
  • Super Bazooka spawns a tiny bit later.
  • Fish speed with Throne Butt has been increased.
  • Vans spawn slightly slower now and one by one.
  • Vans now deal 20 damage instead of 50.
  • The big green projectiles now explode into one less bullet stream.

    Fixes
  • You can no longer spawn craters outside the level in 0-1.
  • Props are no longer randomized on loops.

    Misc
  • More tech changes to the Chicken Sword, now properly.
  • Fixed an issue with Rebel's big art for the menu.
  • IDPD projectiles have been updated for readability.
  • Strong Spirit halo has been updated for readability.
  • Updated Ultra HUD icons.
  • Fixed some phrasing in the tip.

Enjoy!
Nuclear Throne - Rami

Wallpaper version: Here.

Big, experimental changes incoming! We've finally started moving loops away from "random chaos, good luck", and are heading towards a more curated approach. Loops now simply have different, harder enemy spawns, yet still a good load of messiness to them. We hope this poses more interesting, specific challenges while also upping the difficulty more consistently. We've also worked a lot on the two bosses that needed it most: the Technomancer and Throne II. We're super curious to find out what y'all think about these changes, and how far, or not far, loops will take everyone now!

We've also upgraded Steroids' B-skin, done a whole load of balancing, and toned down the universally beloved and critically acclaimed Van Spawns a tiny bit. You'll get about 300 more milliseconds to respond to them, and they'll try to no longer ram right into each other on spawn.

Either way, we think it's loads of good stuff. Please dive in and send us all the feedback you've got!

    Features
  • Changes to the 0-1 fight.
  • Changes to the Labs loop boss.
  • Loop enemy overhaul.
  • Updated Steroids B skin.

    Balancing
  • Hard mode weapon drops now progress three times slower. Sorry.
  • Hyper Slugger rate of fire has been decreased a bit.
  • Hyper Launcher rate of fire has been increased.
  • Chicken's Harder To Kill gives you a bit less time per kill.
  • Flames now have more stopping power.
  • Turrets should now break walls they spawn on.
  • Super Bazooka spawns a tiny bit later.
  • Fish speed with Throne Butt has been increased.
  • Vans spawn slightly slower now and one by one.
  • Vans now deal 20 damage instead of 50.
  • The big green projectiles now explode into one less bullet stream.

    Fixes
  • You can no longer spawn craters outside the level in 0-1.
  • Props are no longer randomized on loops.

    Misc
  • More tech changes to the Chicken Sword, now properly.
  • Fixed an issue with Rebel's big art for the menu.
  • IDPD projectiles have been updated for readability.
  • Strong Spirit halo has been updated for readability.
  • Updated Ultra HUD icons.
  • Fixed some phrasing in the tip.

Enjoy!
Nuclear Throne - Rami


For the last 88 (!!!) updates our double digit updates have been huge, but you can tell we're moving towards completing this game - there's mostly little things left, and we can't do 'big things' without getting all of those 'little things' our of the way. In other words, it was fixing, tweaking, balancing, and the introduction of a new elite enemy. Enjoy!

    Features
  • New elite enemy in the sewers.

    Balancing
  • Slightly more bullet ammo per drop.
  • Alligators now wait for a bit before firing.
  • Less HP drops and less rads in Hard mode.
  • Splinters are now more effective with Bolt Marrow.
  • Ultra crossbow now has a higher rate of fire.
  • Less "last enemy is a turret somewhere far away" situations.

    Fixes
  • The unlock screen now works with gamepad too.
  • Stopped some things from spawning very close to the player. Few more tweaks to these things.
  • Removed bandits from a certain area.
  • Removed IDPD from a certain area.
  • Loop portal is now green again.
  • Fixed a tutorial crash.
  • Some changes to the Chicken Sword.
  • You can no longer take crowns to the tutorial.
  • Fixed a bug caused by pressing arrow keys in the stat/character select screen.
  • Fixed a bug related to toxic gas.
  • You should be able to swap your loadout weapons again.
  • Fixed a boss intro crash.

    Misc
  • Unlock screen now has a darker background.
  • Removed the random crown option for now.
  • Toxic Gas now glows properly.
  • Updated the Crown Vault art.

PAX is going exceptionally well, and we're amazed at how many of you have dropped by the booth to tell of your favorite Nuclear Throne deaths, kills and stories. Also thanks to those of you who brought fan-art, drawings, friends, or Coca Cola for Rami and thanks to those cosplaying our characters at PAX! One more day!
Nuclear Throne - Rami


For the last 88 (!!!) updates our double digit updates have been huge, but you can tell we're moving towards completing this game - there's mostly little things left, and we can't do 'big things' without getting all of those 'little things' our of the way. In other words, it was fixing, tweaking, balancing, and the introduction of a new elite enemy. Enjoy!

    Features
  • New elite enemy in the sewers.

    Balancing
  • Slightly more bullet ammo per drop.
  • Alligators now wait for a bit before firing.
  • Less HP drops and less rads in Hard mode.
  • Splinters are now more effective with Bolt Marrow.
  • Ultra crossbow now has a higher rate of fire.
  • Less "last enemy is a turret somewhere far away" situations.

    Fixes
  • The unlock screen now works with gamepad too.
  • Stopped some things from spawning very close to the player. Few more tweaks to these things.
  • Removed bandits from a certain area.
  • Removed IDPD from a certain area.
  • Loop portal is now green again.
  • Fixed a tutorial crash.
  • Some changes to the Chicken Sword.
  • You can no longer take crowns to the tutorial.
  • Fixed a bug caused by pressing arrow keys in the stat/character select screen.
  • Fixed a bug related to toxic gas.
  • You should be able to swap your loadout weapons again.
  • Fixed a boss intro crash.

    Misc
  • Unlock screen now has a darker background.
  • Removed the random crown option for now.
  • Toxic Gas now glows properly.
  • Updated the Crown Vault art.

PAX is going exceptionally well, and we're amazed at how many of you have dropped by the booth to tell of your favorite Nuclear Throne deaths, kills and stories. Also thanks to those of you who brought fan-art, drawings, friends, or Coca Cola for Rami and thanks to those cosplaying our characters at PAX! One more day!
Nuclear Throne - Rami


You wouldn't believe how many things we could finally strike-through on our to do lists and checklists this week. There's nothing too exciting gameplay-wise this week, but we definitely made some serious progress towards that long-awaited version 1.0! Anyway, long days of efficient and hard work are pretty exhausting, so let's just jump into the cool new stuff:

    Features
  • We've created a simple tutorial to explain the controls! Turns out it's rather possible to miss the fact that you can switch weapons.
  • Awesome music for the Labs and Crystal Caves loop bosses!
  • Boss intro for the Labs loop boss!
  • Updated the stats screen, now a bit more bare-bones but functional.
  • Unlock popups!
  • The loadout screen has been updated, crowns are now locked from the start until looping with them with a specific character.

    Balancing
  • Crown Statues are no longer damaged by enemies.
  • Nerfed Chicken's "hard to kill" Ultra.
  • Caves loop boss can no longer be pushed through walls.
  • Bit less HP for the Caves loop boss.
  • The Throne boss now shoots slightly less projectiles.
  • The Sewers loop boss now scales in difficulty with loops.
  • The Throne boss now scales in difficulty with loops.
  • Bouncer Shotgun rate of fire has been increased, and it spawns a bit sooner.
  • Laser Crystals now drop more ammo.
  • Made IDPD a bit more effective on loops.

    Fixes
  • Y.V.'s B Ultra reload time has been restored.
  • Fixed a crash on the daily score screen.
  • Swapped the Plant and Robot unlocks, whoops.

    Misc
  • Changed some tips.
  • Art for the Super Bazooka!
  • Nicer debris in the Jungle.
  • The way areas and secret areas are named has been changed.
  • Back buttons are slightly brighter.

Also don't forget to visit the Vlambeer booth at PAX Prime, which is not in the Indie MEGABOOTH this year, but a fully professional seperate booth of our own. We'll be introducing an amazing, brand new Nuclear Throne t-shirt and some other new merchandise. For those of you who won't be in Seattle, some of those will be for sale online later.

There's still a lot to do, but the ratio of 'things done' to 'things to do' is starting to look really nice for us now. Let us know what you think, as usual, and don't forget to check into our livestreams on Tuesdays and Thursdays.
Nuclear Throne - Rami


You wouldn't believe how many things we could finally strike-through on our to do lists and checklists this week. There's nothing too exciting gameplay-wise this week, but we definitely made some serious progress towards that long-awaited version 1.0! Anyway, long days of efficient and hard work are pretty exhausting, so let's just jump into the cool new stuff:

    Features
  • We've created a simple tutorial to explain the controls! Turns out it's rather possible to miss the fact that you can switch weapons.
  • Awesome music for the Labs and Crystal Caves loop bosses!
  • Boss intro for the Labs loop boss!
  • Updated the stats screen, now a bit more bare-bones but functional.
  • Unlock popups!
  • The loadout screen has been updated, crowns are now locked from the start until looping with them with a specific character.

    Balancing
  • Crown Statues are no longer damaged by enemies.
  • Nerfed Chicken's "hard to kill" Ultra.
  • Caves loop boss can no longer be pushed through walls.
  • Bit less HP for the Caves loop boss.
  • The Throne boss now shoots slightly less projectiles.
  • The Sewers loop boss now scales in difficulty with loops.
  • The Throne boss now scales in difficulty with loops.
  • Bouncer Shotgun rate of fire has been increased, and it spawns a bit sooner.
  • Laser Crystals now drop more ammo.
  • Made IDPD a bit more effective on loops.

    Fixes
  • Y.V.'s B Ultra reload time has been restored.
  • Fixed a crash on the daily score screen.
  • Swapped the Plant and Robot unlocks, whoops.

    Misc
  • Changed some tips.
  • Art for the Super Bazooka!
  • Nicer debris in the Jungle.
  • The way areas and secret areas are named has been changed.
  • Back buttons are slightly brighter.

Also don't forget to visit the Vlambeer booth at PAX Prime, which is not in the Indie MEGABOOTH this year, but a fully professional seperate booth of our own. We'll be introducing an amazing, brand new Nuclear Throne t-shirt and some other new merchandise. For those of you who won't be in Seattle, some of those will be for sale online later.

There's still a lot to do, but the ratio of 'things done' to 'things to do' is starting to look really nice for us now. Let us know what you think, as usual, and don't forget to check into our livestreams on Tuesdays and Thursdays.
Nuclear Throne - Rami


Please take a seat before continuing. Let's dive right in.

There's some new interface, which also comes with a brand new host of tiny tweaks and even sound effects for the menus! Most importantly, there's a new daily screen, now showing you the character used and the world and level in which the run ended.

We've updated the character unlock requirements, as it's about time we start really working on some of the meta there. If you don't feel like grinding your way through every update, there's a temporary and rather giant "UNLOCK ALL" button in the main menu. Click it will unlocking all characters for you.

There's also a new thing it doesn't unlock. If you want it, you'll have to earn it. Loop twice to gain access to the very work-in-progress HARD MODE. That's right. Normal Nuclear Throne isn't hard enough for some of you. Just like loops themselves, Hard Mode is a super early version of what it'll eventually be. Hard Mode basically starts you off in loop 1, as a level 1 character, with a difficulty that ramps up twice as quick, enemies dropping less rads, normal loop 0 level weapon drops, and all the cool things that come with looping. To make things a bit more fair, you spawn right on top of a Big Weapon Chest, so at least you get to pick from three screwdrivers!

Other than that, there's a whole pile of balancing, fixing, even art visibility updates... And a Super Bazooka. Feel free to just skim over everything below and feel free to jump into the game as fast as you can.

    Features
  • New daily screen, now showing you what character someone played as and exactly where they died!
  • Basic sounds for the main menu!
  • J.W. couldn't help it: the Super Bazooka.
  • We've updated the character unlocks! They're now a bit more spread out, as we want to slowly start testing the timing and curve for this. This also includes little popups when unlocking a character or golden weapon and a huge temporary UNLOCK ALL button for those who don't feel like grinding through the meta until full release.
  • Boss intro for the second loop boss.
  • Hard mode. Reach loop 2 to unlock it.

    Balancing
  • Gamma Guts tweaks again. You no longer take damage from enemies you kill instantly with it!
  • Regurgitate gives you more weapons now.
  • The second loop boss now has more HP and functions as a light source.
  • Lil' Hunter is now a bit more predictable, using the snipe shots only from far away.
  • Crystal's shield cooldown has been increased a tiny bit.
  • Better rate of fire for the Splinter Gun.
  • Chicken throw damage now scales up with your level.
  • Flames spread easier.
  • Blood Hammer deals more damage to enemies.
  • Big Dog gains a lot more HP per loop than other bosses now.
  • Tiny bit more Lightning Cannon range.
  • Guardian Dogs now chill a bit longer at the start of a level.
  • Exploding Guardians explode in less projectiles.

    Fixes
  • Fixed a freeze that happened on death.
  • Fixed a crash that happened on startup.
  • Fixed a bug where portals didn't open chests.
  • Music volume should now directly change when changed in the options menu.
  • Piles of explosions no longer become horizontal lines.
  • Pausing while Crystal is shielding no longer locks her shield.
  • The 0-1 fight now breaks small walls when activating, preventing "invisible walls" from appearing.
  • Bolts should now be able to damage enemies close to walls.
  • Bolt damage now stacks properly.
  • Gold weapons are now unlocked properly for your loadout.
  • Lasers should no longer glitch through walls.
  • Big Rad Canisters now have the proper sprite when they break.
  • Pausing as Chicken no longer always shows headless Chicken.
  • Fixed a few things kind of related to Melting.
  • Fixed the rate of fire for Steroid's second weapon.

    Misc
  • Trying out some new decals in the Frozen City.
  • Updated Toxic and IDPD projectiles for readability. A few more projectile sprite updates in general.
  • The new default "freeze frames" value is now 80%.
  • Added an effect for when Chicken's thrown weapons hit something.
  • New tips!
  • The ambient tracks now start playing at a random offset.
  • Ambient track is now faded out inside portals.
  • Loading now shows percentages as 001% instead of 1%.
  • The (!) thing for new characters is back.
  • The reload bar is more clear in the HUD.
  • Continue/Retry are now slightly brighter than other buttons.
  • The back arrow now animates and has been moved around a bit.
  • Last but not least: your HUD now animates slightly when swapping/picking up weapons!

Get playing, enjoy, give us feedback! Apologies for hard mode.
Nuclear Throne - Rami


Please take a seat before continuing. Let's dive right in.

There's some new interface, which also comes with a brand new host of tiny tweaks and even sound effects for the menus! Most importantly, there's a new daily screen, now showing you the character used and the world and level in which the run ended.

We've updated the character unlock requirements, as it's about time we start really working on some of the meta there. If you don't feel like grinding your way through every update, there's a temporary and rather giant "UNLOCK ALL" button in the main menu. Click it will unlocking all characters for you.

There's also a new thing it doesn't unlock. If you want it, you'll have to earn it. Loop twice to gain access to the very work-in-progress HARD MODE. That's right. Normal Nuclear Throne isn't hard enough for some of you. Just like loops themselves, Hard Mode is a super early version of what it'll eventually be. Hard Mode basically starts you off in loop 1, as a level 1 character, with a difficulty that ramps up twice as quick, enemies dropping less rads, normal loop 0 level weapon drops, and all the cool things that come with looping. To make things a bit more fair, you spawn right on top of a Big Weapon Chest, so at least you get to pick from three screwdrivers!

Other than that, there's a whole pile of balancing, fixing, even art visibility updates... And a Super Bazooka. Feel free to just skim over everything below and feel free to jump into the game as fast as you can.

    Features
  • New daily screen, now showing you what character someone played as and exactly where they died!
  • Basic sounds for the main menu!
  • J.W. couldn't help it: the Super Bazooka.
  • We've updated the character unlocks! They're now a bit more spread out, as we want to slowly start testing the timing and curve for this. This also includes little popups when unlocking a character or golden weapon and a huge temporary UNLOCK ALL button for those who don't feel like grinding through the meta until full release.
  • Boss intro for the second loop boss.
  • Hard mode. Reach loop 2 to unlock it.

    Balancing
  • Gamma Guts tweaks again. You no longer take damage from enemies you kill instantly with it!
  • Regurgitate gives you more weapons now.
  • The second loop boss now has more HP and functions as a light source.
  • Lil' Hunter is now a bit more predictable, using the snipe shots only from far away.
  • Crystal's shield cooldown has been increased a tiny bit.
  • Better rate of fire for the Splinter Gun.
  • Chicken throw damage now scales up with your level.
  • Flames spread easier.
  • Blood Hammer deals more damage to enemies.
  • Big Dog gains a lot more HP per loop than other bosses now.
  • Tiny bit more Lightning Cannon range.
  • Guardian Dogs now chill a bit longer at the start of a level.
  • Exploding Guardians explode in less projectiles.

    Fixes
  • Fixed a freeze that happened on death.
  • Fixed a crash that happened on startup.
  • Fixed a bug where portals didn't open chests.
  • Music volume should now directly change when changed in the options menu.
  • Piles of explosions no longer become horizontal lines.
  • Pausing while Crystal is shielding no longer locks her shield.
  • The 0-1 fight now breaks small walls when activating, preventing "invisible walls" from appearing.
  • Bolts should now be able to damage enemies close to walls.
  • Bolt damage now stacks properly.
  • Gold weapons are now unlocked properly for your loadout.
  • Lasers should no longer glitch through walls.
  • Big Rad Canisters now have the proper sprite when they break.
  • Pausing as Chicken no longer always shows headless Chicken.
  • Fixed a few things kind of related to Melting.
  • Fixed the rate of fire for Steroid's second weapon.

    Misc
  • Trying out some new decals in the Frozen City.
  • Updated Toxic and IDPD projectiles for readability. A few more projectile sprite updates in general.
  • The new default "freeze frames" value is now 80%.
  • Added an effect for when Chicken's thrown weapons hit something.
  • New tips!
  • The ambient tracks now start playing at a random offset.
  • Ambient track is now faded out inside portals.
  • Loading now shows percentages as 001% instead of 1%.
  • The (!) thing for new characters is back.
  • The reload bar is more clear in the HUD.
  • Continue/Retry are now slightly brighter than other buttons.
  • The back arrow now animates and has been moved around a bit.
  • Last but not least: your HUD now animates slightly when swapping/picking up weapons!

Get playing, enjoy, give us feedback! Apologies for hard mode.
...