- Gadgets 3.0 - Patch Notes (388) - 7 September 2026
It’s clear that gadgets is one system I’m still not happy with and trying to improve. This update aims to improve these things: While cool in theory, I really didn’t like how unlocking blueprints, and then still having to upgrade/roll those blueprints in mission felt. This update solidifies the feel that unlocking a blueprint means you have the tech to use forever in the future (as long as you find said gadget).Gadgets having a downside or cost is something I think fits the system well, but having to rely on other game systems to power some of them felt weird. I like that these perk rolls allow more ways for gadgets to be powered themselves.While gadgets are meant to be the one system where perks aren’t always useful, I really like that because of the randomized bonuses, the chance that a gadget is completely useless is drastically reduced. I’m still playing around with the cost and how…
- Patch Notes (387) - 30 August 2026
FixesFixed one instance of clients in multiplayer causing a hang during boss arena loading(Trying to) fix one instance of not being able to join a friend’s lobby
- Patch Notes (386) - 23 August 2026
UpdatesWhile an objective is active, other objectives’ 3D markers only show within TacInfoMenu visual updatesLandscape texture improvementsIncreased Archers, Gunners and Sorcerer’s accuracy reduction when firing through enemies
- Boss Maps & Optional Objectives - Patch Notes (385) - 17 August 2026
This was another large code update that sets things up for the future. Multiple things I’m excited about in this updateOriginally, I thought it would be really cool to integrate all the bosses into the procedural maps. Turns out doing that puts a ton of constraints on what I can make for boss arenas, as well as causes lots of problems with mission distances and pacing. Boss arenas should be unique and grand in scale, and having them as separate levels gives me that freedom now. I think a fade to black/loading screen is a small price to pay for how much more can be done with the arenas now. Consider the arenas somewhat placeholder for now, expect large updates to the bosses in the future. Mini-bosses will still be located in the typical procural mission maps. Spawning optional ‘sets’ of additional objectives sounded cool but always felt weird to me. Having optional objectives spawned wit…
- Patch Notes (384) - 9 August 2026
UpdatesThe Hud tips system has been re-enabledTips aren’t shown until the training checklist has been completedThe tips covered by the training checklist system have been removedTips don’t pause the game, even when offlineI see this now as supplementary knowledge that can be easily skipped/missed and doesn’t hurt the basic necessities of knowledge that the checklist system now provides.Unused path skills now show up in the incomplete loadout indicatorImproved the overall look of the game while on lowest shadow settingsImproved the look of some particle effects on lowest effects settingEnemy scaling changesPresence no longer passively increases when no objective is active Passive presence gain during objectives has been increased Instead of adding a Mutation on objective completion, enemy presence is increasedMany interactables now add small amounts of presence on useEnemy stat increase…
- Patch Notes (383) - 2 August 2026
NewNew interactable: Damage Type RelayUpdatesFurther mechanic differentiationDaggers damage increased to 95% (was 80)Shocks now chain to 2 additional targets by default. Damage reduced to 60% at base (was 80)Embers (renamed to Scorch) now hit enemies in a short ranged cone by default. Damage reduced to 60% at base (was 80). New VFXPulses (AOE with stun) and Ice Shards (longer range pierce) just had minor stat changes.Scorch buff has been renamed to HeatGadgets(Rimeguard) baseline no longer releases ice shards(Rimeguard) Tier 3 now releases 3 ice shards on any hit taken(Windshield) instead of having ‘life’ with number of hits taken and a regen cooldown, having the shield active costs 60% Shields Regenerate Rate(Windshield) Tier 2 replaced with +25% AOE dmg reduction while active(Remote Detonator) Tier 3 replaced: 10% chance on hitting the marked target to trigger the effects without cons…
- FIREarms - Patch Notes (382) - 26 July 2026
NewNew firearm: Dragon’s Breath. Weapon visuals are obviously placeholderNew firearm mod: FlamerUpdatesWishing Wells have been split into 2 types: A medallion reward that costs shimmerA relic reward that costs coins Stage extract objectives should spawn more reliably close to players. In Operations, stage extract objective will move locations to try and maintain reasonable distance to players as optional objectives are completed (Firearm Launcher Mod) Now fires automatically when reaching max charge. The aim target ring is also 3d now to help see it better.Hipfire accuracy improvement from mobility stat has been increased ~30%FixesFixed some transparent contact based vfx from showing completely solid on certain low settings
- Patch Notes (381) - 13 July 2026
I’m a big fan of games with minimal or no tutorial, the ‘figure it out’ style of gameplay. Unfortunately I'm also making a game with many things going on at once. Those 2 things do not go together well, so I've been doing what I can to make as minimalistic of a ‘tutorial’ as possible. I’ve seen two main issues with new players’ first runs: Tutorial steps are missed for various reasons (timed reading, busy in combat, other menus overriding, etc.)People are annoyed with the frequent pausing of the game to have things explainedI think this new checklist style system is a much better solution to the above issues, and will drastically improve the new player experience. Feedback is greatly appreciated. NewThe mission gameplay tutorial has been re-made into a checklist style. (existing players can turn it off right away in the settings) UpdatesSlow/Debuff/Weak applied to enemies now stack stre…
- Patch Notes (380) - 5 July 2026
UpdatesPhysical dmg, elemental dmg, crit chance, perk range, status strength and overcharge strength beacons have been moved into the path stats systemStatus effect resistance has been added to the path stats systemCrit chance, status effect strength&resistance have been added to the base path stats pool. The base pool of path stats is more bloated than is intended right now. There is an entirely new system coming in the future that interfaces with this, so this is just a temporary phase to deal with.(Path of the Rampage) Passive now requires Close Range kills and lasts for 2s (was any kill for 1s)Skill 2 moved to skill 1 and now is active while not in rampageNew skill 2Skill 4 moved to skill 3Skill 5 moved to skill 4New Skill 5(Path of the Marksman) Passive stacks now decay quickly (was instant loss of all stacks)FixesFixed discovered beacon counter still counting some old removed beac…
- Patch Notes (379) - 28 June 2026
Updates(Daggerfall, Pressurized, Static Shock, Ventilation, Coalesce Beacons) Now have 20% chance (linear overflow) to send a Dagger/Pulse/Shock/Ember/Shard at a nearby enemy when gaining resource with a 1s internal CD. (was 5s cooldown with stacks reducing the cooldown, diminishing) (Rend, Impulse, Chaining, Cooling, Flammable beacons) chance increased to 10% per stack (was 8)(Blood Daggers, Weak Pulse, Charged Shocks, Burnt Embers, Slow Shards beacons) Now have 20% chance per hit to send the relevant projectile (linear overflowing), with 1s cooldown. (was 10% chance diminishing)(Pyro beacon) chance increased to 20% per stack (was 10)Gunners and Catapults have 6% less armor and 4% less healthSlicers have 10% less healthShield men at arms have 5% less healthBerserkers have 5% more healthEnvironmental fog coloring adjustmentsBeacon tier colors now match gadget tier colors FixesFixed (hop…
- Patch Notes (378) - 21 June 2026
UpdatesAdded backgrounds to world holograms to improve visibility at distanceMost interactables now have world icons Interactable spawn selection code updated. I’m trying to spread them out more, increasing the chance of finding things while travelling towards objectives, instead of them just being centered around them. Doing this while maintaining consistency and not spawning things too far on a procedural open style map has been a challenge. FixesFixed some interactables not correctly despawning during map transitionFixed Wanderer marker not showing on the radar
- Patch Notes (377) - 14 June 2026
NewNew Longsword, Claymore and Zweihander models. Improvements and Estoc are on the wayUpdatesMission interactables have been separated into more categories and the spawning code reworked. This should result in more consistent sources of various resources and more interactables spawned overallJourney XP gained from shrines now overflows into the next level Catapults now shoot a random number of shots between 1-3 before reloading (was always 3). The explosion radius is smaller the more shots are fired.More enemy spawn locations added to every map and improved many locations. This should improve sentry locations as well as reduce the amount of dead spots where it seems to take longer than usual for enemies to reach you (especially on Foothills and Cordillera) Fixed Updated some enemy spawn location code to improve some issues of enemies and sentries spawning in weird locations
- New Keep - Patch Notes (376) - 24 May 2026
NewNew Keep mapUpdatesAlternate destroy objective visual. And the system to allow for more has been improvedDamage type buff changes (Flurry/Pulse/Static/Scorch/Crystallize)Max stacks have been uncapped. Effectively no more secondary function at max stacks now, just a straight damage buff.Base decay improved to 1 every 5sDecay rate increases the more stacks you have (~5% faster per stack)Many perks that gave these buffs have been changed and/or buffed (apologies for lack of specifics here)Miscellaneous mission map polish Miscellaneous menu polish Many quests now popup live completion notice in missionYou now unlock a path skill point every 5 levels, instead of having them all from the beginningFixesFixed Warped and Refactor Relay spawn rates being much lower than intendedFixed damage type buffs decay timer from resetting when it wasn’t supposed to Fixed certain quests not tracking prope…
- The Sentries - Patch Notes (375) - 11 May 2026
Until now, enemies seemingly seem to spawn randomly/out of nowhere. In reality, one of the main ways enemies are spawned are when you reach certain locations within the map. This was supposed to feel like ‘combat rooms’ but really just ended up feeling random. This has been replaced with the Sentries, giving you visibility and some control over when and where certain groups of enemies spawn. This is also the first small step in filling the map and making it feel more alive as you move through it. This is only phase 1 for the Sentries, the plan is to have multiple types of Sentries in the future, that spawn different types of enemies and give different rewards, among other things. Feedback is still appreciated NewNew mechanic: Sentries. 2 new map/stage modsUpdatesBeacon shop items now show keywords even if ‘detailed information’ setting is offSome random menu polishingWhen you gain more…
- Patch Notes (374) - 3 May 2026
NewCreated a new system during first time main menu to load and compile a bunch of extra fx/shaders and therefore hopefully improve first run experience6 new beacons (1 existing replaced)UpdatesDestroy objective has been reworked to require destruction of 3 cells instead of just shooting the beaconDestroy objective health now increases with difficulty (diminishing)Beacons that granted damage type buffs now have those damage types as roll requirementsFixesLeaving armory and path keep menus using escape button should correctly still build loadouts now DemoUpdated to matchFYIFor anyone experiencing the ‘black screen after splash video’ hanging issue, at least 1 person has resolved it by rolling back to November drivers. Not ideal, but it’s potential fix
- Patch Notes (373) - 26 April 2026
New2 new gadgetsUpdatesGadgets now unlock active tiers of gadgets held on mission survival (previously only unlock the next unknown tier). If the tier held is already unlocked the next one is still unlocked as per normal.Damage type buff update (Flurry, Pressure, Static, Scorch, Crystallize)Stacks cap reduced to 20 (was 50)Now grant 1% Rending/Concussive/Voltaic/Molten/Glacial damage per stackNow only send the relevant projectile (Dagger/Pulse/Shock/Ember/IceShard) if you gain a stack while already at max stacksThe intent here is to simplify the default buffs so that I can use them as a pseudo ‘energy/ammo’ for each damage type. Expect these buffs to show up in many more places in the future.Any gadgets that previously disabled the base damage type buff functionality now just add extra functionality to it:(Lightning Rod) consumes stacks to send shocks on weapon hits dealt or taken(Rimeg…
- Patch Notes (372) - 19 April 2026
New3 new map/stage modsUpdatesAll Wanderers have been reworked to cost various things in return for a medallionUpdated the look of in-world interactable hologram iconsHealth Support now costs 1 Medallion minimum, cooldown shortened ~30% and heal amount increased to 50/100% based on whether it’s tech upgraded or not (was 50/75%). Heals costing Medallions was the plan from the beginning, with more sources of medallions and the free heal during stage transitions I think it’s a good time to make the switch.Support HUD icons now change color based on whether they are free or cost medallionsInstead of scaling the medallion cost in co-op, support call ins have adjusted cooldowns and health drop has reduced effectiveness per player.Currency bank (if unlocked) now happens passively for free during stage transitions, instead of spawning and having to interact and pay 1 medallion.Relays can no lon…
- Patch Notes (371) - 16 April 2026
Mainly experimenting with some behind the scenes stuff trying to fix new issues some people are having getting past the splash screen UpdatesSmall ragdoll optimizationsFoothills and Cordillera map size has been updated to match new Woodlands. The edges of the maps will be boring until I can spend more time on them, but I needed this step to be done for some other things I’m working on.Demo Updated to match
- Gadget Shop - Patch Notes (370) - 12 April 2026
NewYou can now purchase gadgets in the stage map transition shop1 new gadgetMap Selection SystemDuring stage transitions, you now select between 2 options for the next map (vote in multiplayer)Map mods are now applied at the start of every stage (was mission start only)There can now be any number of map mods active at a time (was limit 1 of each type)6 new map/stage modsUpdatesPatrols now move through maps each stage similar to Operations, removed 1 objective per stage to compensateFast extract map buff now also affects stage transition Initial beacon and mutation map mods are reduced to 1 stack (was 2)FixesFixed one instance where the selected mission map would be ignored
- Patch Notes (369) - 5 April 2026
New4 new Buffs: Crystallize, Flurry, Pressure, Scorch5 new BeaconsUpdatesInstead of picking a category/subcategory and getting a random beacon from within, Category/Subcategory Relays now pre-select the category and give you a choice of 3 beacons from within them. This removes the final element that was putting not specifically selected beacons into your build. I debated having both types in the game, and may re-introduce the category/group type selection in the future.Ice Shards now pierce to hit up to 3 targets by default but damage reduced to 50% (Stilettos Beacon) chance improved to 20% per stack (was 10)(Splinter Beacon) chance improved to 35% (was 25), now gives stacks of Crystalize (was send Ice Shard)(Knives Beacon) now adds a stack of Flurry (was send dagger)(Flint Beacon) now adds a stack of Scorch (was send ember)Gadgets are now discovered similar to beacons and mutations. Th…