Early Access has been very good to Noita. The amazing community that has grown around the game has really pushed it to its limits and often surpassed them. We want to thank everyone who played the game during its Early Access - your feedback has been invaluable to us. Special thanks to all the modders and streamers and everyone who’s created content for and out of Noita :)
1.0 will be Noita’s biggest update yet, featuring tons of new stuff, including new enemies, perks, music, and over 20 spells, as well as a wide range of general game improvements and bug fixes, along with other surprises, and perhaps a new game mode. In addition, the introduction of Twitch integration will allow streamers to let their viewers vote on various in-game events for even more creative surprises!
1.0 will be released on October 15, but you can get Noita right now at -20%, or together with some of our previous games in the Nolla Games Bundle.
Hey, it looks like we’re well on our way towards Noita 1.0! Before we get there though, there’s one step in our roadmap that we want to get out of the way:
The game has grown and gotten quite a bit of polish since its early access launch, and our plan was to increase the price accordingly. This will happen during the summer, but meanwhile there's still time to get Noita at 25% off.
here's few quick fixes to our latest release. The biggest issue was that we broke the game on older CPUs. It should be fixed now.
BUGFIX: Game froze on older CPUs BUGFIX: Lukki mutation attacked lamps and other similar objects BUGFIX: Telekinetic kick caused erratic behaviour in submerged bodies
Besides pioneering the new technical innovation of restarting the game, we've also been adding a bunch of new stuff. There's new perks and enemies. But we've also been fixing bugs, and polishing backgrounds and biomes all around.
Today also marks the release of Noita Soundtrack Volume 2! Recorded in the mystical Sipoo forests, Vol. 2 delves deeper into the Snowy Depths, Hiisi Base and more, without forgetting side biomes, secret tracks and out-takes!
Here's the full release notes:
Update #12 release notes (Jun 24 2020)
FEATURE: Reset. We're pioneering a new frontier in the art of computing. New game works without having to restart the whole program. FEATURE: New perk: Levitation Trail FEATURE: New perk: No Wand Editing FEATURE: New perk: Trick Blood Money FEATURE: New perk: Wand Experimenter FEATURE: New perk: Gold is Forever FEATURE: New perk: Living on the Edge FEATURE: New perk: Telekinetic kick FEATURE: New physical wires and hazardous objects FEATURE: New rope bridges FEATURE: New enemy: Jättilaser-lennokki FEATURE: New enemy: Märkiäinen FEATURE: New spell: Bomb Cart FEATURE: Proper worm ragdolls FEATURE: Proper lukki ragdolls FEATURE: New secrets..
UPDATE: Backgrounds blend together in a less edgy way UPDATE: Kolmisilmä has a custom shield. Increased base HP. Ceiling collapse works more reliably. UPDATE: Improved some common wood textures UPDATE: New Orbroom graphics UPDATE: Tubelights hang on wires and they can give electric shocks when broken UPDATE: New background structures in Coal Pits UPDATE: New background in Fungal Caverns UPDATE: New background in Underground Jungle UPDATE: Improved lukki leg animation UPDATE: Improved audio reverbs UPDATE: Improved liquid audio UPDATE: Improved audio mixing UPDATE: Kuu's gravity now attracts all physics bodies UPDATE: Black holes have gravity UPDATE: Improved physics and destruction of Hiisi Base furniture UPDATE: New materials with ingestion effects UPDATE: New rare material: Healium UPDATE: Memory use optimization - reduced baseline memory use by 10-15% UPDATE: File access optimization - less redundant copies UPDATE: Particle system optimization - parallel update and rendering
BUGFIX: Ragdoll joints weren't retained over a save-load cycle BUGFIX: Lanterns and other props drifted spatially over a save-load cycle (fixed in some biomes) BUGFIX: Mine cart sometimes had invisible forces holding it together when split in multiple parts BUGFIX: Fixed some physical props losing their transform, destruction and other properties on a save-load cycle BUGFIX: Intense Concentrated Light caused some spell combinations to stay perpetually alive BUGFIX: Autoaim targeted the shooter if stained with Berserkium BUGFIX: Fixed gamepad drinking and item drop binding conflict (now for reals) BUGFIX: No More Shuffle perk should work a bit better BUGFIX: Necromanced enemies drop wands when dying BUGFIX: Chest drops are now deterministic
MODDING: Lua - added ModTextFileGetContent(), ModTextFileSetContent() and ModTextFileWhoSetContent() - for modfying text-based assets in memory MODDING: Lua - added ModGetActiveModIDs() MODDING: Lua - added GameSetPostFxParameter(), GameUnsetPostFxParameter() MODDING: Lua - added EntityAddComponent2() MODDING: Lua - added PhysicsBody2InitFromComponents() MODDING: Lua - added PhysicsApplyForceOnArea() MODDING: Lua - added DoesWorldExistAt() MODDING: Lua - added ProceduralRandomi() MODDING: Lua - added BiomeSetValue(), BiomeGetValue() MODDING: Lua - added EntityApplyTransform() MODDING: Lua - ComponentGet/SetValue2 API supports access to some internals of VerletPhysicsComponent. (For example masses, positions) MODDING: Lua - utilities.lua - added component_read/write() helpers MODDING: Lua - right click state can be read via ControlsComponent MODDING: Added PhysicsBody2Component, PhysicsJoint2Component and Physics2JointMutatorComponent, an improved API for creating physics-based objects MODDING: Added OnMagicNumbersAndWorldSeedInitialized hook (Accessible via init.lua. Use this when init needs world seed!)
Here's few quick fixes to our previous update. Now it is time to go drink some sima and celebrate Virtual Vappu. Happy May Day to everyone.
HOTFIXES - April 30 2020
UPDATE: Made some drinking effects more fair, or less dangerous UPDATE: Switching item from Ukkoskivi when submerged is safer UPDATE: Kiuaskivi no longer works as X UPDATE: Kiuaskivi provides protection from X UPDATE: Swapper is less common UPDATE: Gamepad spray/throw scheme can be changed via Options
BUGFIX: Stomach was very small if continuing old save, making eating and drinking very dangerous
Pour yourself some nice hot toxic sludge and get comfy, we've put on a feast of an update for you. Here's the trailer:
Update #11 release notes (Apr 28 2020)
FEATURE: Eating/drinking rework - lots of new ingestion effects FEATURE: Kolmisilmä rework (WIP) FEATURE: New spell: Tiny Ghost FEATURE: New spell: Prickly Spore Pod FEATURE: New spell: Auto-Aim FEATURE: New spell: Projectile Energy Shield FEATURE: New spell: Automatic Rotation FEATURE: New spell: Swapper FEATURE: New spell: Propane Tank FEATURE: New spell: Intense Concentrated Light FEATURE: New perk: Unlimited Spells FEATURE: New perk: Always Cast FEATURE: New perk: No More Shuffle FEATURE: New secret perk FEATURE: New item: Broken Wand FEATURE: New item: Kiuaskivi FEATURE: New item: Kuu FEATURE: New enemy: Vaihdosmestari FEATURE: New elusive enemy FEATURE: Added growing vines to Underground Jungle
UPDATE: Overhauled Hiisi Base layout and visuals UPDATE: Overhauled Underground Jungle visuals UPDATE: Gold nugget normal maps are more detailed and bit more normal UPDATE: First 50 gold dropped by enemies is spawned as smaller nuggets UPDATE: Gold nuggets are more glittery UPDATE: Lava lake and dark flooded caves layouts adjusted UPDATE: Added more shops to biomes UPDATE: Casting and throwing via mouse is blocked while inventory is open (can be changed via options) UPDATE: Switched default Throw and Spray buttons around UPDATE: Eggs have been updated UPDATE: Thunderstone is more useful UPDATE: Active item is retained when saving a game UPDATE: More variation in loading screen music UPDATE: Smoother transition out of loading screen music UPDATE: Homing and other spells now affect bombs and other physics projectiles UPDATE: Homing does not work on invisible targets UPDATE: Some Mestaris bleed more magically UPDATE: Propane tanks are now more deterministic UPDATE: Can't get the Victory achievement if mods have been active during a run UPDATE: Flask icon in item info box displays the contents UPDATE: Vampirism health regeneration speed is less tedious UPDATE: Acceleratium lasts a lot longer UPDATE: No one likes rats, not even the healers UPDATE: Disabled drinking while swimming UPDATE: Charmed creatures maintain their charm when polymorphed UPDATE: Piercing Shot can now hit the caster UPDATE: Renamed an item
BUGFIX: Ragdolls are now less likely to get stuck on ground BUGFIX: Creature sprites turned blurry from time to time BUGFIX: Flashing of the background mountains while teleporting should happen less now BUGFIX: Creatures that hatched from eggs used to drop gold BUGFIX: Full sprite sheets rarely flashed for a frame BUGFIX: Procedural generation would sometimes create a dead end start for the Temple of the Art and Coal Pits BUGFIX: Perk spawning code sometimes spawned duplicate perks too soon BUGFIX: Liquid splash sometimes played while standing still BUGFIX: Torjuntalaite didn't sink in liquids BUGFIX: Certain spidey perk made reaching a red portal harder
MODDING: Lua - added ComponentGetValue2() MODDING: Lua - added ComponentSetValue2() MODDING: Lua - added ComponentObjectGetValue2() MODDING: Lua - added ComponentObjectSetValue2() MODDING: Lua - added EntityGetComponentIncludingDisabled() MODDING: Lua - added EntityGetFirstComponentIncludingDisabled() MODDING: Lua - added EntityLoadToEntity() MODDING: Lua - added StringToHerdId() MODDING: Lua - added HerdIdToString() MODDING: Lua - added GetHerdRelation() MODDING: Lua - added EntityGetHerdRelation() MODDING: Lua - added EntityGetFirstHitboxCenter() MODDING: Lua - added EntityInflictDamage() MODDING: Lua - added ComponentGetIsEnabled() MODDING: Lua - fixed some incorrect and missing function names in documentation MODDING: Lua - added support for debugging lua scripts using the Decoda debugger (see tools_modding/lua_debugging.txt) MODDING: Lua - added support for statically checking lua scripts using luacheck (see tools_modding/lua_debugging.txt) MODDING: Lua - added call_init_function to LuaComponent (see potion.xml for example) MODDING: Lua - added script_enabled_changed to LuaComponent MODDING: Lua - potion scripts are now moddable via ModLuaFileAppend MODDING: Lua - status effects are moddable via scripts/status_effects/status_list.lua MODDING: Ingestion effects are moddable via data/materials.xml MODDING: Breaking - got rid of the LuaComponent execute_every_n_frame>10000 hack. Use -1 for infinite wait
MODDING/BUGFIX: Lua - ComponentObjectGetMembers() didn't correctly return member values
Hello, The second part of the Noita Soundtrack has been finished and will be released in a few weeks time! The OST contains music from the game's jam-based dynamic soundtrack, meticulously sculpted by Niilo into a form that works for standalone listening. Everyone who's already got the OST on Steam will get Vol. 2 for no extra gold.
Vol. 2 will include chilly tracks from the Snowy Depths, Hiisi Base, Magical Temple and more, and will more than double the total track count to over 40.
We'll be raising the price of the OST (~doubling it) when Vol. 2 releases, so in case you were on the fence about getting it, now might be a good time ;)
While working on a few bigger features, we've also had time to introduce fix some bugs. This update also adds a few useful functions to the modding API (available immediately in default and beta branches).
HOTFIXES - Mar 20 2020
BUGFIX: Scrolling UIs broke if playing fullscreen on a monitor with aspect ratio wider than 16:9 BUGFIX: Some haunting files were saved if mods were enabled BUGFIX: Fixed some issues with loading haunting files saved when mods were enabled BUGFIX: Autosave was broken in nightmare game mode BUGFIX: Crash - projectile timer trigger crashed when used with bombs, which some mods allowed BUGFIX: Tentacle shot from trigger projectile didn't start from correct coordinates BUGFIX: Tentacles shot near 0,0 always shot towards 0,0 BUGFIX: Enemy laser sights were sometimes left visible longer than they should BUGFIX: Enemy tentacles, turrets, jetpack particles etc weren't affect by invisibility status BUGFIX: Invisible enemies didn't become visible when doing dash/melee attacks BUGFIX: Backbuffer size wasn't updated if changing resolution before entering game BUGFIX: Autosave restore didn't work correctly when workshop mods were enabled BUGFIX: Enemy radar did not detect bosses or Lukkis BUGFIX: Alchemist kept on throwing the same potion if it stood still BUGFIX: Improved stability of ceiling chain torches
Fixed few bugs (and hopefully didn't introduce new ones).
BUGFIX: Big worm's health bars were ragdolled BUGFIX: Some main character's attributes were different between daily run and other modes BUGFIX: Background layer had pieces that would not load correctly BUGFIX: Wand Radar perk now ignores the wands that the player holds
MODDING: Game warns if a workshop mod might require a newer version of the game MODDING: Lua - added ModGetAPIVersion() MODDING: XML entity serialization - Base now has include_children attribute MODDING/BUGFIX: Custom FMOD banks didn't work when mod was used via Steam Workshop