Hi there space folks,
a friend of mine took the time and checked the game a bit and I found out some really crucial things that can be a real showstopper for new players. The defaults of some settings like mouse sensitivity and zoom level where just bad for most players. So I changed them to better values.
Also he didn't think about zooming at all while playing which is a fundamental thing to do. A good idea was to add some notifiers about the zoom state and turbo as well to let the player know about these features. @Doc Angelo: Thanks for these great tips! :-) I added them both to the in-game interface on the bottom of the screen.

Some bugs were also fixed in this version.
Chaneglog in detail for v0.9.2:
Change: set default mouse sensitivity to 2.0
Add: showing controlstate shift turbo and wheel zoom in the bottom ingame user-interface
Fix: vrcontrollerstate not initialized properly in the linux build
I hope you give me some feedback for this tiny little space-fella! I would love to improve this.
Have a wonderful day, yours Hennakin
There is no respite for the angels of Heaven as the reach of the Titans goes beyond the cold defeat of Death. Fleshlings are transformed, stitched together by Dominion’s forbidden power into a horrifying amalgam of flesh, wings, and soul fragments.
The fight against the Fleshweaver is all about carving its mass down to size. With each hit, a piece of its form breaks away and fights back. The Fleshweaver weakens as it loses mass, but your train risks becoming completely overrun!
Do you chip away at the Fleshweaver early, and deal with its spawns right away, or take care of the first wave of enemies and face his full force later? These are the questions players will have to ask themselves when facing the newest boss coming to Monster Train 2.
Your health is a resource, use it wisely to survive to the Relentless Phase, when the Fleshweaver can no longer shed bodies from its mass. Would you rather risk a horde of Undying Wretches at your Pyreheart, or contend with the Fleshweaver’s full might?
The Fleshweaver joins the roster of new bosses in Monster Train 2’s second major content update: Echoes from the Void, coming soon to Steam and all platforms Monster Train 2 is available.
Want to stay in the loop and see behind-the-scenes designs for the Fleshweaver? Subscribe to the Shiny Shoe mailing list! The next newsletter will show off some early concepts for the Fleshweaver.
Want to talk to other players or ask the Shiny Shoe devs questions during our server exclusive AMA events? Hop into the official Shiny Shoe server here. There, you’ll also get reminders for future streams.
Finally, thank you all for your passion, feedback, and support as we continue building Monster Train 2. We hope you’re as excited for Echoes from the Void as we are and keep an eye out for more sneak peeks in the near future!
Ah, launch week — that magical time when players find things we thought we fixed already. 😅
This first post-launch patch (about 25 hours after release!) focuses on crash and freeze fixes, a few balance updates, and some small visual and audio improvements.
Fixed a freeze that could occur when starting a dream using the Shroomwarden outfit
Fixed a crash that could occur when the game attempted to auto-pause during dialogue
Cleaned up some false-positive log errors that weren’t actually causing problems
Improved map generation stability
Updated minor portrait art issues
Adjusted Quick Charge (Sun Power) for smoother energy scaling
Tuned Inferno Storm ability for better late-game balance
Added a new “noon” chime and accompanying clock notification art
This update was guided by analytics and crash reports gathered after launch — thanks to everyone who jumped in early!
We’re also aware of a rare softlock that can occur during the final boss fight, and are investigating a fix for an upcoming patch.
More updates and refinements are already in the works. 🦊🔥
Improvements:
Option to disable post-processing effects for better performance
Some players experienced performance drops, particularly in the tutorial. To help with that, I've added a new Graphics setting: Post Processing FX

By default, these effects are enabled. Disabling them will turn off visual effects such as "Glow", "Blur" or "Color Tint", which may improve performance on some systems.
I really hope this helps with any performance issues and have fun playing Pale Coins!
Fixed crashes that occur when facing off certain bosses under certain affects, mostly with Midas's Touch
We recently discovered that the built-in background asset "StreetView" contains a Stop sign in an inappropriate location that does not comply with real-world traffic rules. This update replaces the images with the versions that uses "no stopping" sign instead of the stop sign:

The original version is still in our asset repository, but will no longer be packaged. Please contact us if you still need the original version for any reason.

Hello, everyone, this is Joel, the programmer at Muriki Studio! This time it's a small update in the series of more frequent updates we will be making to the game builds.
New user interface theme (credits to https://kenney.nl/assets/ui-pack-rpg-expansion)
Simplify laser sight and crosshair cursor color options menu
Move control mapping to a separate menu
Redo animations for the Frantic enemy
Fix checkpoint in the second level causing the player to restart at the wrong checkpoint
Other minor fixes and improvements
In the next update, we will bring the completely redone enemy spawn system, preventing cases where only one remaining spawner keeps spawning a single enemy at a time. We will need to rebalance all the game's arenas for this, but the new system will make everything easier for us to balance the levels and at the same time will make the game more fluid, preventing the problem already mentioned.
If you haven't seen the last game update report yet, check it out here, where we detailed all the major updates we've made since the demo launch in March!
See you in the next report, and until next time! ːsteamhappyː