* Adding game stats at the end of the game.
* Adding leaderboards.
* Adding basic tutorialization
* Improving camera controls
* Allowing boost to be aimed by holding down boost button
MAYBE fixed twitch integration
fixed the speed of rockets being based on frame rate
added new command "install:virus"
added ammo menu for later update
Hello, players!
ːsteamthumbsupːThank you for your continued support!
We’ve just released an update for the demo (v0.5.2). Here’s what’s new:
Upgraded to DirectX 12 for improved performance
Fixed various bugs to enhance overall stability and gameplay
We truly appreciate your feedback and support. Stay tuned for more updates!
— The Development Team
October 18, 2025
Hey everyone,
First of all, thank you to everyone who has added Monkey Jump to their wishlist and taken the time to play the demo. Your feedback means a lot to us reading your thoughts, ideas, and experiences has been an incredible part of this journey. As a small but passionate team, it’s truly an honor to see how much you care about the game and to hear your suggestions firsthand.
Over the past weeks, we’ve worked hard to improve stability, refine the experience, and prepare the foundation for the upcoming Early Access launch. This update focuses on usability, gameplay balance, and smarter AI behavior.
Changes & Improvements:
Mission System Added: A new mission system now guides player progression during matches.
UI Overhaul: The entire interface has been redesigned for a cleaner and more consistent visual style.
Library Visuals Updated: Steam library art has been refreshed to match the latest design direction.
Banana Count Adjusted: (optional emoji kaldırılabilir) Reduced for improved pacing and balance.
Wolf AI Improvements (new updates added daily): The AI system has been refined for more responsive movement, awareness, and decision making. We’re continuously improving it every day to make encounters feel more dynamic and unpredictable.
Lobby Rework: The lobby has received new visuals and atmosphere to create a more polished experience.
Map Fixes: Several minor bugs and geometry issues have been resolved.
Our priority remains the same to create a fun, stable, and replayable co-op experience built around teamwork and tension. We’re continuing to test, improve, and listen. Your feedback helps us evolve Monkey Jump in the right direction.
Thank you again for supporting this project from the very beginning. We’ll keep working hard to make every update worth your time.
The Echo Forge Dev Team
Fix item drop off to open storage not dropping from the agent at the right position. This was causing a lot of physics issues with other items in storage.
Fix agents being able to succeed movement tasks at any range if their path was cutoff, now they fail the task and complain
Fix build pieces that still had mesh filters using temporary mesh: 3508, 7004
Add new important notice at start of new games to recommend doing the tutorial
Add new game setting option for always showing the cursor when the Builder UI opens, on by default
Add support for a large format modal window in popup manager
Increase number of default workspots to 9 on build pieces and have them position based on the bounds, this should reduce the possibility of workers not being able to construct the build piece due to not finding a path to a workspot
Change agent bark dialogue queue to only add unique new entries
Add new hint for how to deal with workers who may be stuck and trigger more hints throughout the tutorial
Watch Stream Next Fest broadcast!
New swimming audio
Loot updated
Brought back CONTROLS in the main menu. Sensitivity and intervened mouse controls back in.
Spawn at start dock locations cleaned up. Shouldn't land in the water
Removed JOIN on server. You must be invited. This is a quick fix on the public joining private servers until resolve.
Gameplay Changes
-Improved UI (can hold down hotkeys for actions)
-Updated Tutorial
-Exp and Gold increased 2x to reduce grind
-Interactive buildings more noticeable
-Objects between player and target can act as obstacles from ranged attacks and spells, allowing for tactical play
-Weapon/Spell range circles appear to show range of effect when targeting
-New area music
-New battle music
-Improved party/NPC follow pathing
-Fixed bug that player moves when drinking/eating from inventory screen
-New area "Abandoned Building" and revamped "Library"
-More feedback for some actions/auto-actions
-Items that can be picked up are now more clear
-Exits to other zones made more clear