Greetings Wardens, and all you newly instituted DEFENDERS. This weeks update is a big one for sure! The tower defense gamemode is rapidly coming into focus, with upgrades, limited energy, and two new levels designed specifically for it. All existing levels marked as story-mode tower defense (where you have to fight the FUNG rather than help it) are all retroactively made available for Tower Defense, so you can create your own levels and share them in the Discord and in the Steam Workshop, and try for some high scores!
Download the latest update and play now!
FUNG - Changelog:
Add upgrades to towers in TD mode, with all new UI and animations
Added tower visuals, no longer just circles and lines
Add energy to TD mode, can be spent to buy and upgrade towers
Energy can be picked up during waves
Added Ion Cannons and Missile Silos (original missiles changed to Bombs)
Added two new levels for Tower Defense: Facility and Planet
Add SURVIVAL button to custom levels that support TD
For this patch I have several new skills for the soldiers (and changes to some existing ones), some major fixes to combat using height and even changes to some existing maps to take advantage of these fixes.
Let's go in detail:
New Skills:
- Cloaking: with this skill, an Assassin can become invisible to enemies for a few turns or until they shoot a target or receives damage.
- Retaliation: this passive skill allows a Human Mercenary to respond with fire if they receive normal ranged fire (and there's ammo available).
- Dodge Overwatch: this skill makes any Raider (human or Krell'Sha) immune to overwatch fire. - Melee Blocking : this skill makes any Raider (human or Krell'Sha) able to block melee attacks that come from the front. The blocking skill do not work against critical hits or flanking attacks. - Charge: this passive skills adds a critical chance bonus per every cell moved when executing a melee attack (applies only to Raiders). - Quick Shot: this skill allows an Assassin to take a sidearm shot without expending action points. It does have a minor hit and crit chance debuff though. - Final Firing Position is now passive: this Assassin skill now activates automatically at the start of the turn if the Assassin is in cover.
NOTE: some of the skills have made some classes way more powerful than others but I plan to keep adding more skills to the rest too. Also if some of them are too overpowered (like the Assassin skills) I might tweak their requirements or conditions in a future patch.
Map Changes:
- Modified "Snowed Infested Settlement" with towers and a landing pad. I also added "XenoEgg Traps", these are egg clusters that react to close soldiers and spawn larvas (some of them can be inactive, this is determined by a random chance that increases with difficulty).
- Modified "Jungle Abandoned Outpost" map with new assets (now it's basically a small fort that uses more height in combat). I also added random starting positions to it and changed the skybox.
- Modified "Stranded Krell'Sha in Alien Planet" map with outpost assets. Now the mission is about Krell'Sha taking a Guild outpost and there's more random starting positions. - Modified "Desertic Settlement" map with guard towers and a landing pad. - Modified "Alien Diaspora Camp" map with some new observation towers. - Modified "Infested Pirate Ship" map by adding some XenoEgg traps.
These are the ones I managed to modify in these last few days but I also plan to improve the rest to make them more interesting.
Minor content, changes and fixes:
- Added a few beards to the male human classes (they are in the "Lower Face Accessories" list). - Added minimum distance stats to some weapons. This means that weapons like sniper rifles have a penalty when aiming at close targets but a buff when aiming at distant targets (this in turn makes pistols more useful for Assassins). - Fixed an issue where the wrong weapon stats were used in the hit and crit chance formula (especially for melee weapons). - Changed the Health bonus per level to +1 every 3 levels. - Changed height bonuses to +5 hit and crit chance per meter. - Fixed an issue where the cover of a prop could overwrite the cover of another close prop. Now both cover values are combined. - Fixed an issue where the camera would make a "jump" trying to follow an enemy that's shooting after reloading. - Now loot containers can be opened by clicking them directly (as long as a soldier is next to it) instead of just using the action button. Also added sound and an extra visual effect to it. - Tweaked jump, vault and landing animations for bipeds when leaving a high platform. - Modified some jumping animations to use with xenobeasts when they are climbing a ladder. - Added new surprise/trap spawns mechanic (for now it only works with xenoegg traps but I plan to use this mechanics to add more surprise enemies like xenobeasts that jump from vents or from underground). - Added sound effect to bodies hitting the ground. - Fixed an issue where some projectiles would have a wrong rotation or be fired from a wrong position. - Changed the way the movement range outline is drawn so the cells in a high position are drawn correctly. - Fixed an issue where a melee attack could affect a target with a different height. - Changed the way the camera follows a unit making a melee attack, now it follows from normal height instead of shoulder height. - Fixed a rare issue where enemies would get stuck in their turn if they couldn't plot a path to their target when using melee attacks. Now if they have no possible path or alternative target, they will hunker down. - Fixed an issue where the image in the Loot panel in the Star Map could be empty. - Fixed a collider issue that made hard to click the holographic buttons in doors. - Other minor changes and internal fixes.
Thanks for reading and following the project, if you want to support me further please consider leaving a review. My objective with all these patches (and the major ones I have planned) is to turn around this project even if it takes time and maybe reach more players. Hopefully hard work will pay off in the end (but if not, I plan to use what I learn with this project in future games, I have tons of ideas and I love turn based games).
If you have any ideas or suggestions, feel free to reach out to us in the Steam community. Your feedback will help us improve the game and provide a better gaming experience!
Make sure to check out the featured Steam Page for the Steam China Showcase as well!
We're here at Tokyo Game Show (TGS) and we're excited to announce that ANVIL will be arriving to the Nintendo Switch!
We're celebrating this, and a number of other special events this year at TGS. If you're coming to the show, visit us at booth 03-N09, and play with us. You could win a Nintendo Switch just for playing!
You can experience both the PC version and the Nintendo Switch™ version, which is being shown for the first time.
・Bug fix: Corrected the issue where the total STEP count was also including 'Preparation Map,' 'Return Map,' and 'Tutorial Map,' and made it not count them. ・Adjusted to assess "Base Gold Achievement" even when exchanging gems at the base. ・Fixed the HP turning red due to -10 damage from thorns; changed the condition from less than 10 to less than or equal to 10. ・Adjusted the cursor for using a torch to disappear when entering a map without using a torch in maps where darkness is displayed.
Hey there ! just wanted to talk a bit about this week update, and what is coming up. I am cleaning up the last bit of unfinished business in the code with the Twitch viewer interaction and it will be available next week. EDIT: Twitch viewer interaction is now available !
Coming up October 9 is Steam Next Fest, which Tome of Fates will be participating in, While i am happy with the state of the development of the game, we are pushing for more improvement in the game in the coming weeks, stay tuned !
Hope you guys enjoy the Demo, until the full release of the game October 20 !
Gameplay:
Multiplayer is now on, including the Twitch viewer interaction.
Coming up next week:
More story update !
Thank you for all the feedback received; it contributes to making this game better. If you haven't provided your feedback yet, I'd love to hear from you. You can reach me on our Discord channel: https://discord.gg/PFKQM7fsqN
Week Ninety Four brings the new C0NT4CT device to Icarus, merging the Short Range Radio, Infrasonic Relay Device and Encrypted Satellite into a single device.
This is a big step towards our Hypatia update, where we’ll be adding Operations (missions you can complete from your Open World session) to both the Styx and Olympus maps so they can be activated from your Open World sessions, just like in our New Frontiers expansion.
We’ve also added a new pop up which will allow you to check your file state after each patch, which aims to reduce bugs or crashes caused by outdated and leftover files from Steam’s patching process.
Jump in and have a read.
Notable Improvements
A checksum file check has been added which shows a message on the title screen if you have mods installed or your pak files from the patch are in a bad state. This will be helpful in figuring out if Steam’s patching process has accidentally corrupted the project.
Fixed an issue where fully mined voxels would sometimes not respawn after being thumped with the Thumper
Fixed an issue where fully mined voxels would reappear and disappear when hit once, not providing resources
Fixed an issue where mission rewards weren't being given to players who hadn't completed the pre-requisite missions
Fixed missing Ren reward for the "Hidden Cache" SMPL3 mission types
This Week: C0NT4CT Device
With the new approach to Operations and Missions in the New Frontiers expansion, and upcoming changes to missions on Styx and Olympus, we’ve added a new mission device which replaces the trio of the Short Range Radio, Infrasonic Relay Device and Encrypted Satellite.
This device is called the ‘C0NT4CT Device’ and acts as a base item with upgrade slots for two parts to replace the Infrasonic Relay Device and Encrypted Satellite that unlocked encoded and encrypted Operations.
The C0NT4CT Device is craftable at Tier 2 on the crafting bench, and will be the primary source for SMPL3 Quests and Operations while you are on the surface in Open World games and Outposts.
This comes with changes to the UI, such as when you are looking at the mission screen for a prospect, Operations are now shown with an Operation UI element and separated into colors for normal, encoded or encrypted Operations.
Any existing mission devices you may have on an active Open World game or Outpost will be converted into a C0NT4CT device with this update, and for either the Infrasonic Relay or Encrypted Satellite, they’ll come with their respective upgrade pre-installed.
The New Frontiers Operations have been updated also, to reduce some of the grind that was caused by the multiple device requirements. Instead, these will provide the upgrade parts for the C0N4CT device as part of your objectives.
The C0NT4CT device not only streamlines objective selection while on planet, it also provides a transition to the new system coming with Hypatia, which should be simpler for people to understand and use.
This week: Patching checksum
Sometimes our frequent weekly updates cause issues for how Steam updates games, so we’ve added a tool to help you check for any issues.
Some players have figured out (thanks our Discord community) that after some updates, Steam doesn’t always delete files that are no longer needed. For example, this can lead to out-of-date .pak files containing game data that conflicts with the latest version of the game. This can often explain weird behaviour and crashes.
So, we have added a message on the title screen to tell you if you have mods installed or your .pak files from the patch are in a bad state. This will be helpful when troubleshooting crashes or to see if Steam’s patching process has caused conflicts.
If you want to switch this message off, we have added two command line arguments
-NoCheckSumPopup
Suppresses the popup notification of the checksum but still shows the status on the title screen. This will also detect any mods.
-NoCheckSum
Suppresses both the popup and title screen message
Coming Soon: Hypatia
Hypatia is making leaps and bounds, and we know you’re keen for more Operations (missions you can complete from Open World mode). So we’ve made the decision to split it into two parts and bring the upgraded Operations mission systems to Styx first, and then Olympus a little later.
There is no ETA on when these will both be ready, but by splitting this into two, you can expect we will have Hypatia Part 1: Styx Operations out sooner than originally planned.
For those of you who are new and haven’t yet purchased Styx, you can jump in and play 27 missions now, along with the 64sqkm map and several unique animals. Many of these Missions will be adapted to become Operations, playable in Styx Open World world, when the Hypatia update drops.
Next Week: Carved Wood Decorations
Next week's work is split into two parts internally, with the core of the game design team working on the Hypatia Operations changes, while the art team are bringing the remainder of the carved wood decorations set that they have been working on. This will complete the entire set, with 20 items in total across all 3 bundles, not including their variations.
Support our Project
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If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.
Adding Simple Collision to T2Communication Device Mesh
Added a modifier to corpses that indicate other creatures will be attracted to it
Added a new icon that better resembles creatures are going to be attracted to the corpses
Added T4 Communication Device with animations
Missions requiring the 'Infrasonic Relay Upgrade' are 'Encoded', missions requiring the 'Encrypted Sattelite Upgrade' are 'Encrypted' the UI has been updated to reflect these stats with icons / colours / descriptions and error messages
Tweaked mission device UI visuals
Adding new Upgradable Mission Device 'C0NT4CT Device' and Meshes
Adding new UI for Upgradable Mission Device
Current T2/3/4 Mission Communicators will be converted to the new device on load
Converting T3/T4 Mission Communicators to be upgrade items and not deployables
Converting ProStory1 quest to require a 'C0NT4CT Device'
Converting ProStory2 quest to provide a 'Infrasonic Relay Upgrade' and adjusted quest steps to place the item in the upgrade slot in the 'C0NT4CT Device'
Converting ProStory3 quest to provide a 'Encrypted Sattelite Upgrade' and adjusted quest steps to place the item in the upgrade slot in the 'C0NT4CT Device'
Adding audio to mission device BP
Dialogue adjustments to fix any conflict with the new communicator upgrade path
Fix upgradeable communicator state changes by binding to events on the correct inventory ID
Adding low mechanical rumble of large T4 communicator device. Adding in upgrade click in sound to each upgrade when slotted. Spacial adjustments for better in world realism. Minor volume tweaks
Fixing issue where previous mission devices where not upgrades correctly and disappearred instead of swapping to new device
Fixing issue where as part of the mission device upgrade process the mission device upgrades where not placed in the correct inventory
Fixing UI for C0NT4CT device as it was incorrectly labelling missions and not available and setting the wrong mission availability status
Updated SMPL3 Quest Dynamic Queries to use the new Upgradable Mission Device as the query context
Updated visuals for communication Upgrade UI
Fixed UI which was blocking interaction on Upgradable mission device
Adding error text to take into account having a T4 upgrade but not a T3 for the upgradable mission device
Add a command line arg -NoCheckSumPopup to suppress pak file meta check popups (only), add a copy to clipboard button for pak file meta detail
Problems identified in pak file meta checks are now a popup on the title screen, mod users can elect to suppress with the command line arg -NoCheckSum
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Fixed
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Small adjustments to the distance curve of dead prospectors beeping so it can be audible at a longer distance but not too loud
Adding pick up canteen to be used for inaris and all other canteens. Also added pick up jerrycan item audio and events and data table entry
Added Terrenus bestiary traits
Adjustment to a specific storm in the volcanic biome that uses a small amount of acid rain. The acid rain visuals did not match the audio at all
Update Frozen Ore yield stat description to match new effect, scaling off of resources gained
Change Cold Steel frozen ore reward behaviour to round rewards up
Fixed issue with fully mined voxels reappearing after reloading prospect twice. Voxels that reappeared would disappear after being hit as they are still counted as being mined out
Fixed issue with fully mined voxels not respawning after being thumped
Fixed issue where mission rewards weren't being given to players who hadn't completed the pre-requisite missions
Fixed missing Ren reward for Cache SMPL3 mission types
Add basic pak file meta checks, present any issue to users on title screen, log for dedi servers
Fixed a crash when leaving a prospect
Fix exotic plants are not reloading correctly
Fix a rare crash reported in Sentry related to race conditions when joining server
Fix a rare crash reported in sentry relating to AI targeting
[/expand]
Future Content
[expand type=details]
Ice Building Tier prototyping - adjustments to high poly mesh and normal map for Kit_A
Submitting in progress developer assets
Adding the setup for Oxite, Salt, Stone, Titanium, Platinum, Clay, Scoria, Obsidian deep ore viens, currently not set up to spawn
Added larkwell armor reskins - white, materials and sk meshes. Also updated larkwell 3rd person envirosuit to match with other envirosuits
Added larkwell armor reskins - black, materials and sk meshes
Added ashen drake trophy assets to the project
Added kea trophy assets to the project
Added teenage caveworm trophy assets to the project
Added elephant trophy assets to the project
Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
Adding newly recorded foley sounds for larkwell armor set. Also has been applied to composite and carbone armor to greatly improve existing one high velocity one shots
Updated backpack skeletons
Added On state material for DEP_Wall_Light_Shroud, called M_DEP_Wall_Light_Shroud_On
Setting up Shroud Ceiling and wall lights, Spotlight tripod, and Ceiling spotlight, feature locked out for now
Volume adjustments to the larkwell armor set
Adjusted colour and intensity of ON material to more closely match the cieling version of this light
color changes for larkwell armor reskins- black
Initial stat pass on new backpacks, pending new stat additions
Added 'BaseLavaSlugExtraDamage_+%' and 'BaseLavaSlugExtraDamageResistance_+%' progressive stats to the lava slug
Added redback trophy assets to the project
Adding All Animal Head / Vestiges for new items collected with the taxidermy knife, feature locked out for now
Added lava viscid trophy assets to the project
Added swamp viscid trophy assets to the project
Added stats to Brown Bear Armor and rebalanced Larkwell Armor, for future release
Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
Added lava hunter broodling trophy asset to the project
Added rabbit, arctic rabbit, and pygmy lop trophies to the project
Added needler trophy assets to the project
Added moa trophy assets to the project
Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
Small adjustments to PB armor to accomodate for BB armor
adding shroud light unique on off audio events and adding to BP
Adding generic desk lamp on / off event and to BP. Adjustments to industrial type lamp on / off for shroud and spotlights and tripod lights etc
Added electroshock icons to bestiary modifier icons
Fixed internal spelling of Pygmy Lop trophy and vestiges
Added placeholder trophy to fix build
Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
Partial Setup for 35+ new Animal Trophies, Feature locked out for now
Added cliff meshes & blended in meshes in Ice Sheet Yellow Quad on Prometheus
We at October Games have a deep affection for the asymmetrical horror game genre. For over a decade, we've nurtured a dream of creating an asymmetrical horror game, dedicating our spare time to this endeavor. Fueled by an unwavering passion for horror films and a resolute commitment to crafting a game we ourselves wished to play, we dove in with bright eyes and started creating.
Despite grappling with significant limitations, we take immense pride in our accomplishments. Our game, Horror Legends, stands as a testament to what can be achieved even without a budget. We feel a great sense of honor to have been given the opportunity by Full Moon Features to transform our 2014 Puppet Master Fan-Game into a reality. The official release of Puppet Master: The Game, marking our departure from the early access phase in the forthcoming months, is a moment of tremendous significance for us.
We sincerely hope that you and your friends will find enjoyment in the dedication, hard work, and heartfelt effort we have poured into this project effort that can only be compared to the blood, sweat, and tears we’ve shed. However, this release is only the beginning of our journey.
The evil Sutekh is back, the big bad from Puppet Master 4 and 5 has made his way into Puppet Master: The game. Beware, he is not alone, he has brough his own terrifying troop of little minions that want to play with you!
Will you and the Puppets be enough to fight back the demonic forces from the underworld!?
The Totem Faction is the latest addition to Puppet Master: The Game. The Totems are now a playable brand new faction. You can swap them out with the puppets in any game mode or fight against them in our two new game modes. There are 5 new characters, each with their own playstyle and characteristics.
Totem Warrior
Totems are Sutekh's demonic avatars, punishing those who unearth their secrets and power. “Everyone must die… they must die!”
Claws Maul your prey by using your primary attacks 3 hit combo or charge your secondary attack to pounce at your prey causing minor stun and damage.
Block Press the [Ability1] button for 1 Second of invulnerability.
Bite Press the [Ability2] button to bite an enemy dealing minor damage while recovering a minor amount of health.
Totem Ravager
New Character, created for Puppet Master: The Game A savage manifestation of a Totem, devoid of any fear of death, existing solely to unleash destruction. “Breathe, my child, and live to kill, my child.”
Blowdart Press the [Ability1] button to shoot a poisonous dart into your prey causing 1 damage every second for 5 seconds.
Mephisto
One of Toulon's puppets falls under the influence of one of Sutekh’s Watchers, granting him the power of pyrokinesis to carry out their sinister commands. “Do it for the children.”
Crystal Ball Use your mystic powers to shoot fire bolts at your prey. Lighting them on fire for 5 seconds.
Destruction Magic Press the [Ability1] button to fire a large fireball that explodes after 2.4 seconds lighting everyone within range on fire and causing them to ragdoll.
HeadHunter
New Character, created for Puppet Master: The Game Sutekh harvests countless souls, including a skilled African hunter, occasionally using the hunter's eerie skills for elusive prey. “You will not escape my wrath!”
Eye of Sutekh Press the [Ability1] to drop glyph that reveals nearby prey that's within its 20 meter range.
Spectral Cloak Press the [Ability3] button to disappear. Drastically increase movement speed but you can no longer attack.
Totem Sutekh- Dominator Class
Sutekh, the evil ancient deity, reigns over chaos, disaster, and darkness, possessing the ancient secret magic of eternal life. “Those in the up-world must not discover our secrets.”
Claws Maul your prey by using your primary attacks 3 hit combo or charge your secondary attack to pounce at your prey causing minor stun and damage.
Death Charge Press the [Ability1] to aggressively charge at your prey causing minor damage while ragdolling them for a short amount of time.
Death Lighting Press the [Ability2] to shoot a bolt of demonic energy at your prey causing moderate damage.
Demon Lord (Passive) Sutekh's royal status prevents him from being knocked out by Pushes and Kicks.
TOTEMS SKINS
Totem Warrior Default Bloody Alt Bloody Alt
Totem Ravager Default Bloody Minion
Mephisto Default Bloody Pyromancer Full Moon Toys - Exclusive (DLC) Full Moon Toys - Death (DLC) Full Moon Toys - Crystal (DLC)
HeadHunter Default Bloody Reaper
Totem Sutekh Default Bloody Full Moon Toys - Exclusive (DLC) Full Moon Toys - Evil Spirit Full Moon Toys - Evil Glow
Ankh Symbol: increases Health Hare Symbol : Decreases jump charge time Haste: increases running speed Head Butt: Decreases melee ability cooldowns PilarDjed: Decreases time in ragdoll Savage: Increases damage from melee attacks Shrunkenhead: increases invisibility movement speed
NEW GAME MODE: PUPPET MASTER
The Puppet Master Game Mode is a mode where One Defending Puppet Faction has to protect a single Human player from an Attacking Puppet Faction. The Human must complete an objective to escape and win. The Defending Puppet Faction wins if the Human Player escapes. The Attacking Puppet Faction wins when the Human Player is killed.
Human Objective Sutekh's dark energy is obstructing the elevator that needs to be dispelled for escape. One Idol will spawn on the map at a time, each emitting a dark energy. The Human Player must stand near this Idol to deplete its power while fighting off attacking puppets. Once the Idol’s power has been depleted, it will spawn another Idol in a random location. The human must do this 3 times (depending on game lobby settings) to lift the barrier from the exit so they can start the escape phase. Once the escape has been initiated, the human must stand within the elevator to escape.
Defending Puppets Follow and protect the Human and make sure they escape alive!
Attacking Puppets Kill the Human and prevent them from escaping. Attacking Puppets get instant access to their Dominator.
Notes:
Puppets no longer have a respawn timer.
Puppet Cooldowns work the same as they did in Thief.
Host can choose what the attacking Puppet Faction is in the host settings.
Host can choose what the defending Puppet Faction is in the host settings.
Escape zones work slightly differently. The human must stand within a zone for 5 seconds to escape and win.
NEW GAME MODE: MANHUNT
Manhunt is a mode where 2 Human players have to complete an objective and escape while defending themselves from a team of Attacking Puppets. The Humans must complete an objective to escape to win. The Attacking Puppet Faction wins when the Human Player is killed.
HUMAN OBJECTIVES
Sutekh's dark energy is obstructing the elevator that needs to be dispelled for escape. One Idol spawns on the map at a time, each emitting a dark energy. The Human Player must stand near this Idol to deplete its power while defending against attacking puppets. Once the Idol’s power has been depleted, it will spawn another Idol in a random location. The human must do this 3 times (depending on game lobby settings) to lift the barrier from the exit so they can start the escape phase. Once the escape has been initiated, the human must stand within the elevator to escape.
ATTACKING PUPPETS Kill both Humans and prevent them from escaping. Attacking Puppets get instant access to their Super Puppet character. Notes:
Puppets no longer have a respawn timer.
Puppet Cooldowns work the same as they did in Thief.
Host can choose what the attacking Puppet Faction is in the host settings.
Escape zones work slightly differently. All living humans must stand within a zone for 5 seconds to escape and win. If both humans are alive and one is not within the escape zone, the human player inside the escape zone will see a message on their screen stating 'Waiting for ally.
NEW FEATURES
Throwing Weapons can now damage vent covers and raven statues. Throwing Weapons now have crosshairs. Toggle Spring Feature added in the game options can be turned on or off. You can now play THIEF by yourself against the Human BOT. Totems can now be played in Thief Totems can now be played in Toulon’s Journals.
AUDIO & MUSIC
The Official Puppet Master: The Game Main Theme song has been added to the game Added a Sound Effect Volume Slider in the Audio Options menu All Totems have Voice Over audio including emote voice audio Rebalanced audio levels for a lot of the impact processors, Fire sounds, Voice sounds, Bleeding and hit indicators and other sounds
BALANCE CHANGES
Tunneler - Drill Increased Speed Damage Length from 0.1 to 0.2
Sixshooter Increased sprinting speed from 2.5
Decapitron Sprinting speed increase from 2 to 2.5
BUG FIXES
Fixed an issue where some of the music and other audio sounds were not respecting the volume faders in the options menu Fixed an issue that caused the fade in screen to bug causing the game to start with a black screen. Fixed an issue that caused you to charge throwables before going into downstate and throwing while in downstate. Fixed an issue that caused Tunneler’s drill animation not to play for other players. Fixed an issue that caused your arms to freeze in place after throwing a throwable weapon. Fixed an issue that caused the background music not to play.
NEW DLC - FULL MOON TOYS - TOTEM & MEPHISTO
You can support our game's development by purchasing our premium skins.