The Binding of Isaac: Rebirth - ty
It's been no secret that the original The Binding of Isaac: Rebirth dev team at Nicalis has been working closely with Edmund for over eight years. Since that time the team has developed two DLCs and now for Repentance we're working with three new talented members who help little Isaac continue to grow.

You probably already have seen names like Jeremy, John, Simon, Adrian and Matt from the credits--and we'll interview them at a later time--but this week we want to introduce you to three of our newest members of the Isaac dev team. On the internet you might know them as _Kilburn (lead designer), LeatherIceCreme (designer) and NotYourSagittarius (artist). We've gathered together to get a better understand of their background and what they're doing to make the last DLC to your favorite video game.

Before we start, the trio have a ton of interest things to share so we're going to break this interview into multiple parts. We'll be sharing some pre-production dev screen shots and art so this is your #nospoilers warning.

You made proceed!


OK, now it's your turn, as we talked about we want to give little glimpse into the people who are making their favorite game. Can you each tell us a little bit about yourselves?
_Kilburn (Vinh):
I was born in the south of France from Vietnamese parents, my dad was a software engineer so we always had a PC at home for as long as I can remember, I was playing all kinds of DOS games as a kid. It didn't take long for me to realize I wanted to make games well actually, I was more interested in modifying them, adding stuff on top of them one of the games I played the most as a kid was Worms, I'd always dream about all the weird items and weapons I would add to the game if I could mess with its code in some way, it's probably the one game that really made me want to become a game dev.

I only got into programming much later though, when I entered high school, at the time I had very limited access to my PC since you know... strict Asian parents so my main source of entertainment was a graphing calculator. I spent most of my free time trying to figure out how to get games onto it, and eventually I started making my own, nothing amazing obviously but it was something to pass the time that's where most of my knowledge of Lua and C++ comes from, actually then when

When I entered college I got into this game called Garry's Mod, which wasn't so much of a game rather than an engine made to be modded, I made all kinds of small projects on it, including an attempt at a perfect replica of Team Fortress 2 which I eventually dropped after a year or two, I think still, I learned a lot from it, how a lot of game mechanics are implemented and how game engines work in general, and since I was studying IT in college at the time I got to apply a lot of what I'd learned as well

So, yeah, long story short, got my masters degree in IT, had a brief programming gig at a petrol company, then Rebirth came out, stuff happened and now here we are.

LeatherIceCreme (Nikola): My name is Nikola, I live in Serbia (not Siberia), I'm known on the internet as LeatherIceCream. My Isaac obsession started with me making animations of the Duke of Flies and "Isaac of Isaac: Reisaac" on youtube before becoming the room/enemy designer for Anitbirth. And today I'm still doing that but for the official game.

I'm pretty glad about this turn of events as I really like Isaac and I also really like making video games. As a kid I would draw levels of my favorite PC games in a notebook treating it as a pseudo-level editor, so to this day I really like making levels/rooms. And because I like making levels I also like making enemies to put in them, so I'm very glad I get to do some of that for Repentance. I've made a few standalone games already, so I've had experience with my craft from there.

I fell into making content for the actual Isaac game back before Rebirth was released in 2014. There was a mod for the original flash Isaac was called "The Community Remix Mod", I asked to join their dev team as soon as they released a trailer, and I contributed a couple of items to it. Shortly after Rebirth was release, I was invited to become a developer for the Rebirth port of that mod as well, which eventually became Antibirth. Some of the items from Community Remix that I made up even made it to Antibirth. I'm really not an "items idea guy" at heart, I'm more comfortable with the aspects related to level design rather than game progression.

NotYourSagittarius (SAG): Hi, I'm the main sprite artist of the three of us. I live farther from the other members so my sleep schedule has always been a little topsy turvy. I'm fine with it though! My discovery of Isaac happened when I saw the original flash game on Steam. I had some extra money on hand so I thought why not, I bought it for gits and shiggles. I got hooked a tiny bit but then it snowballed and now Isaac shows up the moment I pick up something to draw with.

I met Vinh and Nikola later on when Rebirth came out. We all had great ambitions to make this thing called Antibirth. I came up with the crazy idea of adding alternate floors for each chapter and I thought it was just a pipe dream. But it's a thing now, and that's badass, because you can achieve anything if you put your heart into it. And Antibirth was nothing but heart. Then Repentance happened. I was overjoyed. Our little monster is now official.

Aside from Repentance, I also have an artistic background and I draw things on the side. How long I've been drawing I don't exactly remember. I just know that I've taken it a little more seriously early in my high school days. I attended college quite a while back, and I still do! Except in this unusual time everything is handled online, which hasn't been easy on the mind lol. I'm currently enrolled in an animation program.

BACKSTORY TIME.

When I was younger was often home alone doing my silly little tasks, like drawing on my sketchbooks and listening to music very loudly in my room. I had a bit of a strange upbringing - my mom insisted I should get a career in medicine like her one day, but now she and the other members in my family support the potential I have in art and I am very thankful for them. I'm gonna try my best to repay them back. Normally I live in the Philippines, but once the whole pandemic passes by, I'm planning to move to Canada when the time comes. Who knows, maybe I could meet up with some online friends I know that live there!


What is it that drew each of you towards Isaac?
Vinh:
An old friend of mine! I remember playing Super Meat Boy and thinking it wasn't really my kind of game, so when Isaac came out and I saw the same art style, it didn't really catch my attention either, until one of my friends threw the game at me and basically forced me to play it so he could watch. Then when I started getting into it I couldn't put it back down anymore. I've always had a thing for games that offer a large variety of weapons or items that let you play the game in different ways (hence Worms), so there was no way I could resist this.

I could have walked right past this game without noticing it if that friend wasn't as pushy as he was. The theme really spoke to me as well, Isaac is a pretty familiar name since I was raised a Christian, and my mother is quite conservative as well (though thankfully she's never tried to stab me with a knife!). And while I wasn't too fond of the art style at first, it eventually grew on me and I came to really appreciate its simplicity.

Nikola: Back in 2011 I saw a no commentary gameplay video of the original flash version of Isaac. The first item they picked up was Boom! and it gave Isaac a fuse on his head. I didn't know of the whole items appearing on Isaac's sprite thing in Isaac so I thought he always had a burning fuse on his head and it was metaphorical, as I knew Isaac's themes were quite depressing. I really liked the fact that the game looked like a flash game I'd play online for free, but the gameplay and art style were so great that it was elevated to a "real game", and it taught me that those things makes a game special.

It was strangely inspiring to me, as I've been making small flash animations (and sometimes games) for years before finding Isaac. It was also the first piece of media that really got me interested in drawing gory and gross stuff. And the use of religious elements for items really peeked my interest too 'cus not a lot of games did stuff to that extent back then.

SAG: Oh boy, where do I start. My younger self had an interest in dark themes and Isaac fit the bill perfectly, despite looking all cutesy and funny. I had a sketchbook filled with Isaac drawings but I don't remember where I left it. I think it's best I don't find it. Initially, I never found an interest in this game. I remember seeing the trailer and had zero clue what it was. It was on sale one day so I bought it for no reason. I can't really imagine what would happen if I never picked it up that day...

For me, it's the weird style of Isaac that drew me to it. There's something absurd about a round and happy creature carried by flies.

What did you think when we announced Rebirth and the artstyle, music and gameplay was changed?
Vinh: I was so excited for it! I'd just completed Wrath of the Lamb when it was revealed and couldn't wait to experience more Isaac. The switch to a pixel art style was a bit jarring at first but it grew on me pretty quickly and I completely stopped thinking about it once the first few screenshots came out. Of course I was looking forward to all the new items the most and I remember taking apart every single one of Edmund's blog posts, looking for new items and trying to figure out what they did and how they worked.

I also remember being really excited for all the new synergies the game would bring and any eventual new characters.

SAG: This was very interesting because the idea of Isaac getting a remake felt unreal. I remember seeing some pictures on Ed's blog and it looked promising!

I remember when Man VS Game was playing it at PAX and I was so excited to see all the new little things like Fatties and new room sizes. Needless to say I've never been so hyped about a smiling poop that whistles. I found the change to pixel art a bit strange but seeing how there's so many lovely and creative ways people are playing with the artstyle now, I think it's for the better! I can't imagine Antibirth being done in the original's artstyle...


Nikola: I did find the change in art style to pixel art weird at first, I was very fond of the flash Isaac art style as well as music, but Rebirth did grow on me quickly once I started playing it. Although I did have very high hopes for the attention to detail in rebirth art, as Ed's blog posts at the time really got me excited for the brand new game and it's improvements. I remember believing that the level of detail was going to be so high that in one of Edmund's early Q&As I asked him if the same enemy types will look slightly different depending on what area they appear in. So I'm glad that Antibirth/Repentance has that high attention to detail thanks to Vinh really liking that kinda stuff. Either way, I was incredibly excited for the game thanks to all those old blog posts.


The team’s art has very quickly been able to integrate into the art style from the original team.
SAG:
I'd say it took quite a bit of time to fully grasp the artstyle. There's some very simple rules to follow but are difficult to master. Anti-aliasing and line thickness, for example, are simple concepts that can make or break a design.

I'd say the trickiest part aesthetic-wise is trying to come up with a design that looks like something Ed would draw. I would sometimes study what Ed drew in the past and try to integrate some of his design elements along with a dash of my own style when I make sprites. Size of dash varies from 'too scary' to 'too anime'.




Technical wise, I'd say the toughest part is doing floor art or anything that requires lots of shades in general. Floor art is the most beautiful part of the game but it's also the hardest and least documented - many people struggle with it as a result. Someday I'd like to make an in-depth tutorial on how floor art works. I can't guarantee it but it's something I'd like to try. As for what software I use? Paint Tool SAI. It's the same program I use for drawing and it wasn't designed for pixel art but I use it anyway. Gotta stick with what you're familiar with or so they say...

What is the design methodology when designing rooms?
Nikola:
I find it comfortable enough to make about 20-30 rooms per hour (that includes testing and tweaking each room multiple times). What tool you use is a matter of preference honestly, you just have to use what you're the most comfortable with, as I am definitely a creature of habit. The way I make rooms heavily relies on what new enemies/obstacles Vinh gives me to play around with. I try to make some basic rooms of varying difficulties with the new entities, then I make a bunch of rooms pairing those up with complimenting enemies. Sometimes I might even think up with interesting ways that new mechanic reacts to other mechanics to make the occasional interesting rooms.


A lot of the new content in Repentance is meant to be harder than the base game, so for many of the rooms I try to put the enemies far apart from each other. This way players with busted item combos don't clear the room as soon as they enter it. I also try to avoid putting spikes or other dangerous obstacles 2 tiles in front of a door, as to avoid players accidentally getting hurt when backtracking and not paying attention.

How did you find working with the Isaac code base so far?
Vinh:
Oh I'll need to go back a few years for this one. When I got Real Platinum God in Rebirth, I immediately started taking the game apart to really understand how it works (is that okay to talk about?). This was my chance to add all the items I had in mind so how could I resist? It took me almost half a year to gain near full understanding of the engine, from there we started more and more items, then moved onto more ambitious things like enemies and levels, then we got a tiny bit carried away and Antibirth happened.

After spending a couple years working with the Isaac engine unofficially, working on the Forgotten Booster and Repentance was basically like being in familiar territory and nothing really changed. I wouldn't be able to tell you how I make enemies and items, all I know is that I usually have a vague idea of what something in the game should do, then I type some code and it eventually does what I want. I can assure you I have no idea what I'm doing most of the time and Nik can probably confirm this, he's witnessed it for himself.


Sometimes it takes a lot of trial and error to get something that really feels right. The Forgotten is probably my second proudest achievement and I'm so glad he got a positive reception. He ended up quite different from his initial design, the soul was originally pink and didn't have a chain but we ended up making it blue once we decided it would be more interesting if it could only get soul hearts, and the chain was added to give an incentive to switch back and forth instead of staying as the soul and ditching the skeleton. My one proudest achievement? You'll have to wait until release for that one!


Are there room designs from Rebirth, Afterbirth or Afterbirth+ that you really enjoyed and tried to emulate?
Nikola:
For the sake of consistency I do try to look at Ed's previous rooms as a guide. To me it's almost like the older the rooms are the more "pure" they are to me, and I sometimes look at them for inspiration. I also like to sometimes reference old rooms from previous DLCs, mostly to draw parallels between the "Base path" rooms and the "Alternative path" rooms. As for what to look forward to: I play this game every day and I'm no pro. I'm the closest thing to a casual player on the team, and I like to play the game a little bit "relaxed". So when something I did in a room bothers me a bit too much or I think it could have been more fair, I tweak it accordingly.


You've been doing pixel art for a few years now.
SAG:
I've been doing pixel art since Rebirth came out. I found it an interesting subject to get my feet wet in. Eventually I branched out to other games that utilize pixel art like Nuclear Throne and to some extent, Enter The Gungeon. Making mods for other games is a fun challenge that really tests how well you can imitate their unique artstyles. In a similar way with Antibirth becoming official, there are those that push their skills to the absolute limit, and get their creations recognized enough to be put in the official game. Check out TF2 for example! They have a powerful community filled to the brim with boundless creativity.

TO BE CONTINUED...


The Binding of Isaac: Rebirth - ty


Last week I interviewed The Binding of Isaac: Repentance Sound Team, Ridiculon. In it, Jon Evans and Matthias Bossi discussed the motivations and inspiration for the music you've been listening to since 2014 as well as the new soundtrack you'll experience later this year. Definitely read it if you have a moment.

In the dev interview Matthias and Jon spoke of a very special track titled River of Despare. We're debuting that here today for you to get a tiny feel of what you'll experience in the final game.

According to Matthias, "The River of Despare, it's a distance cousin of Sodden Hollow. Expect dank, liquidy and a slow drum groove. What you're going to hear is more of an ambient feeling of sudden hallow and what was spawned a lot of the Isaac soundtrack."

River of Despare on Soundcloud

Edmundo worked VERY closely with the Ridiculon to reach what is probably the pinnacle--the realization of that track in some form or another existing in the last six year. In the last dev update Jon and Matthias alluded to the fact that it's Matthias' favorite song that they've ever written for the Isaac canon. The reason? It's that melody, very sad and haunting. And it's constantly developing from the theremin (look it up).

Matthias describes the song as an unending theme--although it ends eventually. What you should not expect is a typical verse-chorus arrangement like a pop song. To Ridiculon they want you to think you're coming back, BUT YOU'RE NOT. Each time the theme gets turned on its head and the chorus and melody expanded further. Matthias says it's very much like something from Ennio Morricone--LOVE that man's work. Definitely look up Mr. Morricone. So it has that spaghetti western feel, like a once-upon-a-time feel.

Ridiculon and Edmund have dug deep into their souls and what we get us something that feels like the end of a story. Matthias says he doesn't know what it is about it exactly, but it's like the sad cowboy theme, "Jon plays beautifully through a Leslie speaker cabinet. If you haven't heard of one of these, they're a large speaker cabinet with built-in rotation. The speaker inside literally spins as fast or as slow as you want. So the sound becomes circular and warm. You can hear the sound swirling in space.

That combined with me playing one of my favorite drumsets. Those are my 'Isaac' drums that I only bring out for the slow ambient jams. They might as well be 55 gallon oil drums with the tops sawed off. You can't play them fast, you just have to hit them like a caveman and let them hit out. That's another win for the song."
The Binding of Isaac: Rebirth - ty


Hello and welcome to 20 Questions with the Isaac Team. I’m your host, Mega Satan’s dad. PSA: If you haven't done so already, please be sure to add The Binding of Isaac: Repentance to your Wish List!
As a way for you to get to better know the team responsible for your favorite game of all time, we’ll be interviewing the various lovable and very talented members of the Isaac team in the coming weeks and months.

This week we’re spending some time with Ridiculon, the musical duo responsible for The Binding of Isaac soundtrack.



What are your names and where are you from?
Matthias: Matthias Bossi and Jon Evans. We are both from Cape Cod. Raised in the towns of Dennis and Yarmouth respectively. We went to the same high school. Did burnouts in the same abandoned lots.

You've known each other most of your lives. When did you decide to get into music?
Matthias: We’ve both been playing since childhood. Jon went to Berklee in Boston and I went to New England Conservatory in Boston. It should be said that we only became friends a decade ago.

How did you go the same high school and only become friends in the last decade?
Matthias: Jon is ten years older than me. He could have been my dad in some awkward kind of way. Currently we share the same love interest: Metal. And we often fight over her.

Was there a Matthias + Jon before Ridiculon, or is this your first musical endeavor together?
Jon: Our first!!! We traveled in the same circles when we lived in the Bay Area—we were actually neighbors. But never shared the stage together in any way until we moved back to Cape Cod.
Our first project together was recording the narration to The Binding of Isaac.


(Left: Jon Evans playing live with Sarah McLachlan. Right: Matthias Bossi with Sleepytime Gorilla Museum)

What were you doing music-wise before Ridiculon?
Jon: We both toured with millions of bands and made records as sidemen.
Matthias: Skeleton Key, Sleepytime Gorilla Museum, Book of Knots, St. Vincent, John Vanderslice, The Tiger Lillies, Pretty Lights, Cosa Brava
Jon: Tori Amos, Linda Perry, Sarah McLachlan. The list goes on and on.

What's each of your most memorable takeaways from touring?
Matthias:
Arm Wrestling with a fan mid-song.
Jon: Madison Square Garden.

You've been working on The Binding of Isaac for the better part of a decade.
Matthias:
Man... where to start? It’s such a part of our identity. And it has shaped our sound for every game we’ve done since. We still remember writing the first sketch for “Diptera Sonata” in the living room. Big shoutout to Edmund for keeping it in the family!

How did you connect with Edmund for Isaac?
Matthias:
We were doing music for Mewgenics (now back in dev!!!!) and he asked us to submit for Isaac. The rest is history! Mewgenics itself was a crapshoot! We submitted along with other composers and just had a more natural and quirky sound that fit the retro aesthetic. Winners!!!!

Did you know Edmund and company before that, or was it your first interaction?
Matthias:
Edmund was a fan of my band Sleepytime Gorilla Museum. He was always at our shows in Santa Cruz with his then-girlfriend Danielle. We stayed in touch!

That's a great segue into working together. What's the flow and direction for creating a song for Isaac?
Matthias:
Improvise! Improvise! Flow! Go with your first instinct. Commit to the danger. Combine organic instruments with a healthy dose of broken and distorted samples. Turn up the guitar. Crank the scary. Smear with ambience. Also, listen to Ed. He has lots of opinions about music. And he’s always right on the money.

What is he looking for when you're composing music for the game?
Matthias:
Ed speaks in colors and poetry. Not necessarily the language of music and notes, etc. It has to hit a nerve. Something raw and emotional and personal. It being perhaps a semi-biographical game and all.

What songs are you most proud of pre-Repentance and why?
Jon:
“Sodden Hollow” for its dripping groove. “Sheol” for even being allowed to be so terrifying in a game OST. “Delirium” for its dank heaviness. And it should be said that every track we’ve written for Repentance is our fave.



What's the writing process like for Ridiculon?
Matthias:
Honestly, a lot of our material is improvised at first. We establish a tempo and usually lay down bass and drums first. Try to find the unique voice for a particular track with the most basic and primal resources. BASS and DRUMS! The foundation of humanity!

We like to build from the bottom up. Heavy rhythm section vibes. By the time we get to the top, our melodies are usually very simple. Along the way we like to throw in some swirling and dissonant ambient tracks that give all Ridiculon music its signature unsettling vibe.



Nothing is ever written down! Nothing notated. Our secrets are protected forever by our unwillingness to document the process. Jon is the engineer and mixer. We literally would suck without him. Everything is recorded through our Quad 8 console. Nice warm analogue vibes. We record with ProTools and sprinkle in some samples from our pals at Heavyocity and Arturia.

How much of the game does the development team need to show you before you get the proper feel for how musical elements will be tied to a specific part of the game?
Matthias:
We often work in solitude without too much visual information. But we have to say that recently Vinh has been sending footage that has been mind-blowing! And it’s really inspiring to see how our music is meshing with gameplay!

Dev teams will send requests in written form or send along a YouTube music reference to get us going sometimes. But it’s rare that we see gameplay along the way. At this point teams trust our aesthetic.



How many minutes of new music can we expect for Repentance?
Jon:
Almost as much as Rebirth. Dare we say nearly 45 minutes of music? It’s a hefty load. Tons of high-energy stuff. And one of the more beautiful and sad jams we’ve ever written. Actually Matthias’ fave Ridiculon piece ever.

It’s very much in keeping with Isaac. It’ll be a familiar sound to our fans. And to players. Heavy and thick and sad and scary. VERY ISAAC. Just further polishing our approach. If this is to be the final hurrah, then we might as well go out with a bang. Kids will not be disappointed.

Have you found that the music for each chapter in the Isaac story changes, or do you try to keep certain themes that are familiar to the player?
Jon:
We are always reusing themes from Isaac. It really helps with the flow of the game. For instance, you can always expect some version of “Genesis 22:10” to make its way into every Isaac game. The main theme is so iconic at this point. We try and up-cycle it with every new DLC.

Also, boss music is constantly revamped and toyed with. But always keeping that original Rebirth thread. It’s like scoring a film. Re-orchestrating is part of life! Our duty!

What's been the most challenging part of the Isaac experience for you both these last seven years?
Matthias:
We love a challenge. We thrive under duress. We appreciate honest and direct feedback. Ed is as direct as they come. Works for us. This game has given us a life and a career and we are immensely grateful.

Is there a different feel or challenge between playing live or in the studio?
Jon: Both are so rewarding and offer different challenges! Playing live, your ears have to be open wide! Your every move is tracked by the audience! You feed off crowd energy! Some things are out of your control!

In the studio, you can give the illusion of perfection. Everything can be pored over. Polished. Nudged. Can be as airtight or loose as you want it. Full control.

We're revealing “River of Despare” next week. Without any spoilers, what can you tell fans to expect?
Matthias:
“River of Despare” is my favorite song ever written for any Edmund project. That was the song we were talking about earlier.

Things I love:
The chords never repeat.
It’s a distant cousin of “Sodden Hollow.”
It’s so achingly sad and lonely.
The melody stays with me day and night.

Where can fans find Ridiculon? Do you have a Soundcloud, Bandcamp, an Instagram? Is there a website available to learn more? P.O. Box? What is your social security number? Mom's maiden name?
Slide into our DMs anytime, people! We can offer marriage advice and tuning advice. Also, we’re both great cooks! Winter is around the corner! Get out that slow cooker and we can send you the recipe for Mama Jon’s pesto meatballs. Now made with Seitan!

You can find us on Twitter: @PlanetRidiculon
Bandcamp: https://ridiculon.bandcamp.com
and anywhere music streams!

The Binding of Isaac: Rebirth - ty
What a fucking year... 2020 is almost done.

We had a baby again. Her name is Minnow!



Minnows name was inspired by the name Guppy, whom she shared the same birth day as. not many realize Guppy was a real cat that my wife and i had for many years.. he was quite amazing.



But enough of that real life stuff... BORING RIGHT!? you want all want a piece of that naked boy cake! well here...

ITS THE BINDING OF ISAAC: REPENTANCE COMING SOON PAGE!!!!


Add it to your wishlist by going here: https://store.steampowered.com/app/1426300/The_Binding_of_Isaac_Repentance/

yeah thats right there is yet another FINAL FINAL FINAL mega expansion to the binding of isaac that is actually bigger than rebirth was to the OG flash game.. its basically a sequel at this point, and its fucking amazing!





The game is currently over 90% done. I've been working closely with the team to ensure that this is the "Sequel DLC" you've always wanted. The team has gone above and beyond and we're really proud of how the game is coming together and I have a feeling you're gunna shit your asses when you get your hands on it.

Expect the blog to be updated fairly regularly starting the second half of October. We'll have updates like the ones you remember from Rebirth and Afterbirth and Afterbirth+.

Tyrone or someone else will give updates regarding the console versions so don't ask me because I don't know.

For now keep add the game to your Steam wishlist and watch this blog for updates.

ok back to work on that thing we are calling life right now.. stay safe people! and remember to REPENT!

xoxo
-Edmundo

The Binding of Isaac: Rebirth - ty
The dedication achievement was changed to only require 31 total Daily Challenges instead of 31 consecutive Daily Challenges. (This change is not retroactive, meaning that any non-consecutive Daily Challenges you have done in the past will not count.)
If Ipecac is overwritten by another item, it will now synergize in such a way that it adds +4 damage. (+4 damage in this context is as reported from the Found HUD.) This scales with the Magic Mushroom / Cricket's Head) multiplier and the Eve's Mascara multiplier. This does not scale with the Sacred Heart multiplier or character multipliers (like Judas' Shadow). For more details on how the damage calculation works, see the "Formula Information" sheet of Twinge's spreadsheet
The Epic Fetus and Ipecac synergy is unchanged. (It still gives +40 damage.)
Fixed the bug where Void portal trap doors would not suck you in even if you were standing directly on top of them.
Fixed the bug where Void portal trap doors would instantly suck you in if they spawned underneath you.
Fixed the bug where Void portal trap doors would not properly be animated.
Fixed the unfair Sucker placement on a Monstro 2 room (#1067).
Fixed the incorrect Larry Jr. placement on the Double Trouble room with Larry Jr. and Sisters Vis (#3772).
Changed the difficulty of the Caves room with 4 Small Crazy Long Legs and 2 Mushrooms (#914) by removing 2 Small Crazy Long Legs and 2 rows of pits.
Fixed a softlock in Catacombs room #328 by replacing 2 blocks with poops.
Replaced 2 blocks with poops in Depths/Necropolis room #226. (This room can still soft-lock you on a minimum range build.)
The Mom void teleport has been changed to a void portal. The conditions for it appearing are the same as they were for the teleport (5%, 100+ tear damage or 20+ items).
Fixed the bug with the Incubus + Cursed Eye synergy.
Fixed the bug where Eden could not reset with the R key.
Fixed the bug with the Jacob's Ladder + The Ludovico Technique + Monstro's Lung synergy where it would deal damage to the player.
Fixed the bug where The Compass proc from a Liberty Cap trinket would permanently stay after saving and quitting and continuing (until it happened to proc again).
Fixed the bug with the Incubus + Monstro's Lung + Tech X synergy where only one Tech X would shoot from the Incubus instead of many.
Fixed the bug with the Incubus + Monstro's Lung + Brimstone synergy where only one Brimstone would shoot from the Incubus instead of many.
Fixed the bug with the Incubus + Tech X + Mom's Knife synergy where the player could spam the tear button to shoot a Tech X ring every single frame.
Fixed the bug with the Spear Of Destiny + Maw of the Void synergy where the Spear of Destiny would desync from Isaac after the Maw is activated.
Fixed the bug with Gimpy where it would completely stop working if the player had 23 luck or more.
Fixed the bug with Old Bandage where it wouldn't drop any hearts if the player has more than 29 luck.
Fixed the bug with the Ipecac + Toxic Shock synergy is bugged where Ipecac wouldn't increase the damage of the Toxic Shock. It is governed by the same +4 damage formula listed above.
Fixed the bug with The Ludovico Technique + Proptosis synergy where only the first tick of damage would properly account for the distance that the player was standing from the tear.
Fixed the bug with The Ludovico Technique + A Lump of Coal synergy where only the first the first tick of damage would properly account for the distance that the player was standing from the tear.
Fixed the bug with the Monstro's Lung + Marked synergy is bugged where Marked would act as a range down and prevent angled shots.
Fixed the bug where if the player has Isaac's Heart and uses a Sacrifice Room, they would not get any rewards but still take damage.
Fixed the bug where dropping the Book of Shadows for another spacebar item would kill the shield from a Algiz rune, Celtic Cross, The Polaroid, or Empty Vessel.
Fixed the bug where taking Tech X after taking Ipecac would not properly update your stats.
Fixed the bug where Breath of Life did not work with the Broken Remote trinket.
Fixed the bug where if a teleport card was used at the same time as exiting the room, the teleport would be canceled.
Fixed the bug where Experimental Treatment could kill Blue Baby if he was at one soul heart remaining.
Fixed the bug where the Boss Rush would spawn the non-boss version of Gurglings.
Fixed the bug where Stone Chests did not have an icon on the minimap. (They now have a unique icon that is square.)
Fixed the bug where Spike Chests did not have an icon on the minimap. (They now have a unique icon that has a dark-red top and spikes.)
Fixed the bug where Eternal Chests did not have an icon on the minimap. (They now have a unique icon that looks like a white chest.)
Fixed the bug where Sacks did not have an icon on the minimap. (They now have a unique icon.)
Fixed the bug where the beam of light that leads to the Cathedral would fail to spawn if there were lots of explosions or tears on the screen.
Fixed the bug where having two Steam Sales would result in free Devil Room and Black Market items.
Fixed the bug where if the player has The Candle or Red Candle held over their head while they attempt to leave a crawlspace, the game would soft-lock.
Fixed the bug with the Dr. Fetus + Tech X synergy where the ring would generate black hearts for no reason.
Fixed the bug with the Incubus + Brimstone + Tech X synergy where the Incubus would shoot a laser ring instead of a blood ring.
Fixed the bug with the Spear Of Destiny + Kidney Stone synergy where the spear would desync from Isaac when the Kidney Stone activated.
Fixed the bug where the state of Guppy's Hair Ball would be reset after saving, quitting, and continuing.
Fixed the bug where using Void to consume Breath of Life did not actually grant any invulnerability. Now, it functions as a 1-charge Void and a Breath of Life at the same time.
Fixed the bug with BBF in L-shaped rooms where it would phase through the wall.
Fixed the bug where if you selected Daddy Long Legs or It Lives from the Bestiary and went back to the stats screen, the sprites would still be visible.
Fixed the bug where if the player had 1 familiar, used Box Of Friends, touched an item pedestal with another familiar, and then entered a new room, the two familiars would erroneously be stacked on top of each other.
Fixed the bug where you could use Glass Cannon to steal Devil Room items by using it to heal you for 1/2 of a soul heart.
Fixed the bug where it was possible to go into a Void portal during the "jumping into the chest" animation.
Fixed the bug where killing an angel spawned from a statue outside of an Angel Room would prevent an angel from an Angel Room from dropping a key piece.
Fixed the bug where it was possible to use We Need to Go Deeper! inside a crawlspace or Black Market (which had the potential to cause softlocks).
Fixed the bug with the Isaac's Tears + Brimstone + Chocolate Milk synergy where tears could be charged infinitely.
Fixed the bug with the Mom's Box + Cracked Crown synergy where it would not give you double stats.
Fixed the bug where Gurglings from Delirium or Delirious or would show up as normal Gurglings.
Fixed the bug where loading a mod would not properly overwrite the floor STB files.
Fixed the bug where the player would be soft-locked with no bombs on the Double Room room with 1 Rag Man and 2 Rag Mega (#3732).
Fixed the bug where the items from The Book of Sin were unseeded.
Fixed the bug where bombing an angel statue and killing the angel would result in a key piece becoming unobtainable.
Fixed the bug where the game would crash on most versions of Linux.
Fixed the bug where in certain situations, getting a Machine from a Gift Plate would soft-lock the game. (Machines now spawn in the center of the room.)
Mom's Box now works with trinkets consumed by Smelter or Gulp!.
Fixed the bug where Robo-Baby 2.0 does not unlock anymore after defeating the Computer Savvy challenge.
(patch notes collected by Zamiel + henry92 + Cyber_1)
The Binding of Isaac: Rebirth - ty
The dedication achievement was changed to only require 31 total Daily Challenges instead of 31 consecutive Daily Challenges. (This change is not retroactive, meaning that any non-consecutive Daily Challenges you have done in the past will not count.)
If Ipecac is overwritten by another item, it will now synergize in such a way that it adds +4 damage. (+4 damage in this context is as reported from the Found HUD.) This scales with the Magic Mushroom / Cricket's Head) multiplier and the Eve's Mascara multiplier. This does not scale with the Sacred Heart multiplier or character multipliers (like Judas' Shadow). For more details on how the damage calculation works, see the "Formula Information" sheet of Twinge's spreadsheet
The Epic Fetus and Ipecac synergy is unchanged. (It still gives +40 damage.)
Fixed the bug where Void portal trap doors would not suck you in even if you were standing directly on top of them.
Fixed the bug where Void portal trap doors would instantly suck you in if they spawned underneath you.
Fixed the bug where Void portal trap doors would not properly be animated.
Fixed the unfair Sucker placement on a Monstro 2 room (#1067).
Fixed the incorrect Larry Jr. placement on the Double Trouble room with Larry Jr. and Sisters Vis (#3772).
Changed the difficulty of the Caves room with 4 Small Crazy Long Legs and 2 Mushrooms (#914) by removing 2 Small Crazy Long Legs and 2 rows of pits.
Fixed a softlock in Catacombs room #328 by replacing 2 blocks with poops.
Replaced 2 blocks with poops in Depths/Necropolis room #226. (This room can still soft-lock you on a minimum range build.)
The Mom void teleport has been changed to a void portal. The conditions for it appearing are the same as they were for the teleport (5%, 100+ tear damage or 20+ items).
Fixed the bug with the Incubus + Cursed Eye synergy.
Fixed the bug where Eden could not reset with the R key.
Fixed the bug with the Jacob's Ladder + The Ludovico Technique + Monstro's Lung synergy where it would deal damage to the player.
Fixed the bug where The Compass proc from a Liberty Cap trinket would permanently stay after saving and quitting and continuing (until it happened to proc again).
Fixed the bug with the Incubus + Monstro's Lung + Tech X synergy where only one Tech X would shoot from the Incubus instead of many.
Fixed the bug with the Incubus + Monstro's Lung + Brimstone synergy where only one Brimstone would shoot from the Incubus instead of many.
Fixed the bug with the Incubus + Tech X + Mom's Knife synergy where the player could spam the tear button to shoot a Tech X ring every single frame.
Fixed the bug with the Spear Of Destiny + Maw of the Void synergy where the Spear of Destiny would desync from Isaac after the Maw is activated.
Fixed the bug with Gimpy where it would completely stop working if the player had 23 luck or more.
Fixed the bug with Old Bandage where it wouldn't drop any hearts if the player has more than 29 luck.
Fixed the bug with the Ipecac + Toxic Shock synergy is bugged where Ipecac wouldn't increase the damage of the Toxic Shock. It is governed by the same +4 damage formula listed above.
Fixed the bug with The Ludovico Technique + Proptosis synergy where only the first tick of damage would properly account for the distance that the player was standing from the tear.
Fixed the bug with The Ludovico Technique + A Lump of Coal synergy where only the first the first tick of damage would properly account for the distance that the player was standing from the tear.
Fixed the bug with the Monstro's Lung + Marked synergy is bugged where Marked would act as a range down and prevent angled shots.
Fixed the bug where if the player has Isaac's Heart and uses a Sacrifice Room, they would not get any rewards but still take damage.
Fixed the bug where dropping the Book of Shadows for another spacebar item would kill the shield from a Algiz rune, Celtic Cross, The Polaroid, or Empty Vessel.
Fixed the bug where taking Tech X after taking Ipecac would not properly update your stats.
Fixed the bug where Breath of Life did not work with the Broken Remote trinket.
Fixed the bug where if a teleport card was used at the same time as exiting the room, the teleport would be canceled.
Fixed the bug where Experimental Treatment could kill Blue Baby if he was at one soul heart remaining.
Fixed the bug where the Boss Rush would spawn the non-boss version of Gurglings.
Fixed the bug where Stone Chests did not have an icon on the minimap. (They now have a unique icon that is square.)
Fixed the bug where Spike Chests did not have an icon on the minimap. (They now have a unique icon that has a dark-red top and spikes.)
Fixed the bug where Eternal Chests did not have an icon on the minimap. (They now have a unique icon that looks like a white chest.)
Fixed the bug where Sacks did not have an icon on the minimap. (They now have a unique icon.)
Fixed the bug where the beam of light that leads to the Cathedral would fail to spawn if there were lots of explosions or tears on the screen.
Fixed the bug where having two Steam Sales would result in free Devil Room and Black Market items.
Fixed the bug where if the player has The Candle or Red Candle held over their head while they attempt to leave a crawlspace, the game would soft-lock.
Fixed the bug with the Dr. Fetus + Tech X synergy where the ring would generate black hearts for no reason.
Fixed the bug with the Incubus + Brimstone + Tech X synergy where the Incubus would shoot a laser ring instead of a blood ring.
Fixed the bug with the Spear Of Destiny + Kidney Stone synergy where the spear would desync from Isaac when the Kidney Stone activated.
Fixed the bug where the state of Guppy's Hair Ball would be reset after saving, quitting, and continuing.
Fixed the bug where using Void to consume Breath of Life did not actually grant any invulnerability. Now, it functions as a 1-charge Void and a Breath of Life at the same time.
Fixed the bug with BBF in L-shaped rooms where it would phase through the wall.
Fixed the bug where if you selected Daddy Long Legs or It Lives from the Bestiary and went back to the stats screen, the sprites would still be visible.
Fixed the bug where if the player had 1 familiar, used Box Of Friends, touched an item pedestal with another familiar, and then entered a new room, the two familiars would erroneously be stacked on top of each other.
Fixed the bug where you could use Glass Cannon to steal Devil Room items by using it to heal you for 1/2 of a soul heart.
Fixed the bug where it was possible to go into a Void portal during the "jumping into the chest" animation.
Fixed the bug where killing an angel spawned from a statue outside of an Angel Room would prevent an angel from an Angel Room from dropping a key piece.
Fixed the bug where it was possible to use We Need to Go Deeper! inside a crawlspace or Black Market (which had the potential to cause softlocks).
Fixed the bug with the Isaac's Tears + Brimstone + Chocolate Milk synergy where tears could be charged infinitely.
Fixed the bug with the Mom's Box + Cracked Crown synergy where it would not give you double stats.
Fixed the bug where Gurglings from Delirium or Delirious or would show up as normal Gurglings.
Fixed the bug where loading a mod would not properly overwrite the floor STB files.
Fixed the bug where the player would be soft-locked with no bombs on the Double Room room with 1 Rag Man and 2 Rag Mega (#3732).
Fixed the bug where the items from The Book of Sin were unseeded.
Fixed the bug where bombing an angel statue and killing the angel would result in a key piece becoming unobtainable.
Fixed the bug where the game would crash on most versions of Linux.
Fixed the bug where in certain situations, getting a Machine from a Gift Plate would soft-lock the game. (Machines now spawn in the center of the room.)
Mom's Box now works with trinkets consumed by Smelter or Gulp!.
Fixed the bug where Robo-Baby 2.0 does not unlock anymore after defeating the Computer Savvy challenge.
(patch notes collected by Zamiel + henry92 + Cyber_1)
The Binding of Isaac: Rebirth - ty
Hi All,

We've updated the game with more fixes. Please see below. For additional bugs/issues please send to isaac@nicalis.com. Include as much information as possible when reporting bugs. Thanks!

- Fixed Void, Dataminer, Rune Black incorrect
- Fixed Epiphora resetting between rooms and reset incorrectly
- Fixed Humbling Bundle not applying instantly on first shop visit
- Fixed grid entity randomly destroyed when reentering a room
- Changed the way price and modifiers is applied to items, should fix most of the shop/devil issues
- Fixed special rock spawns displaying first anm2 frame of spawned entity
- Fixed Error room + x2 Steam sale
- Fixed hush door consuming keys
- Refixed Ludo + Booger and Explosivo tears
- Metronome fixes
- All EvaluateItems are refering to NumCollectibleHeld instead of m_Collectibles for consistency.
- Fixed Punching bag being able to die.
- Fixed unfair room in Caves
made all Easy Sheol/Cathedral rooms Medium (approved, alot of room were actually medium/hard by design but flagged as Easy)
- Fixed bug in room difficultiy selection making impossible to pick easy rooms in cathedral/sheol and void
- Fixed Book_Worm issue
Made Library and Shops upgrades based on subtypes
Fixed Library/Shop missing rooms ^
The Binding of Isaac: Rebirth - ty
Hi All,

We've updated the game with more fixes. Please see below. For additional bugs/issues please send to isaac@nicalis.com. Include as much information as possible when reporting bugs. Thanks!

- Fixed Void, Dataminer, Rune Black incorrect
- Fixed Epiphora resetting between rooms and reset incorrectly
- Fixed Humbling Bundle not applying instantly on first shop visit
- Fixed grid entity randomly destroyed when reentering a room
- Changed the way price and modifiers is applied to items, should fix most of the shop/devil issues
- Fixed special rock spawns displaying first anm2 frame of spawned entity
- Fixed Error room + x2 Steam sale
- Fixed hush door consuming keys
- Refixed Ludo + Booger and Explosivo tears
- Metronome fixes
- All EvaluateItems are refering to NumCollectibleHeld instead of m_Collectibles for consistency.
- Fixed Punching bag being able to die.
- Fixed unfair room in Caves
made all Easy Sheol/Cathedral rooms Medium (approved, alot of room were actually medium/hard by design but flagged as Easy)
- Fixed bug in room difficultiy selection making impossible to pick easy rooms in cathedral/sheol and void
- Fixed Book_Worm issue
Made Library and Shops upgrades based on subtypes
Fixed Library/Shop missing rooms ^
The Binding of Isaac: Rebirth - phort
Fixes:
  • Reverted the steam cloud saving change from yesterday due to reports of the game being unable to find its save data if cloud saving was turned off
  • Fixed a crash releated to having multiple trinkets
  • Fixed a bug where the unlock checks for Ending 19 and Final were reversed in the cutscene menu
  • Gameplay adjustments

Modding:
Some changes were made to Lua sandboxing due to security concerns. Here's how they affect you:
If you used require("mobdebug").start() in your mods, that should be replaced with StartDebug() to prevent your script from hitting an error, since that only works with --luadebug enabled. This means you'll have to update any lua mods you've released with that line left in. We're very sorry for the inconvenience!
For now we strongly recommend running workshop mods only with --luadebug disabled. This recommendation may be retracted in a later update.
See the debugging page in the tools/luadoc documentation for a tutorial on setting up the debugger.

Changed the way unpacked resources are loaded, due to issues players were frequently seeing where unpacked resources were becoming outdated, players with incompatible legacy mod files or mods applied by the legacy method. Now the game prefers to load files from the pack file first, and if that fails, loads from loose files.

Fixed const-ness of player entity passed to certain callbacks
Fixed an issue where a function for getting the screen position of an entity didn't account for the camera offset or screen shake

:repoop:
The Binding of Isaac: Rebirth - phort
Fixes:
  • Reverted the steam cloud saving change from yesterday due to reports of the game being unable to find its save data if cloud saving was turned off
  • Fixed a crash releated to having multiple trinkets
  • Fixed a bug where the unlock checks for Ending 19 and Final were reversed in the cutscene menu
  • Gameplay adjustments

Modding:
Some changes were made to Lua sandboxing due to security concerns. Here's how they affect you:
If you used require("mobdebug").start() in your mods, that should be replaced with StartDebug() to prevent your script from hitting an error, since that only works with --luadebug enabled. This means you'll have to update any lua mods you've released with that line left in. We're very sorry for the inconvenience!
For now we strongly recommend running workshop mods only with --luadebug disabled. This recommendation may be retracted in a later update.
See the debugging page in the tools/luadoc documentation for a tutorial on setting up the debugger.

Changed the way unpacked resources are loaded, due to issues players were frequently seeing where unpacked resources were becoming outdated, players with incompatible legacy mod files or mods applied by the legacy method. Now the game prefers to load files from the pack file first, and if that fails, loads from loose files.

Fixed const-ness of player entity passed to certain callbacks
Fixed an issue where a function for getting the screen position of an entity didn't account for the camera offset or screen shake

ːrepoopː
...