All Systems Operational - ASO dev

PATCH NOTES v1.1A

10/31/2025

GENERAL:

-ALL Power Ups now drop in the campaign mode (Hurray!)

-Multiplayer Health Bonus:

2 Player = 70 -> 90%

3 Player = 150 -> 170%

4 Player = 240 -> 260%

-Multiplayer Damage Bonus:

2 Player = 4 -> 8%

3 Player = 6 -> 10%

4 Player = 8 -> 12%

Note: Wanted it to be a little harder as you add more people in, currently it makes the game a lot more easier feeling. More HP and more damage should make it a bit more challenging when grouping now.

-Reduce dust storm on the Red Planet level, was a bit painful on the eyes.

BOUNTIES:

Bounty Increases Per Level

Health: 7.5 -> 6.5%

Damage: 7.5 -> 8.5%

Note: Slightly changing the scaling of bounties. Stuff dies a bit faster but you'll die a bit faster too!

BOUNTY LEVELS:

All bounty levels have been rebalanced and reduced the number of waves total, most residing in the 30 - 35 waves per level range which is roughly 10 waves down per level. This should mean levels are roughly the same time to beat and consistent in what's thrown at you more so.

A lot of ELITE units in bounty's have had their spawn time changed so some may come faster and some will spawn more sparsely hoping to balance the levels better.

Additional mixing and matching of units has been applied. Each level sports some new units in it with some tweaks to overall feel more balanced across the board. Below is some stand outs that got more attention.

Nebula:

Rebalanced mobs to have a better mix of units to have less mass projectiles on screen and lowered total amount of waves that spawn.

Black Dunes

Removed several larger spawns in pool, added in more lower HP smaller mobs to compensate

Belly of the Beast

Added more Belly of the Beast type spawns to this map to make it feel more familiar and less randomized.

Drowned City

Changed ELITE spawns to be more consistent and added some more Drowned City type spawns to flush out the pool.

Red Planet:

Added more seeking type units to this level, reduced the spawn rate time on the first and 2nd quarters to increase the early difficulty.

BOUNTY BOSSES:

Hover Tank: HP 5,000,000 -> 6,500,000

Turtle Tank: HP 5,000,000 -> 6,500,000

Drop Mantis: HP 4,500,00 -> 6,500,000

Giant Centipede: HP 4,000,000 -> 5,000,000

Sea Anemone: HP 5,000,000 -> 6,500,000

Giant Ship: HP 4,100,000 -> 5,200,000

Brain Boss: HP 4,000,000 -> 6,000,000

Note: These bosses were dying far too quickly in bounties and want to give them some staying power instead. They're large, immobile, and take a lot of damage due to their large hit boxes so they die much faster.

WEAPONS:

Flamethrower

-Damage: 3000 -> 1000

-Tick Per Second: 0.3s -> 0.4s

Note: With all the increased utility this weapon has it doesn't need to do so much damage upfront. Knocking it down a bunch because it's still good.

Seeking Crystals

-Damage: 14000 - 12000

Gatling Gun

-Damage: 5000 - 4500

Carbine

-Fire Rate: 0.075s

-Cooldown: 0.75s

-Projectiles: 6

Note: This will fire rapidly now, with a short cooldown between bursts. Hoping this finds its footing better now.

Razor Mines:

-Initial Damage: 10000 -> 12500

-Damage On Shot: 10000 -> 12500

-Projectiles: 4 -> 6

-Cooldown: 6s -> 7s

-Energy: 4000 -> 6000

Note: These are new and needed some TLC

Force Field

-Energy Cost: 25000 -> 20000

-Duration: 1.75 -> 2.25s

Suicide Drone

-Damage: 20000 -> 45000

NEW Plasma Stars: Drone Weapon

Shoot Ninja Stars at enemies with a random offset every second for 5 seconds.

Sports 4 Drones!

-Damage: 4000

-Energy: 8000

-Cooldown: 17s

Note: These are pretty strong overall but they have an increase 4000 energy and 3 second CD to match the extra drones and good damage you get. Enjoy the new Drones!

MODS:

Drone Supply Drop

-NEW: Speed: -2

Note: This is just such a good perk it needed to have a downside to it.

Drone Side Arms

-Projectiles: 2 - 4

Note: Should make these feel more impactful

Overclock Engine

-Speed: 3 -> 2

NEW: Cooldown Reduction: 8%

NEW: Shield Start Time: 25%

Note: Don't if many people even use this mod, so spicing it up a bit.

Shield Sapping Ammo

-NEW: Damage: 10%

Tech Ventilation

-REMOVED: -30% Shield Start Time

Note: Doesn't need a negative, it can just be good.

Heavy Armor

-Shield Bonus: 500 -> 750

-NEW: Collision Defense Bonus: +55%

-NEW: Shield Start Time: 55%

Hardened Shield

-Shield Bonus: 1000 -> 1500

-NEW: Collision Defense Bonus: +40%

-NEW: Cooldown Reduction: 5%

Kinetic Armor

-NEW: Shield Start Time: 35%

-NEW: Collision Damage: +100%

-NEW: Cooldown Reduction: 8%

Reflective Armor

-NEW: HP +5500

-NEW: Collision Defense Bonus: +15%

-NEW: Speed Bonus: +1

Spiked Armor

-NEW: Shield: +450

-NEW: Damage: 10%

Lunarite Armor

-Health: 4000 -> 4500

-Shield Regen: 300 -> 800s

-Shield Start Time: 20% -> 40%

-NEW: Cooldown Reduction: 5%

Note: These changes are aimed at making the Bomber a bit more desirable it runs two Armor Mods.

Energy Sapping Ammo

-REMOVED: -15% Shield Start Time

FRAMES:

Bomber

-Shield: 5000 -> 6000

-Energy Regen: 400s -> 500s

Note: Buffing up Bomber due to its low speed and longer cooldowns it needs a bit more staying power.

Scout:

-Shield: 5000 -> 4500

-Health: 15000 -> 15500

Note: Swapping these around mixing up the frames a bit here so they're more unique in the stats.

Attack:

-Shield: 5000 -> 5500

-Energy: 50000 -> 65000

Note: The attack frame has the lowest regen so it needs to be more of a jack of all trades in other aspects. Additionally I think this will help newer players get ahold of the game by the intro ship being a bit stronger.

POWER UPS BUFFS:

Cooldown Reduction Buff: 30 -> 25%

Health Regen Buff: 200s / 12s -> 300s / 20s

Energy Regen Buff: 200s / 12s -> 300s / 20s

POWER UPS:

- Power ups are now enabled in the campaign

- Teammate Bullet Transparency now apply to power up vfxs

BUG FIXES:

- Fix desync with the Supply Drop mod

Delivery to Graveyard Manor - splinter

Happy Halloween!

I wanted to hop on here and give an update. I'm currently working on a version 1.1 update, which is going to address the feedback we've received since launch. The main things I'm implementing are:

  • A proper tutorial

  • A full rework of the time-based delivery mechanism

  • An absolute truckload of bugfixes

I'm hoping to get a proper release out by next week, but I wanted to take the time to thank everyone who's played and left reviews. It's been enormously helpful to see the game from completely new perspectives.

I'd like to take all the responsibility for the bugginess, and I appreciate your patience with it. Mouse/keyboard was implemented poorly at the eleventh hour and caused a myriad of issues. I should have kept it controller-only. Ah well, what's done is done. Now to fix it.

Thanks again, folks!

-Eric

VALHALL: Harbinger - AlexC
Greetings, Vikings!

Our next patch arrives on Saturday, November 8th. It will bring an overhaul to our AI logic systems, resulting in performance gains and allowing us to enrich the world with more life. We've also addressed highly-requested Co-op features, quality-of-life improvements, and bug fixes.

Here's what it will bring:

Bot Logic Optimization

We have overhauled our AI logic, specifically how the game handles characters and creatures at a distance, including in Co-op. This change reduces the performance cost of each individual bot.

Bots and animals that are far away from the player now use a fraction of the resources they did before.

The performance impact of dead bodies has also been reduced.

More Populated World

Thanks to the AI system upgrade, we've been able to make the world feel more alive. The number of animal spawners across the map has been substantially increased.

Boars

The forests are now home to a new animal. Keep an eye out for aggressive wild boars (small). Watch your step, and happy hunting!

Co-op Session Improvements

You can now add a password to your Co-op sessions.

A Friends Only option has been added.

Structures in Co-op no longer have automatic ownership. This means your friends can open doors, use your chests, and help you deconstruct. To protect your belongings from being altered by others, you must place a Banner in the area.

Other Survival & Quality of Life Improvements

Fixed a critical issue that caused the player character's physics to break and become distorted after switching weapons. Note: We are aware of other issues with character physics and are planning further improvements for future updates.

The resource cost for building defensive structures has been slightly reduced again.

Adjusted the world events system to prevent events from repeating in a row (with the exception of the Frost event in Co-op).

Added a preparation countdown timer before the Challenge starts.

Regular wolves will no longer appear during the Frost Challenge. They have been replaced by a greater number of big snow wolves.

Increased the amount of pickable Stone to make it easier to find.

Implemented a more robust fix to prevent trees from respawning through player-built structures addressing issues from a previous patch.

Slightly increased the overall respawn time for trees.

A V-Sync option has been added to the graphics settings menu.

Fixed multiple collision and snapping issues where walls, ceilings, and other building pieces would not align correctly.

Fixed numerous terrain collision issues on islands that could cause players to get stuck.

Fixed trees that were incorrectly spawning inside lakes and other bodies of water.

Fixed a bug that caused the player to become permanently stuck if the ship they were controlling was destroyed.

Thank you for your feedback and support!

Skål!

Blackrose Arts

Villages & Dungeons - CaCaFrogStudio

BackRooms X Playtest - XGT Company
  • The death screen is now displayed correctly.

  • The level 1 puzzle now has a glow for visibility at low settings.

Unreal Zombies - CatgirlLydiaYT
Prince of Suburbia - Part 1 - TheOmega

Happy Halloween! Catherine chibi courtesy of vesperanoita (I'm Pregnant! DLC artist)!

The "I'm Pregnant! DLC Store page is now live! Check out our hot big pregnant belly women!https://store.steampowered.com/app/4073030/Prince_of_Suburbia__Im_Pregnant/

The Dream Globe - roamingolh
  1. Locked items will not be sold even if manually clicked. You were right—this helps prevent accidental sales.

  2. After starting the slot machine, pulling the lever again will immediately stop the animation and show the result. This speeds things up a bit, especially since you have so many dice.

  3. The teleportation butterfly in the upper right of the sphere is now more noticeable. I don’t want you to miss this important button.

  4. Quests received at the beginning will no longer require submitting minerals or fish, which are resources only available later in the game. But later quests will become harder

  5. When the warehouse is full, characters' rest time has been reduced, allowing them to return to work more quickly.

  6. Cat will no longer play outside in the rain. Unless it are sleeping in a tree, it will go to seek shelter.

Babushka's Glitch Dungeon - jakeonaut
  • added costumes!! they are hidden around the dungeon

  • game now will expand to fit the width/height of your device a little better. this helps it fill out the entire screen on the steam deck, for instance!

  • if you beat the game, you can get access to the advanced ???, lets you teleport to any room previously traversed

  • other minor bug fixes, and probably other minor bugs introduced

Lost Isle - Troll

In case you missed it, several weeks ago we announced a significant delay for Lost Isle's early access launch to allow for additional development time. After carefully reviewing feedback submitted by hundreds of players during the playtests leading up to our previous launch date, the consensus was clear: Lost Isle is so close to being great - it just needs to stay in the oven and cook a little longer.

To that end, our small yet mighty team has donned fresh aprons and are hard at work in the kitchen! We're examining each and every system and making improvements - some major and some minor - across the board. In this dev log we're highlighting our progress on one of the major systems currently undergoing an overhaul: base building.

New Shader Effect

One common point of feedback regarding base building was that it wasn't always clear if you could place a part and where you could place it. The first step of many has been modifying the shader effect on the pieces as you're trying to place them to have dynamic color (green when you can place, red when you cannot), better snapping mechanics, and higher visibility. Below you can see a before and after comparison between the old static effect and the new dynamic effect.

Before

After

You'll also notice an added swinging hammer animation that plays each time you place a part, whereas before the hammer always remained still. The functionality of the building hammer itself while equipped was another common point of feedback that will receive both juice and quality of life improvements in the coming weeks.

Piece-By-Piece Construction

Speaking of juice, we're injecting as much as possible into everything we can. Again referring to the before video above, you'll notice that previously when placing a building part it would appear instantly with a subtle particle effect. It was functional, but didn't feel great. Now we've got piece-by-piece construction for all plank building parts with an updated particle effect which feels and sounds (sorry you can't hear GIFs) suuuper juicy.

New

Base building is a major system in Lost Isle and we want it to be fun, functional, and intuitive for every player that builds a base for the first or 1000th time. This system's overhaul is still currently underway, with some really exciting things coming soon in next month's dev log "Base Building Juice: Part 2". By that time, we'll have finished development on piece-by-piece upgrading for wood, stone, adobe, and glass tiers, as well as improved demolishing mechanics and effects.

We have so many awesome changes in the works that we can't wait to show you. A massive open-world environment overhaul with better procedural roads and trails, new rivers and streams, new mine-cart tracks, and new fantasy-themed vegetation. Many more varieties of wildlife with unique nighttime behaviors that encourage players to venture out of the safety of their base at night. A group system to seamlessly play with old friends and newfound allies. Improvements to the UI and player combat mechanics, and much more.

Stay in the loop! Join our Discord server and follow our socials (links below) to be the first to know about Lost Isle’s latest news.

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