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There will be a pause in demo updates after this one (except in the case of major bugs), in order to continue developing the full version of CiniCross more efficiently.
This update seems to be on the right track.
Please feel free to keep sharing your feedback, I’ll continue reading it and taking it into account.
A big thank you to everyone who has provided feedback since the last patch and offered their support.
Here is the content of the latest update:
Added new music (composed by Not Jam).
It is now possible to adjust the SFX and music volumes independently in the settings.
You can now reroll unretrieved artifacts in the rewards screen in exchange for Gold.
A visual effect now indicates which cell increases which artifact’s vertical counter.
Mouse controls are now displayed during puzzles.
The Campfire now gives a healing item when your HP are at maximum.
New puzzles have been added to avoid replaying the same ones.
Artifacts no longer shrink when you have many of them. You can now scroll through your artifacts bar to view them all.
Changes / Adjustments to the following artifacts:
Fire Wand
Sif’s Bow
Stick
Difficulties have been adjusted.
Time bonuses have been adjusted.
The maximum number of artifact reward slots has been reduced.
The frequency of damage received when time runs out has been reduced.
The Hydrobates logo is now displayed when launching the game.
General sound volume adjustments.
Fixed the French description of the Fire Wand artifact.
Fixed a bug where “Nothing” could appear among the rewards.
Fixed a bug where an artifact’s “Max” indicator was visible during reward selection.
Fixed a bug that grayed out Maxed artifacts even when only one copy existed in the top bar.
Fixed a bug that caused a crash if the saved language was invalid.
Fixed a bug where Sif’s Bow’s vertical counter didn’t take Sif’s Arrows into account.
Fixed a bug that allowed items and artifacts to be collected during the XP gain sequence at the end of a run.
Fixed a bug that allowed the Bloody Dice to be used while HP were already full.
Fixed a bug that prevented obtaining the Stick artifact.
Fixed a bug that caused the game to start with the first difficulty already completed.
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
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
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:
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.
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.
The forests are now home to a new animal. Keep an eye out for aggressive wild boars (small). Watch your step, and happy hunting!

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.
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
The death screen is now displayed correctly.
The level 1 puzzle now has a glow for visibility at low settings.
WE ARE SO BACK!
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/