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high rated
v.1.3.1.0
• Shields will now combine into a stronger shield when you have 3 of them. The default shield is no longer yellow but white (in HUD).
• Increased default ammo cap, from 40 to 50, and from 75 to 80 for light ammo
• Added bonus chance to find specific upgrades based on the played character
• Modified a bunch of loadouts
• Changed how weapon power levels are calculated and displayed
• Tweaked how weapon spray works and the dynamic crosshair
• Taking time to aim is rewarded with increased accuracy
• Rebalanced accuracy while riding horses
• Tweaked how ammo drop types are chosen to be more balanced
• A ton of balancing changes and fixes for all kinds of weapons
• Nerfed first boss again slightly
• Slightly reduced attack frequency of Big Bear and increased damage and stun received by beartraps
• Reduced coop player count health scaling on bosses
• Made explosives more effective against bosses
• Various late-game enemy changes
• Changed how medicine drop amount on companion death is calculated
• Incendiary upgrade makes explosive weapons incendiary too now and bullet burn effect length depends mostly on penetration power and bullet speed instead of damage now
• Indestructible upgrade no longer requires pocket magnet
• Leathersuit upgrade will now also reduce slowdown in toxic plant fields
• Sharpshooter upgrade will do less overall weapon spray reduction but makes aim focus much faster
• Contact TNT no longer bounces off of shields
• Slightly reduced effect on dodge cooldown for athlete upgrade
• Balanced Hardened Upgrade to focus more on making throwing weapons less expensive
• All rare weapons now match their non-golden versions except for being slightly faster to reload, instead of having various minor differences
• Allowed praying at shrines
• Added some more uncommon decoration objects, alternative visuals and rock variations
• Added simple info tutorial to horses after having tamed one
• Improved various visual and sound effects
• Fixes to bullet rendering and penetration
• Fixed shield not rotating with player when dashing
• Fixed multi-TNT drops not actually granting more than one TNT
• Fixed ammo being more likely to drop for guns carried by player #2 when playing in coop
• Fixed empty bottle not breaking into broken bottle when used in melee
• Fixed big rock collisions sometimes being off when loaded from save
• Fixed TNT sometimes glitching into Mineentrances, leaving them unscathed
• Fixed bayonet melee range being very limited on horse
• Fixed not being able to return to previous level from boss level before triggering boss
• Fixed being able to mount a horse that is already being ridden by someone else
• Fixed custom run settings text sometimes overlapping with pause menu
• Fixed signs always showing X when level is loaded from disk
• Fixed shields in inventory being in wrong order when loaded from save
• Fixed some enemies no longer attacking in their unique patterns when loaded from save
v.1.3
Big changes

• Made horses ridable
• Switched to true 64-bit builds and updated engine (may cause new bugs—report accordingly)
• Added Steam Rich Presence
• Added new upgrade that makes throwables indestructible (available after acquiring Big Knife, Hardened, and Pocket Magnet)
• Added dedicated interface animation reduction setting
• Added run settings options for disabling wolves and elites
• Added game settings to reset or hide tutorials
• Made locked crates easier to find (look out for signs)
• Changes to most loadouts, mostly increasing starter ammo and making late-game loadouts more rewarding
• Added a free stick of dynamite to all rare loadouts

Balancing changes

• Made all two-handed weapons one-handed, except for the gatling gun
• Buffed explosive weapons, melee weapons and a bunch of rifles, but nerfed some arrow weapons
• Buffed "Big Knife" upgrade to increase range and hit count
• Reduced the number of enemies in B levels and Area 3 slightly
• Decreased some late-game enemies' accuracy, health, and damage
• Companion behavior improved: less likely to engage unaware enemies, and "defend" command stops engagement
• Companions will now refuse to use some of the high-tier weapons
• Increased bleed-out time for companions
• Merchant prices are more likely to be cheaper
• Allowing "Welcome To Hard Times" achievement unlock when starting a looped run from run settings
• Dog companion gains experience faster and damage bonus on the first 3 level-ups, also bleeds out slower when playing as Jim
• Tweaked blood weapon drop rate, some of their stats and made them cheaper to use
• Unrescued prisoners and other friendlies, except merchants, are killed/removed when returning in B-Levels
• Alerted human enemies and wolves will get more resistant against melee attacks when looping
• Buffed first boss a bit by fixing a related bug

Various changes

• Adjusted damage popup colors and trap object's visual effects
• No longer hiding weapons during dodge rolls
• HUD becomes transparent now when it's in front of a relevant character
• Various small adjustments to the game's visuals like reducing bloom, improving level border and text rendering, adjusting some colors etc
• Disabled always showing player indicator when playing with color blindness mode enabled
• Swapped sprite of heavy spear and pike
• Fixed rare volley gun not unlocking as a starter loadout
• Fixed gamepad stick switch/reload settings not loading after restarting the game
• Fixed two players joining when pressing join with a single gamepad
• Fixed melee attacks not showing damage against shields
• Fixed first boss minions not respawning quickly enough and some not turning aggressive as intended
• Fixed melee attacks allowed through solid objects
• Fixed floating vertical fences
• Fixed issues with dodge rolls not pausing attacks for forced-repeat weapons (e.g. volley gun)
• Fixed dynamite silhouette not growing before explosions
• Fixed silhouettes lagging at high refresh rates
• Fixed heavy TNT launcher firing 6 grenades instead of 5
• Fixed destruction sounds sometimes playing while loading saves
• Fixed question marks in credits text
• Various other minor fixes and changes
v.1.2.1.2
• Made some bandits slightly more accurate and more aggressive
• Fixed ambushes not being a thing
• Fixed shadows sometimes not being visible
• Fixed a bug where pausing the game during level generation breaks the run
• Fixed objectlist command
v.1.2.1.1
• Small balancing tweaks to medic merchant
• Made shields slightly less common
• No longer allowing save restore after successful rescue
• No longer counting new no permadeath game overs for average run length/progress stat
• Blood weapons take slightly less health to use
• "Damage taken" stat is now multiplied by 2 just like damage indicators, to prevent <1 values
• Split "runs failed" stat into "permadeath fails" and in brackets "no permadeath" fails (only for new runs)
• Fixed invisible game over screen bug that was present on some devices
• Fixed companion shields not being saved
• Fixed old saves not being auto-loaded
• Fixed crash when killing merchants
• Fixed a bug where players would get duplicated
• Fixed decals sometimes disappearing when tabbing out
• Fixed a memory leak related to pausing the game
• Fixed background not being blurred on all devices
• Fixed a bug where grass, shadows and decals would not be restored when re-entering a level
• Fixed a bug where the HUD transparency didnt work as expected
• Fixed a bug with shop pricing
• Fixed a crash related to incendiary barrel
• Fixed character rescue stat not increasing when savegame was loaded during B-Levels
• Fixed a bug with the bandit boss shield
• Fixed pause menu allowed to be opened when on game over screen
• Fixed save being possible while on game over screen
• Fixed a minor issue with seed input on consoles
• Fixed some blood weapons reloading despite it killing you
• Fixed upgrade icons on game over screen not being centered when having a lot of upgrades
• Fixed explosive bullets explosions not being positioned correctly
• Fixed blood weapon save reload exploit
• Fixed merchants sometimes having no grass nearby
v.1.2.1.0
• Added run setting to disable permadeath, by allowing to restore the last save instead of deleting the savegame on death
• Added quick save and load keys on PC (F5 & F6) when having permadeath disabled
• No longer allowing 50% boss health, enemy attention nor 150% health drops without disabling achievements, but you can disable permadeath without disabling achievements now
• Tweaked some UI elements
• Decreased movement bonus enemies get in loops
• Reduced amount of elite enemies in loops
• Increased coyote base damage
• Decreased reload times / cooldown times of a bunch of guns
• Increased damage of explosive weapons
• Slightly decreased accuracy, shield damage, active reload period and penetration power of arrow weapons
• 20% of all arrows previously reusable with Premium Arrows upgrade will no longer be reusable
• Decreased bonus damage of Premium Arrows upgrade and no longer granting bonus damage to throwables
• Reduced amount of weapon crates in loops, but slightly increased regular crate amount
• Fixed instance references not being restored correctly from savegame
• Fixed movement history not being part of savegames
• Fixed weapons in crates not being loaded from savegame
• Fixed some sprite placement issues on the game over screen
• Fixed enemies being duplicated when following to different level
• Fixed issues where a loaded level is treated as a different level while still loading, causing stuff like green locked crates showing up in area one
• Fixed companion weapon ammo duplication glitch
• Fixed upgrade titles glitching into each other in pause menu
• Fixed some issues with scrolling menus
v.1.2.0.1
• Slightly nerfed fast reload upgrade
• Rebalanced some area 2 enemies
• Slightly buffed bandit snipers
• Slightly increased health of bear boss in loops
• Slightly reduced player knockback when hit by heavy weapons
• Fixed a crash preventing some players from starting new runs
• Fixed guns not creating any particles when fired
• Fixed remapped trigger button not being saved
• Fixed throwing knives missing collision
• Fixed player in savegames not loading correctly when game crashed during level generation
• Fixed crashes/glitches when loading/saving a savegame while already loading or saving something else
• Fixed pause menu saying save and quit instead of just quit in prologue level
• Fixed weapon break particles visual issues
• Fixed penetrating arrows duplicating visually
• Fixed Pistolero achievement
• Fixed cliff decals not being restored
• Fixed beartraps sometimes causing savegames to not load correctly
• Fixed slower bullets upgrade making some enemies invisible during attack
• Corrupted savegames shouldnt crash the game anymore
• Various other fixes
v 1.2.0.0
Big changes

• Save game support! Yep, you can now save progress and resume any time.
• Switched to a new engine version hopefully fixing a lot of old bugs that couldnt be fixed otherwise but possibly also introducing new ones that can be fixed once reported
• Please note: User progress is not backwards compatible! (If upgrading to 1.2 do not go back to 1.1 or you might lose your unlocks and stats)

Balancing changes

• Adjusted bullet logic for shell weapons (shotguns), also buffed some of the shotguns in general, like the pumpgun, and adjusted damage values and falloff distances for all shell weapons
• Buffed most throw weapons and reduced their melee cooldown but decreased melee damage
• Slightly reduced health of bear boss and bandit boss and slightly increased slaver boss' health
• Increased explosion size of explosive weapons
• Increased amount of items found in loops
• Reduced revolving rifle reload speed
• Buffed Eagle's bow reload speed but nerfed bonus damage
• Nerfed Fox' bow reload speed
• Buffed Taco's tnt reload speed but nerfed bonus damage
• Allowed enemy attention 50% without disabling achievements
• Spawning less new containers if player already has a lot of ammo
• Made ammo cheaper to buy from merchants
• Companions bleed out slower and can no longer bleed out in boss levels (they can still be executed)
• Loot in all locked crate now scales with level (before only the locked weapon crate scaled with progress)
• Slightly reduced elite power in looped runs
• Reduced attention range of elites
• Made it impossible for enemies to spot you unless they are visible on screen
• Increased health or attack speed of some bandit types
• Its no longer possible to keep companions when looping, except for Flint
• Made ambushes much less likely to occur after first level

Various changes

• Added indicator in character selection when all loadouts for a character are unlocked
• No longer removing loaded ammo that cant be turned back into ammo when weapon is replaced
• Dead prisoners will no longer drop medicine
• Added a way to unlock the unique revolver again and added some ammo to its loadout (Die just before reaching your partner, but in a looped run)
• You can now visit the main menu before starting the prologue
• Disabled damage indicator in tutorial level
• Disabled weapon level indicator when swapping with empty slot
• Weapon level indicator now highlighting if same weapon but durability is better than equipped durability
• Changed the input system causing some custom key mapping to possibly become invalid
• Persistent levels now utilize the save game system so reduce memory usage (they are loaded from disk now)
• Various command prompt changes to support new engine features
• Fixed boss corpses fading before dropping their loot
• You can now go back in menus using RMB
• Fixed active reload being impossible to fail in first half on some weapons
• Fixed some objects being displayed incorrectly on game over screen
• Fixed level 4+ elites not having circle indicator
• Fixed crosshair animation missing if no weapon equipped
• Fixed a special case where buying a shop item would fail
• Various minor visual changes/fixes/tweaks
v 1.1.1.1
• Slightly reduced amount of enemies in B levels
• Dodge rolls will now save characters from being on fire
• Buffed some melee weapon stats
• Dynamite Bandits will not throw dynamite when they are not on screen
• Nerfed movement speed of some elite enemies
• Made it easier to avoid killing dogs
• Disabled explosion blur on consoles
• Improved explosion performance slightly
• High contrast player indicator now uses color of player one
• PC: Improved scripting support and command prompt capabilites
• Fixed a rare graphical glitch with vertical fences
• Fixed secondary melee key binding not being saved
• Fixed back button in keybindings being at wrong spot
• Fixed main menu discord hint not working
• Fixed bisons in ambushes count as innocent
• Fixed dynamite bandit game over screen display
• Minor translation fixes
Post edited November 23, 2024 by Berzerk2k2
high rated
v 1.1.1.0
• Run Settings: Allowed enemy attention of 75%, Health Drops of 150% and boss health of 50% without disabling achievements
• Fixed some run settings only allowing 50% steps when it should be 25% steps
• Made later bosses in loops easier
• Blood weapons will start spawning earlier in loops and also more likely
• Companions level up slightly slower and take longer to learn dodging
• Companions can no longer hurt prisoners
• Now counting loops as rescue for OG Squad achievement
• Made hitting arrow traps with bullets more reliable
• Slightly reduced amount of shield drops
• Increased amount of elite enemies in loops and decreased their health drops
• PlayStation: Fixed missing damage indicators and persistent particles missing when revisiting levels
• Some visual tweaks
• A lot of weapon balancing tweaks
• A lot of bug fixes
v 1.1.0.0
Melee Combat Overhaul

• All weapons now have additional melee stats that influence melee damage, cooldown and much more, even stuff like how many targets can be hit with a single attack
• Enemies (especially late-game enemies) will still try to block melee attacks but some weapons will be harder to block
• Throwable weapons will have a much stronger focus on melee combat and should only be thrown if no longer needed or when fighting enemies you don't want to get close to
• NPC melee still works as before to not increase combat complexity too much, but they will sometimes drop melee weapons now
• Throwable weapons now have actual durability that is displayed in the HUD

• Added active reloading to make reloading more exciting
• Added over 50 new weapons, including various melee weapons and special late game guns
-> Added Blood Weapons, legendary blood-colored weapons only found in very late game, that use your life force to boost their power

• Increased the maximum ammo you can carry and adjusted Max Ammo Upgrades
• Added 7 new upgrades, most of them related to ammo and increasing either the inventory ammo capacity or the amount of ammo you will find
• Shield Overhaul!
-> Shields will protect from melee damage, but also only when attacked from the front
-> You can now carry more than one shield but it only has 2 hp
-> If a shield breaks and you got backup shields a new shield will be equipped
-> More ways to get and find shields
• You can now choose between 5 instead of 4 upgrades

Other changes

• Added indicator to help players decide whether a weapon on the ground might be stronger than the one equipped
- Weapons that are stronger will be highlighted with a blood-coloured outline/glow around the weapon name when interacting
- The indicator only takes the weapon you are currently holding into account, not the one on your back
• Added a couple of gamepad-compatible cheats
• Added seperate interface settings menu, moved some game settings there
• Added auto reload option to game settings
• Added received damage mulitplicator run setting (also influences companions)
• Changed the color of the fletching on arrows to improve visibility
• Added Aspect Ratio Setting (PC Only)
• Improved Crosshair (improved visibility) and added more crosshair settings
• Showing equipment of enemy that killed you on game over screen
• Swapped main melee key and secondary melee key
• Adjusted some weapon cooldowns (throwables in particular)
• Adjusted some weapon stats (throwables in particular)
• Adjusted floor texture to give everything a bit more contrast against it
• Enemies will start attacking faster if you are getting close to them
• Enemies in first stage no longer receive extra melee damage
• First boss changes: Reduced health by 5hp
• Second boss changes: Increased health, slightly reduced health scaling with player amount/loop, slightly adjusted movement, Loop changes: reduced dash damage but buffed movement and cooldown and placed toxic plants in the level
• Final boss changes: Increased the amount of containers in the level and increased the time between final boss attacks, slightly increased his health and decreased penetration power of his gatling gun, Loop changes: More shield health and more resistant to explosives
• Tweaked melee combat target detection algorithm to make aiming in melee combat more important
• Added slowdown after melee attacks
• Reduced movement speed with throwable weapons equipped a little bit
• Resupply can now show up and be selected up to three times per run
• Resupply no longer full restocks dynamite if a dynamite weapon is equpped, instead it only grants 2 dynamite
• Tweaked arrow ammo sprites
• Enemies will try harder to hold some distance from you, especially high-level enemies
• Tweaked Scythe, its also now called Combat Scythe
• Added new enemy type to first area in loops
• Added a new locked crate type that contains shields
• Merchants will now also sometimes sell shields
• Adjusted big knife upgrade
• Improved upgrade generation
• Updated some playable character stats (especially in regards to melee combat)
• Reduced fast reload upgrade reload speed boost but added active reload upgrade as part of it
• Made throwables more rare in big crates but allowed weapon crates to sometimes drop em
• Hostile dogs can now lose interest in you if there are no human enemies also chasing you and they are too far away from their spawn
• Decreased enemy ammo drops if player has a lot of ammo
• Player now always marked if using color blindness mode
• Increased amount of loot in first level
• Reduced destructible dodge damage
• Free tnt upgrade and companionr rest can be chosen up to 3 times
• Tweaked companion armor upgrade
• Increased capacity that max ammo 2 and max ammo 3 adds for light rounds
• Added an extra ammo drop to locked crates
• Reduced amount of cacti in area 3 cactus fields
• Companions will now also get some short invincibility after being hit by a gatling gun round, just like players
• Human companions will now learn to dodge over time
• Fixed some item drops being unreachable because they drop outside of level
• New upgrade icon color backgrounds
• Increased trap blink frequency and contrast
• Companions can no longer use throwables (didnt make sense before, with the melee overhaul it would make it even more complicated)
• Added new icons for loadouts with special boni that will make it less cryptic whats special about the loadout, no more "!?"
• Adjusted some loadouts to use some of the new weapons
• Replaced improved auto rifle with high-cap auto rifle
• Replaced Improved Slug Gun with Multi-Cylinder Revolver (we already had slug repeater)
• Fixed "Mom" not having reloadskill of 10 despite being more skilled than "Fox"
• Changes to some weapon sprites
• Weapon drops will now lay on their side if the weapon is higher than it is wide
• Tweaked some weapon animations
• Tweaked some partner stats (made them more agile)
• Increased alertness indicator contrast
• Slightly increased the chance of enemies dropping their weapon and the amount of ammo in those guns
• Added interaction to prisoners in coffins to help with the rescue
• Adjusted a whole bunch of weapon and character stats
• Slightly increased the amount of ammo dropped in later levels
• Melee enemies will sometimes drop a melee weapon
• New Blur Shader
• Increased amount of weapon crates
• Minor HUD adjustments
• Made bears and bisons resistant to toxic plants
• Increased health of carried explosive barrels
• Reduced strength of boss health scaling with additional players and looping
• Reduced strength of enemy health scaling in advaned loops
• Scorpions and snakes are no longer scaling their health in advanced loops
• Scorpions and snakes have a longer cooldown between attacks
• Increased enemy skill in loops
• Reduced amount of health dropped by elites in loops
• Added some more high-level bandits to looped bandit stage
• The dog is slightly more approachable
• Slight adjustments to auto reloading
• Removed language setting on console version (use system language instead)
• Added command prompt command to toggle menu paper sway animation
• Various changes and additions to command prompt, including basic scripting/modding support

Fixes

• Fixed player sometimes getting stuck in walls
• Fixed companions aiming in weird directions while walking
• Fixed some cover not spawning in final boss level
• Fixed characters sometimes not being kicked in the air by knockback
• Fixed some wrong weapon stats like float damage values
• Fixed coop shared ammo not working correctly
• Fixed merchants not reacting to trades
• Fixed enemies sometimes attacking while player is still frozen
• Fixed issues with the enemy skill run setting
• Fixed various issues where the player might get stuck
• Fixed an issue where npcs will stop moving
• Fixed bullets dealing critical damage to shields of unaware enemies
• Fixed dynamite sometimes not destroying objects if not in view
• Fixed a bug where reload hints were not showing up
• Fixed an issue where it was possible to move through solid objects
• Fixed a bunch of memory-related issues
• Fixed various minor bugs and possible crashes
Post edited February 15, 2022 by Berzerk2k2
high rated
v 1.0.2.0
• Added Run Customization/Difficulty Options! (Including starting as Looped Run)
• Added more variation to the level generator
• More interface text is now being influenced by HUD scaling
• Nerfed stronger tnt upgrade
• Buffed explosive weapons
• Fixed companions using throwable weapons
• Partner levels up faster, normal companions slightly slower
• Fixed some translation issues
• Reduced Air Rifle Reloading Times
• Gave Taco more Dynamite
• Olaf now has the highest max health of all characters
• Added experimental autoreload command
• Reduced damage dynamite deals on enemies but made the damage drop off more forgiving
• Increased ammo hud display contrast and added markers to make it even more clear what ammo your weapons use
• Changed Menu toggle labeling
• Adjusted some shop prices
• Increased enemy count and ammo drops in first loop
• Adjusted weapon drop chances to increase the variety of weapons dropped
• Made enemies in loops slower and gave them more ammo drops
• Shell weapons will destroy shields faster
• Decreased Rifle Bandit health
• Final boss health equals its shield health now (making this boss easier overall)
• No longer need a rescue to unlock 1250 total kills reward
• Adjusted loadouts that start you with limited health containers to only reduce starting health instead
• Adjusted some other playable character stats to buff some characters
• Increased Max Health of One Eye and Chain by one
• Showing run seed in pause screen now
• Saving some more stats in the background for future updates
• Decreased high-level elite enemies shield health
• Added some new dualshock input icons
• Fixed final boss not going into second phase despite having shield
• Elites don't spot you as easily anymore
• Decreased conspicuity of some of the playable characters
• Fixed, balanced and tweaked various other minor stuff
v 1.0.1.7
• Added new interaction to native rock
• Added 4 new rare weapons
• Fixed a bug that made companions take too long to attack after leveling up a bunch of times
• Made companions level up slightly slower
• Changed Shadow Walker Achievement: You only have to reach the third area now (instead of your partner) without having been spotted by human enemies
• Slightly adjusted some ammo drop rates
• Rebalanced enemy counts slightly
• Reduced first boss health a bit and made his attacks less frequent
• Reduced second boss health a bit and made his attacks slightly less frequent
• Made final boss a bit easier to handle
• Fixed PlayStation Controllers not being detected in coop
• Added Polish translation (Thanks to Pagan_PL)
• Updated existing translations
• Added Wiki Hint
• Tweaked, rebalanced and fixed some other minor stuff
v 1.0.1.6
• When not aiming actively (Gamepad): TNT throw distance is now dependent on the time you're holding it
• Fixed PlayStation (DualShock) Controllers not being supported
• Fixed Throw Master Upgrade crashing the game when having less than two weapons equipped
• Damage indicators are now enabled by default
• Fixed some other render resolution-related issue
• Late-Game Elite Enemies now drop some health again
• No more cooldown after last bullet, allowing instant auto-reload start on trigger pull
• Added Damage Indicators to status effects on enemies
• Reduced amount of blood created by thorns
• Increased transparency of empty clip icons to increase contrast between loaded and empty icons
• Improved input buttons reassignment menu ux
• Now disabling camera aim offset by default if playing coop with mixed input devices (i.e. mouse + gamepad)
• Fixed some other rare issues and crashes
v 1.0.1.5
• Added Shadow walker indicator to detailed hud
• Fixed best progress value sometimes not correctly updating
• Stabilized the weapon drop rates in very late game
• Reduced the number of rare weapon drops
• Some more simplified Chinese localization fixes
• Fixed sending unwanted command when about to choose upgrade
• Aborting intro walk if getting stuck somewhere
• Fixed audio sometimes producing a glitch sound despite being muted
• Fixed some other minor issues
v 1.0.1.4
• Added dedicated command keys/buttons that can be reassigned and allow you to quickly and directly command companions even while interacting (Default C and X)
• Added prisoners with limited upgrade selections to first loop
• You now have to hold down the pause menu restart button to prevent accidental restarts
• Fixed Elite Animals not dropping keys
• Fixed throw master upgrade making your currently equipped throwable unthrowable
• Changed the way weapon drop chances decrease after reaching their peak to make early game weapons rarer in late game (will also increase drop chance of early
• Jim is less conspicuous but moves slightly slower and Flint starts with less attack damage
• Improved companion AI slightly
• Decreased final boss shield durability but very slightly increased penetration resistance
• Decreased bear boss health
• Final Boss level is no longer persistent
• Fixed sometimes finding a backpack tnt barrel but not tnt bandit
• You can now leave the final boss level before triggering the boss
• Clearing out more enemies around enemy spawn to ensure not being spotted immediately
• Shadow Walker Achievement no longer being blocked when enemies spot freed prisoners or companions and made more reliable in general
• Improved way of defining elite levels
• Decreased amount of enemies in loops
• Reduced health and sight of enemies in loops, also increased their ammo drop amount slightly
• Added level 4+ elites to loops
• Adjusted elite enemy stats (some have more health, some less, some shields have less life, some are better at spotting you, others far worse)
• Made high-level elite shields easier to penetrate
• Enemies in loop ambushes are less skilled at defusing tnt
• Trader no longer alerts enemies with his shouting
• Buffed dynamite weapons damage slightly
• Made elite enemies a bite easier to spot
• Fixed small farmland areas that shouldve been high grass
• Fixed invisible companions in loading screens
• Fixed to simplified chinese translation (Thanks to Blank)
• Higher-level elites drop more ammo
• Several other minor fixes or tweaks
Post edited February 15, 2022 by Berzerk2k2
high rated
v 1.0.1.3
• Adjusted final boss weapon behavior
• Getting spotted by unarmed or animal enemies doesn't prevent you from getting the shadow walker achievement anymore
• Enemies are much less likely to spot you if you are unarmed and slightly less likely to spot you if you only have throwable weapons equipped
• Enemies, especially animals, are more likely to spot you if you are bleeding
• Fixed some other minor visual issues
• Added a new hint after freeing partner
• Companions will now level up faster and therefore get more health faster and also heal up more often, making them less vulnerable to strong enemies and more powerful overall
• Partner now starts with 20 hp instead of 10 and even more in looped runs
• Added a reminder to main menu to let you know to write a steam review once you've played the game for some time. This can be dismissed by clicking it once and will never show up again afterwards, similar to the discord hint
• Actually removed bisons, snakes and wolves from ambushes this time
• Made enemy TNT more visible in high contrast mode
• Color Blindness Blue Boost now also applies on TNT
• Decreased default UI scale on consoles
• Moved UI Scale Setting to Game Settings, so its also available on consoles
• Updated the way UI Scale Setting is stored making your existing setting reset, but it will store two separate custom ui scales from then on, so you can have two custom ui scales in fullscreen and window mode without it resetting to default every time you switch
• Big Knife Upgrade also increases melee knockback
• Elite enemies have slightly reduced vision range
• Throwable weapons no longer have incendiary upgrade applied to them
• Buffed Rest and Companion Armor upgrades
• Fixed pink color glitch that sometimes happened on explosive barrels
• Fixed a minor problem regarding birds
• Fixed issues with trails
• Buffed some late-game loadouts
v 1.0.1.2
• Added some immunity to player when getting hit with final boss bullet beam allowing you to move out of the beam even after getting hit
• Added some more small crate sprite variations
• Final Boss weapon spray adjusted
• Final Boss made bullet beam last longer and fly and follow you faster
• Prisoner doesnt run away anymore if you chose an impossible upgrade (If you cant interact make sure to clear out the area of enemies first, prisoners dont like talking when they are about to get shot)
• Enemies now reaim more often before pulling the trigger making it less likely to shoot multiple times at the player with the same aim offset, but they reaim less randomly
• Prisoners can drop more health if killed without choosing upgrade (even more if didnt even free them)
• Nerfed Hollow Point upgrade a bit to no longer always give you double the damage even with already strong rifles with little penetration power loss
• Now making sure final progress value is 100% when rescued partner
• Tweaked some bullet penetration values
• Improved game over progress percentage value display
v 1.0.1.1
• Fixed crash that sometimes occurred when loading a B level
• Fixed a bunch of small issues or bugs, many of which havent even been reported yet
• Nerfed looped ambushes a bit
• Added damage indicators to dash through destructible
v 1.0.1.0
• Added 3 new bandit enemy types
• Made B Levels more intense
• Leather suit upgrade now also protects you from toxic/thorn plants (but not cholla or spear traps!)
• You only get damaged by toxic/thorn plants when moving
• You can no longer be hurt while the screen is blacked out or fading over
• Fixed game not rendering correctly when minimized
• Fixed the rare random crash that didn't throw any error
• Fire deals less damage to enemies
• You can now shoot the arrow traps to disable them permanently, melee works too
• Final boss shield is easier to penetrate
• Final boss level now always has some stone walls in the center to act as basic cover
• Final boss second phase rapid beam follows you slower
• No longer spawning explosive barrels in final boss level
• Bear Boss has a shorter dash now and bear traps can hit him even while dashing, but he got slightly more health
• Bear Boss also keeps dealing only one damage per melee hit in second phase, unless in a looped run
• Bear Boss also got a significantly longer dash anticipation time giving you time to back of
• Bear traps in boss level being drawn over other objects is fixed and also added some more
• Bear Boss is now also easier to damage with melee (still not a good idea tho!)
• Renamed Alice Angel to Alice Anger to longer clash with the nickname of a different character
• Buffed some bandits, increasing the speed, attention, reaction speed, accuracy and/or view distance, especially after rescue
• Rebalanced some stuff in the elite system making elite bandits harder, preventing elite snakes and buffing some other second stage elites
• Reduced endgame enemy ammo drops and adjusting enemy ammo drop chance slightly based on how much the players have
• Companions can no longer get hurt by traps
• First two bosses can no longer drop shields
• Made ambushes in loops more difficult, mostly by letting bandits defuse your tnt
• Added subtitle to game won screen
• Framerate command no longer counts as cheating
• When picking up new shield with damaged shield equipped the popup will now say "shield repaired"
• You can no longer finish off your partner when they are downed
• There should be no more arrow traps at the border of levels
• Player will now stop when moving into level and about to collide with something like a trap
• Added Reload Reminder toggle to game settings that also toggles the 'reloading...' and 'interrupted...' pop-ups
• Tweaked trap colors a bit and increased shine to make them stand out more, even when in a pool of blood
• Adjusted colorblindness modes a bit
• Added option to enable a detailed HUD, very useful for streamers that always want to show the viewers the current situation without having to open the pause menu or explain it
• Removed wolves, snakes and bison from ambushes because they were not balanced at all
• Increased ammo found from enemies in loops
• Decreased elite enemy count in loop runs slightly
• Increased weapon crates in loop runs
• The second and third boss don't get their health increased as much when playing in coop
• Merchants now sometimes specialize in certain goods
• There are more merchants when looping, mostly specialized in ammo trading
• Merchants will now try to spread out the price over more ammo types to not exceed the max ammo you can carry
• New way of drawing the interact button, allowing the game to draw the actual button and not just generic button with text, also improved interpolation and slightly different button text font
• HUD Drawing performance improvements on consoles and low graphics quality settings
• Fixed a minor memory leak
• Added gamepad vibration to companion command
• Tweaked gamepad aim sensitivity for small crosshair movements
• Increased health of some later game enemies
• Decreased the number of crates throughout levels even more, but the adjusted enemy drops should make up for it
• Fixed Alice's shield loadout (this fix didnt make it to the console version sorry)
• Adjusted final boss fight in looped runs a bit
• Bountyhunter (2nd stage) now uses small crossbow instead of normal crossbow unless looping
• Gave cannons and tnt launcher an extra shot
• Semi-auto rifles got smaller magazines now
• Bow weapons have increased damage and some slightly different reload times
• Increased reload times of slug gun and shotgun slightly
• Decreased Magazine Size of Improved varmint rifle, but increased damage slightly
• Rebalanced pistol and revolver reload/cooldown stats a tiny bit
• Maybe also changed some other stats a bit of some other weapons that are not listed here
• A bunch of other minor bug fixes, tweaks and adjustments
v 1.0.0.3
• Added experimental colorblindness settings
• Third stage has more enemies now
• Adjusted some weapon drop chances
• Separated secondary keys for melee and grenade to be set individually
• You can now press backspace when remapping a key to unset it
• Improved collisions of big NPCs with solid objects
• Bear Boss only starts dealing 2 heart damage now after going into second phase, but has a bit more health
• Added more bear traps to the second boss area, use them
• Taking screenshots should now work with steam's screenshot button
• Companion now fully heal up when leveling up
• Companions can no longer trigger explosives by shooting them
• Companions can no longer trigger bear traps
• Items can no longer land outside of level bounds
• Made rare weapons rarer
• Raised some weapon prices and shops don't have as many crazy weapons in the late game
• Increased exclamation mark scale on bosses
• More enemies after rescue
• Ambushes should be just a bit easier now
• Player should no longer automatically walk into toxic plants when entering a level
• Fixed player char sometimes not walking into level themselves
• Fixed a bunch of other small problems
• Rebalanced Loops: Buffed all enemies, more elites, stronger bosses, less ammo drops, faster wolf spawning
• Enemies spot you more easily now when you shoot them from far away
v 1.0.0.2
• Cannons no longer have a minimum travel distance before being armed
• Increased default trap contrast
• Fixed a bunch of bugs
• Some console commands no longer count as cheating
• Nerfed elite bison and hornsheep a bit
v 1.0.0.1
• Fixed a crash
• Small balancing tweaks