Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Additions:
Weapon Changes:
Enemy Changes:
General Changes:
Fixes:
Alternate Shotgun:
Sawed-On Shotgun:
JumpStart Nailgun:
Firestarter Rocket Launcher:
7-S:
Brutal:
General:
Additions:
General Changes:
Enemy Changes:
Level Changes:
Fixes:
Changes:
Fixes:
Additions:
Sandbox:
General Changes:
Fixes:
Cyber Grind:
Additions:
General Changes:
Fixes:
General Changes:
Balance Changes:
Fixes:
General changes:
Whiplash, Style and Hard Damage changes:
Rocket Launcher changes:
Enemy changes:
Fixes:
General Changes:
Enemy Changes:
Style Meter Changes:
Fixes:
Controller Support:
Changes:
Fixes:
- Made changing direction in the air in Clash mode slightly faster
- Stamina and velocity now reset on death in Clash mode
- Cerberus' and Malicious Face's player prediction will now take into account the environment and large enemies that might block the player's movement
- The player can no longer parry an unlimited amount of projectiles with a single punch (now only two max: one that's inside a player and one that's infront)
- Replaced 4-S ending hologram's texture to the default one to reduce confusion
- Normal spawnables are now removable with the deleter arm
- Added a tutorial message about holding the jump button to bounce higher in 4-S
- Added water surface skipping to Clash mode's slide
- Activating Noclip or Flight cheats will now disable Clash mode and vice versa
- Added a ceiling to the 4-S final section
- "Navmesh out of date" message now includes instructions for rebuilding it
- Spawner Arm now has a notification in the cheats list with instructions for accessing it
- Slightly raised enemy step height in the sandbox so they can climb onto the lowest possible custom block height
- Breaking or deleting baked static objects will now mark the Navmesh as out of date
- Made the orange damaging shockwaves' flat sprite white to make the shockwave easier to track in yellow/orange environments
- Changed the sentence "Your failure will not be tolerated" to "Your treachery will not be tolerated" in the Act I intermission for consistency and accuracy
- Changed the phrase "The Chamber of Dreams" to "The Chamber of the feline and the rodent" in the 4-3 tablet to make it easier to understand
Fixes:- Added Greed layer secret level 4-S
- Added timed Halloween event
- Added "custom color palette" graphics option
- Added "dithering" graphics option
- Added "Always on top" HUD option
Sandbox / Cheats changes- Remade cheats menu
- Added cheats rebinding
- Added new Sandbox tools: Custom blocks and telekinesis tool
- Added saving and loading to Sandbox
- Added new cheats: Invincible enemies, fullbright mode and infinite power-ups
- Added HUD option for changing the Sandbox tool and cheat menu icons
- Added snapping option for the spawner arm in the Sandbox mode
- Spawner arm now shows an object placement preview
General changes- Updated Virtue's data section with information about the Virtue itself rather than just angels in general
- Reduced stamina cost of ground slam wave from 200 to 100
- The tab stats menu can now also be used in secret missions the player has already beaten
- Damaging shockwaves have now been colored orange to clearly differentiate between damaging and harmless shockwaves
- Soldiers and Schisms will now move before firing their first shot
- Shotgun's Core Eject can now also be fired by pressing primary fire while holding alt fire
- Mindflayer beam warning flash changed to blue
- 1.5x damage multiplier on burning enemies no longer applies to fire damage or explosion damage
- 1.5x damage multiplier on airborne enemies no longer applies to fire damage
- Schisms now have a 50% flame damage resistance so they can no longer be killed by a single normal explosion
- Made rank time limits on 4-2 slightly more lenient
FixesAdditions:
Sisyphean Insurrectionist changes:
Nailgun changes:
Bugfixes:
Additions
- New Sandbox level (available from the shop)
- Multiple save slots (available in the General options)
- Added secondary boss bars
- Flesh Prison: displays time until the next heal
- V2: displays patience
General changes- Burning enemies now take 150% damage from all attacks
- Countdown before a Stalker can explode itself increased from 3 seconds to 5
- Streetcleaners now have a blue flash instead of a yellow one to signify that their flamethrower attack is unparriable
- Added a tutorial tip to 1-2 that explains that blue flash attacks are unparriable
- 4-4 Whiplash tutorial tips are no longer timed and are instead disabled by triggers
- Whiplash no longer auto-aims to Malicious Face corpses
- Punches now reset rotation quicker to no longer block the HUD for a long time after a punch to the side
- Spawning undroppable items (skulls and torches) with the spawner arm will now also create an altar to put them down on
- Updated music for 4-1 and 4-4
Nailgun changes- Greatly decreased the amount of time it takes to be able to shoot when switching to any variation of the Nailgun
- Attaching magnets to a Stalker will reduce the splash radius of its sandification explosion (0.75x for 1, 0.625x for 2, 0.5x for 3)
- Nailgun's firerate is no longer slowed down when playing at a low framerate
- Magnets attached to enemies no longer have a damage penalty
Sisyphean Insurrectionist changes- Insurrectionist's attacks are now parriable: Punching his boulder with the feedbacker mid-attack will momentarily turn it into a cannonball
- Added distinct spawn and death sounds to make Insurrectionists easier to keep track of in the Cyber Grind
- Insurrectionist's attacks have been slowed down to make parrying possible
- Insurrectionists can no longer be damaged by enemy explosions
- Insurrectionists now take up 2 Cyber Grind special enemy tokens instead of 1, meaning spawning an Insurrectionist costs as much as 2 Mindflayers
- Greatly reduced Insurrectionist's amount of bleeding when not on fire and increased bleeding when on fire
- Insurrectionists will now play hurt sounds when on fire
- To explain the Insurrectionist fire changes: Burning an Insurrectionist will now work as an opening for dealing big damage rather than just dealing big damage by itself. This is to stop players from setting Insurrectionists on fire and then running away until they die from the passive damage. The changes to bleeding and hurt sounds are to make the importance of using fire against Insurrectionists clearer and more intuitive.
BugfixesAdditions:
- Added Greed layer (excluding secret mission)
- Added new arm "Whiplash"
- Added Dual Wield Powerup
- Added new enemies "Virtue" and "Stalker"
- Added new bosses "Sisyphean Insurrectionist" and "V2" (Second encounter)
- Added "Subtitles" option to the Audio options menu
- Added a shop terminal in front of each boss arena to let players change their loadout or read about enemies between attempts
- Added new Act transition from 3-2 to 4-1
- Added "Boss Fight Difficulty Override" major assist that allows the player to force boss fights to be on a different difficulty than standard enemies (boss enemies as normal enemies are unaffected)
- Added "Disable Popup" major assist that allows the player to disable the "Major Assists Enabled" popup at the start of every level and the level end results screen (blue rank background is unaffected)
Changes:- Encountering an enemy will now unlock the "Strategy" portion of their enemy file without unlocking the "Data" portion, allowing new players to get hints for beating difficult enemies
- Updated enemy files to make their strategy sections more useful
- Shooting a core eject out of the air now produces a red explosion (2x damage against enemies, normal damage against player) instead of a normal large explosion, shooting one with a Malicious railcannon will double its size
- Killing a Drone with a punch will now cause the Drone's suicide dive to be aimed in the direction of the punch rather than at the player
- Added healing sound effect to succesful parries to make it clearer the player is fully healed by them
- Options menu labels that mention gear that hasn't been unlocked yet will be replaced with "???" to avoid possible spoilers
- Added special style point bonuses for advanced ricoshot variations
- Enemy step (jumping off an enemy) will now reset the amount of wall jumps and wall cling weight
- Updated explosion visuals
- Enabling "Simple Explosions" in Graphics > Performance Options will now also stop explosions from pushing gibs around, reducing their performance strain
- Updated and increased range of Malicious Face beam's charge sound for added clarity in large arenas
- Hideous Mass' harpoon can now also be dislodged from the player with a single Knuckleblaster punch
- Drones will no longer chirp while suicide diving to make it clearer they're already dying
- Player can now only be pushed by one explosion at a time (Ultraboosting has been preserved manually)
- Can now strafe slightly while sliding
V2 Changes:- New green V2 movement pattern, activated when the player has stayed close for too long, causes V2 to attempt to rapidly gain distance away from player but greatly reduces attack speed (will not activate if player is below 33 health)
- V2's movement speed now has additional possible debuffs to make healing slightly easier:
- Ground movement is 10% slower if the player has 33 health or less on Violent difficulty or lower
- Ground movement is 10% slower if the player is within 10 units of V2 on Standard difficulty or lower (stacks with above debuff)
- Jumps are now shorter if the player is within 10 units on Standard difficulty or lower with an additional jump height debuff if the player has 33 health or less
- Can no longer slide at close range and will cancel slide sooner if player has 50 health or less on Standard difficulty or lower
- V2 will no longer miss shots if the player is close enough to be between V2 and their gun
- V2 will no longer try to move towards the player even if already touching them
- V2's ground movement speed is now also affected by the slowdown debuff from the Screwdriver drill
Cyber Grind Changes:- Added 4 new official patterns
- Updated "Labyrinth" pattern to lower the walls so they can be walljumped onto
- Maximum amount of Hideous Masses is now increased infinitely at a rate of 1 every 10 waves (1 can spawn at waves 10-19, 2 at 20-29, etc)
- Hideous Masses now have a wave buffer (if one spawns, Masses can't spawn for the next 2 waves, if two spawn, Masses can't spawn for the next 4 waves)
- The amount of Hideous Masses that have spawned in the current wave will reduce the maximum possible amount of Special-type enemies that can spawn in that wave
- If any Uncommon-type enemies spawn, the maximum possible amount of Special-type enemies is reduced by 1
Fixes:- Fixed a bug where scrolling through weapons backwards with scrolling weapon switch set to "Both" would only scroll through the first and last weapon
- Scrolling through weapons when set to "Both" will now ignore Remember Last Used Variation
- Fixed a tagging error on one of the death pit zones around the mouth door at the end of the spinal staircase in P-1 that would allow players to float in midair
- Main menu's social media buttons no longer only work at the edges of the button
- Fixed the charge shot of the alternate revolver still hitting a coin even if all its hits have been drained
Auto aim fixes:
- Auto aim amount now gets saved between levels
- Fixed auto aim deadzone where sometimes there was a camera rotation that would cause the auto aim to not track any targets
- Fixed auto aim weirdness when enabled but with amount set to None
- Nails no longer get spawned in front of the camera instead of in front of the gun when auto aiming at an off-center enemy
- Parried projectiles now get auto aimed as well
- Fixed auto aim not working on Malicious Faces
- Fixed a bug where the player wouldn't be able to heal during invincibility frames
- The Cyber Grind will no longer break while trying to save the player's high score if they previously did not have a high score save file
- Fixed cases of filestream conflict stopping the game from saving, leaving only a -temp file
- The game will now automatically read a -temp save file if no normal file is available
- Added a warning message if the player attempts to punch without having an arm equipped
- Parrying Minos Prime's Judgement dropkick will now cancel the explosion if he's above half health on Standard difficulty or lower
- Minos Prime will no longer explode twice if the ending cutscene is skipped after the light shafts start appearing
- Fixed Minos Prime's "uppercut->air hike->overhead->crush" combo not triggering on successful close range uppercut where the player does not get out of range in time
- Soap will no longer kill enemies that ran into it too quickly even if the soap wasn't moving
- Skipping the 0-1 title drop early will no longer cause the HUD to not appear
- Fixed alternate revolver beams not applying the correct splitshot timing bonus when hitting an enemy while aiming at another coin
- Players can now pause during the Act I intermission, allowing them to easily exit to main menu
- The music during the Act I intermission now loops correctly
- Fixed a typo in the P-1 terminal
Additions:
- Added 2-S (Can be accessed via secret exit in the Lust layer)
- Added P-1 (Can be accessed via secret exit in the Gluttony layer, requires P ranks in all Prelude and Act I levels)
- Easy difficulties ("Lenient" and "Harmless") are now selectable.
- Added soap
- Added "Remember last used weapon variation" option which makes switching to a weapon also switch to the variation that that weapon was previously on
- Added "cutscene skip" system which allows players to skip moments of waiting if they've already beaten the level (the time it would've taken to finish the cutscene is added to the clock if the timer is active)
- Added a filter to the music while the game is paused
- Added unique icons for the Railcannon variations to make it possible to tell them apart if all variation colors are set to be identical or similar
- Added particle effect and updated sound to checkpoints to make it clearer when the player activates one
- Added teleport cheat that allows the player to warp to any checkpoint in the level
- Added Vvizard_Man's Cyber Grind texture pack as default Cyber Grind custom theme textures
- Added a shortcut to 0-1's first secret, allowing players who have the Knuckleblaster to bypass picking up the revolver to make full game weaponless runs possible
Changes:
- Making progress will now also unlock the same missions on lower difficulties to make switching to an easier difficulty more convenient for players who have made progress before realizing the difficulty is too high for them
- Alternate Revolver now does a flat 2.5 damage instead of the previous "2 damage with a maximum of 2.5 damage via headshot".
- If hit with the Alternate Revolver during the splitshot timing, a coin will now increase the shot's amount of hits by one (as well as matching the amount of times a shot will hit before piercing through to that new total hit amount)
- Increased homing speed of Hideous Mass' bomb projectiles on Violent difficulty
- Increased speed and spread of Drone's projectiles on Violent difficulty
- Tab stats menu now displays current progress towards the level challenge instead of whether or not the challenge has been previously completed
- Boss health bars now turn green when the boss is being healed to make it clearer to the player
- If weapon icon is disabled, the railcannon meter will switch to an alternate version that fits the weapon iconless HUD better
- Modified 1-1's long hallway to include a tutorial message for the Nailgun's magnet, as well as changing enemy spawns to give the player a bit of space to try it out after being told about it
- Knuckleblaster punch can now break glass and heavy breakables that previously only its blastwave could
- Cerberus and Malicious Face will now change to a cracked texture when below half health to make them easier to seperate from eachother
- Coin punching damage stacking will now cap at 5 unless the coin hits an enemy
Nailgun changes:
- Increased nail velocity and decreased spread on Attractor nailgun
- Both nailguns now fire at maximum firerate instantly (Overheat nailgun's firerate slows down with more unreleased heat but heat builds up slower)
- Attractor nailgun deals increased damage against most Husk enemies (Filth, Stray, Schism, Soldier)
- New firing sound effect
- Attractor nailgun is now limited to a maximum of 3 magnets active
- Attractor magnets now have a nail weight limit and will instantly explode when reaching it (multiple magnets reduces the weight of nails)
- Nailbomb explosions now deal much higher damage, as a single nail will deal half the entire collective's damage, but only a single hit from a nail explosion counts
- Alternate animations when centered to stop the gun from blocking out the middle of the screen
Fixes:
- Various optimization improvements for better performance
- Fixed all known causes of save corruption
- Fixed an issue where the Cyber Grind would break if more than 99 enemies spawned in a single wave
- Fixed a bug where enemies would sometimes spawn in bugged positions in the Cyber Grind
- Fixed a bug where the player would sometimes get launched incredibly far away from a point-blank projectile boost
- Fixed an issue where players could cause the tram to flip around with a precisely timed direction change
- Fixed the music getting quieter when entering a reverbarated area
- 2-2 Railcannon hallway enemies will now still spawn even if the player enters from the other side
- Fixed a bug where the shockwave from a Cerberus stomp or Hideous Mass slam would sometimes spawn above ground level
- Using a coin to hit a Malicious Face will no longer cause the bloodsplatter to appear at the coin's location instead of where the shot hits
- The board blocking the upstairs door in 1-4's main hall can no longer be broken through the door with an explosion
- Fixed parry related inaccuracies caused by screenshake offsetting the camera
- Fixed the player being able to jump out of the intro tube in 0-1's short intro version
- Malicious Faces no longer get stuck in walls while dying
- Picking up an item with a punch will now play the "holding item" version of the punch animation and putting down an item with a punch will now play the normal punch animation
- If V2 dies during its intro animation, it will no longer get stuck
- Fixed a crash when loading a level when discord integration is enabled but discord has been logged out of
- Fixed HUD color names displaying as "???" if the played hasn't killed a Cerberus yet
- Fixed The Cyber Grind displaying as "???" without a thumbnail in the discord integration
- Railcannon meter will now appear even if weapon icon has been turned off
- Added "Colors" option to menu that allows color customization for the HUD and enemy silhouettes
- Added global and friends leaderboards for The Cyber Grind (seperated by difficulty, will be disabled if using major assists or cheats)
- Added Railcannon charge meter to HUD which shows the current charge of the Railcannon
- Added "climbstepping": the player will now be able to walk over small height increases or reach a ledge they were just short of reaching
- Added "Enemies" tab to the shop that shows info for enemies you've beaten at least once
- Added pattern bundles to the Cyber Grind Patterns menu: folders in the Patterns directory are now transformed into bundles that let you easily enable or disable a group of patterns
- Added Steam rich presence: Steam will now display your current level and difficulty on your friends list
Changes:
- Changed the way levels and objects are stored (This is why the update is large)
- Level start doors will now open sooner if you're sliding or dash jumping towards them
- Streetcleaners can now only be instakilled by ricoshots if the coin is behind the Streetcleaner
- Alternate Revolver now has a faster equip animation but will play a slower version if the gun has been fired within the past 2 seconds without pulling back the hammer
- Alternate Revolver's Piercer alt fire beam can now only hit a single target 4 times before piercing through (maximum total hits is still 6)
- Alternate Revolver now no longer gets a locational damage bonus unless reflected by a coin
- Coin splitshot window reduced from 0.1s (6 frames at 60FPS) to 0.067s (~4 frames at 60FPS)
- Standard jump height increased very slightly
- Added alternate punch and coin flip animations for arms when holding items to avoid blocking too much of the screen
- Spawner arm can now only spawn enemies that the player has beaten at least once
- Hideous Mass can now take damage from explosions if they're not blocked by the armor and not caused by an enemy
- Hideous Mass will no longer take damage from his own projectiles unless they've been parried
Fixes:
- Fixed a bug where the weapon icon would appear at the start of a mission even if disabled in the HUD options
- Gabriel should no longer be able to use the same taunt voiceline twice in a row
- Fixed a bug where the player would be moved slightly inside the ground when stopping a slide which sometimes allowed for clipping through thin floors
- Knuckleblaster will now give style points when punching enemies
- Fixed bug where thrown coins would not chain with punched coins
- Slightly moved Feedbacker's item holding position to reduce clipping while using a monitor and holding an item at the same time
- Glow intensity in Cyber Grind custom themes will now be saved
- Weapons can no longer be used while using the shop by pausing, unpausing and switching weapons
- Player can no longer slide after death