1. Update v1.6.3:
  2. Bug Fixes
  3. Fixed a bug that could cause the game to hitch when save data was being persisted to file on disk
  4.  
  5. Reduced cases where save files would be written when no changes have occurred.
  6.  
  7. Update v1.6.2:
  8. Bug Fixes
  9. Fixed a bug that could cause player inputs to get locked out after a transition from one planet to the next
  10.  
  11. Added hunter time bonus to some events that were missing it
  12.  
  13. Capped target dummy force so they don’t get stuck under floor
  14.  
  15. Update v1.6.1:
  16. Bug Fixes
  17. Fixed VFX style on the kinetic version of the Highbeam Head ability to match its kinetic damage type
  18.  
  19. Fixed a bug with bolt burgers sometimes landing at incorrect locations on Lil' Tangus in Random mode (Thanks tkroo!)
  20.  
  21. Fixed a bug that could cause AI creatures to get corrupted and teleport around over time. This mostly happened with summoned minions
  22.  
  23. Fixed a bug where minions were not getting cleaned up correctly when despawning
  24.  
  25. Update v1.6.0:
  26. New Ability
  27. Introducing Poprocks! Hold the ability input to charge up your damage, then release a powerful bolt of elemental energy. If the hit kills an enemy, a cluster of elemental grenades will spawn.
  28.  
  29.  
  30.  
  31. New Enemy and Meat!
  32. We wanted to give players a way to heal Harvester Nodes and Shrine events, so allow us to introduce Grease Monkey, a decommissioned auto-mechanic bot who never got the memo that he'd been replaced.
  33. The Grease Monkey torso comes with six wrenches that you throw at friendly structures like Harvester Nodes and Shrines to heal them.
  34.  
  35.  
  36.  
  37. Camera Controls
  38. Added an option in the Video settings to adjust the camera follow distance for the player.
  39.  
  40.  
  41.  
  42. Performance Gains
  43. Added pooling projectiles and pooling enemies to help reduce performance spikes
  44.  
  45. Gameplay
  46. The internals of shooting have been adjusted. Previously projectile and hitscan visually appeared to fire from the muzzle of the weapon, but logically fired from the camera. Because of our patented meat swapping technology, it was very hard to figure out where the player's weapons were, and they could easily be under the ground or in a wall. So we made the visual/logical split. Moving the camera actually affected your shots, and we really wanted to add camera distance options. We realized we could use the same visual logical split to guarantee that the projectiles originated in a good place, closer to the line of fire.
  47.  
  48.  
  49.  
  50.  
  51. Now they logically fire from the character at whatever the camera is aiming at. This fixes issues with range calculation on shorter range weapons, and shooting at enemies near your character.
  52.  
  53.  
  54.  
  55.  
  56. Player-team event structures (such as Harvester Nodes during the extraction event) now have more health the more players are in the game, matching the increased volume of enemies.
  57. Barrier has been reworked. Previously gaining Barrier would stack the amount and reset the duration, which was either weak when you couldn't reliably trigger it, or overpowered when you could. Now, when you gain Barrier it always sets the Barrier amount to Maximum and resets the duration. However, the Maximum is now 100 (down from 600) and the duration is 10s (down from 30s). We've also added a new level-up item called "Beefed Corn" that increases the barrier maximum.
  58. Chilling/freezing an enemy spawner will now slow it down
  59. Enemies only display elemental material changes when the elemental effect is actually applied.
  60.  
  61.  
  62. Bug Fixes
  63. Bozo Balloons will no longer chase Tangus Racer cars after taking friendly fire from them
  64. Fixed bug that enemies would hover for a bit after being staggered
  65. Fixed bug that staggering a frozen enemy didn't logically remove the Frozen condition
  66. Fixed bug where projectiles would appear to fire from the wrong position if the character was not facing forward at the time of shooting.
  67. Fixed bug with Agent Duckstone walking on air sometimes
  68. Fixed bug where enemies could penetrate through concave cliffs
  69. Fixed Carl Quests tab empty state when all quests are completed
  70. Fixed bug where mutation and weapon upgrades weren't updating immediately in the UI
  71. more accurate collision in Tangus Prime
  72.  
  73.  
  74. UX/UI
  75. Added barrier UI overtop of player portrait whenever player receives barrier from any source
  76. Main Menu UI and flow changes. Added UI support for in-progress run continuation. Main menu now includes a "Continue" button which displays current employee info and location for in-progress runs. You can also see this info on the save select screen if you have multiple employee files that are in-progress, and can abandon runs from here before loading. Also, previously the first planet of a system did not count towards being "in-progress" but we've now updated so that if you start a run and exit to the menu, you will load back into the first planet rather than the lobby.
  77.  
  78. Update v1.5.1:
  79. Bug Fixes
  80. Fixed an issue when changing languages
  81. Fixed a few gathering node locations that had fallen below the world
  82. Challenge Events will no longer incorrectly reward the player with XP
  83. Fixed Rangus File locations on Esfera De Carne (Thanks @mowuer for the bug report that led to us finding this!)
  84. Fixed a bug that could cause "After the Bad Dream" and "Ten Floors Below Heaven" achievements not to be granted. The achievement should be granted retroactively the next time players who meet the requirements start up a game (Thanks @mowuer for the bug report)
  85. Fixed a class of bugs that could lead to the Pounding Fathers surviving to continue their fight even when at 0HP (Thanks @secondsebe for the bug report!)
  86. Fixed a bug that was causing an as-yet-unreleased Alien enemy to appear in the Codex (thank you @mowuer for the report!)
  87.  
  88. Update v1.5.0:
  89. Bug Fixes
  90. Fixed an issue where a removed item was causing problems if previously selected from an older save.
  91. Fixed an issue where the “Mark all read” button in the Codex was marking all future unlocks read pre-emptively.
  92. Fixed an issue where all enemies were unlocked on planet spawn. Entries are now unlocked when you first deal damage to, or take damage from, a new creature type.
  93. Fixed an issue where the health insurance event was granting hunter timer relief.
  94. Fixed a bug that could cause exceptions during teardown for hosts.
  95.  
  96.  
  97. Audio
  98. Fixed some mixing issues with hunter-related voices and SFX
  99.  
  100.  
  101. UX/UI
  102. Changed the “Codex entries unlocked” toast in the Ship Lobby to a singular, smaller toast notification.
  103. Meat Part entries in the Codex now unlock based on pickup instead of proximity
  104.  
  105. Update v1.4.0:
  106. Meat Persists Between Planets
  107.  
  108. We’ve heard you and have decided to let you keep your meat between planets. We originally were worried that this would break some of the boss encounters, but your feedback has given us a change of heart. You work hard keeping your meat healthy so who are we to take it away, enjoy!
  109.  
  110.  
  111. New Cosmetics
  112.  
  113. Head to the employee meat locker to equip some of the hot new looks from Rangus!
  114.  
  115.  
  116.  
  117. You unlocked these as part of the Steak Your Claim community loot event, and honestly, blew us all away.
  118.  
  119. Who's the Boss
  120.  
  121. AT-NT
  122.  
  123. We wanted to bolster our miniboss roster, so meet the AT-NT. He's a step up from Broadside in difficulty and mechanic density, dangerous at range, and those legs are not something you want near you. He might look rickety, but he's got more spring in his step than you'd expect. He's been practicing his favorite sport. Find him on Calypso!
  124.  
  125.  
  126.  
  127. Broadside
  128.  
  129. Broadside wasn't putting up enough of a fight, and with his attack limitations he wasn't engaging players as often as we wanted. We've made some changes:
  130.  
  131. He fires 3x as many mines so watch your step.
  132. He now sends 2 tornadoes per player instead of 1, adding some chaos to the fight.
  133. He also has a new attack that might trigger some nostalgic memories. Those memories could come in handy, dodge correctly and you'll earn a brief buff.
  134.  
  135.  
  136. He's also a bit beefier overall.
  137.  
  138.  
  139.  
  140.  
  141. Hunter Timer Changes
  142.  
  143. We heard your feedback that the Hunter timer felt too tight, and we think we've found a good balance.
  144.  
  145. Hunters never get banished
  146. Hunters can be pushed back from enrage by buying more time
  147. Hunters can still be incapacitated
  148. Completing Prime Directives now grants noticeably more time — they're your strongest lever for staying ahead, alongside Shrines
  149. Secondary objectives give a little time on top. The tougher ones — further from the main path — are worth more time and more power, so if you've been racing straight through Prime Directives, those detours are where you'll find the upgrades to keep up.
  150.  
  151.  
  152.  
  153. Performance Improvements
  154.  
  155. We’ve been working hard to address the performance issues that some players have been experiencing. Here are some of the key improvements we’ve made since launch.
  156.  
  157. LOD pass on all models and environments
  158. Reduced CPU usage of various game systems resulting in ~15% lower overall CPU usage during gameplay
  159. Greatly reduced memory churn caused by the creation and destruction of short-lifetime objects in the game. This should help with the single frame “hitches” that could interrupt otherwise smooth gameplay
  160. Reduced unnecessary network replication traffic from some objects that could be accurately simulated on client instead
  161. Fixed a bug that was causing draw distance not to honor its configured value at some Quality Settings levels
  162. Added performance related telemetry streams so that the team can continue monitoring and improving performance over time
  163.  
  164.  
  165.  
  166. Melee Game Feel
  167.  
  168. We added more feel and polish to Melee and Staggers. There’s now more umph in the form of a “freeze frame” on the staggered enemy, camera shake, knockback updates, and hit visuals and sound effects for that satisfying SMACK!
  169.  
  170.  
  171.  
  172. ‌
  173. Shrine Updates
  174.  
  175. We've heard your feedback and made some improvements to shrine event balance.
  176.  
  177. in world health display
  178. destroyable portals
  179. shrine health increased 30%
  180.  
  181.  
  182.  
  183. Gameplay
  184.  
  185. You now retain any meat picked up when changing planets instead of reverting to default meat
  186. Added 240hz frame limit option
  187. The Gamble shrine has been removed due to unclear rewards
  188. Null’s Starfall now damages enemies as well, so you can kite him for epic splash damage if you want to live on the edge.
  189. Boombot’s stagger detonation now harms their own team for splash damage when players smack them away.
  190. Reduced knockback on Freeze to avoid knocking enemies away from players that just want to shatter them with their spatulas. Thanks for the feedback @cloudkracker
  191. Elemental accumulation multipliers on certain weapons have been reduced.
  192. Explosive radius on Ice and Slime Magnums have been reduced
  193.  
  194.  
  195.  
  196.  
  197.  
  198. Meta Progression
  199.  
  200. Added new Rangus Files for planets that were missing them
  201. Rebalanced point costs in weapon upgrade grids
  202.  
  203.  
  204.  
  205. Animation
  206.  
  207. The interior shot of the Bolt Burger and player during Planet Outros has been removed, in support of the “keep your meat” coalition
  208. Adjusted camera height on Carl’s head so you can see your character more when wearing it
  209. Pass on all Stagger anims for a hit stop / freeze frame feel
  210.  
  211.  
  212.  
  213. UI / UX
  214.  
  215. Added a background to codex detail text
  216. Fixed some layout issues in the codex
  217. Added Carl to the team display and a marker to Carl’s head during final boss fight to make him easier to find and see state changes amid the chaos
  218. Added a marker around downed players to make their sad little meatball bodies easier to find and revive
  219.  
  220.  
  221.  
  222.  
  223.  
  224.  
  225. Audio
  226.  
  227. Added more vocalizations for Carl for when you Equip and Throw his head meat.
  228. Mix polish after all the great feedback. Special thanks to @Fubuki
  229.  
  230.  
  231.  
  232. Bug Fixes
  233.  
  234. Fixed a rare bug with returning to the lobby
  235. Fixed an issue with unintentionally picking level up selections when the screen initially popped up
  236. Added frame limiter during load screens to reduce GPU coil whine
  237. Fixed an issue where the load screen wouldn’t always be up during map transitions
  238. Fixed an issue where ambient audio would be triggered multiple times when transitioning maps
  239. Fixed keywords on the codex showing for previous selections
  240. Fixed dropship enemies flying well out of map bounds
  241. Lots of minor performance fixes
  242. Fixed mutation names sometimes not displaying in level up ui
  243. Null can now be staggered by the usual systems
  244. Null’s Starfall no longer slams twice in a row
  245. Tower Torso is no longer visible during Dirtbag Legs Burrow ability
  246. Carl’s head no longer disappears from his mech after teleport slamming
  247. Wheelie Legs Turbo Charge and Miner Head Landmines now both detonate on contact with the Hunters.
  248. Reduced the jitteriness of some torsos so Carl’s head and other meats don’t flicker so badly when running around.
  249. Fixed various typos in our descriptions and subtitles
  250. Fixed missing SFX that were dropping out during the chaos
  251. Fixed extra loud ambience on the ship and during Monday Night Midterms boss fight
  252. Fixed a bug that could cause Steamdeck to lock up when resuming from sleep
  253. Fixed a bug that could cause “Disconnected” messages to end the game even in single-player situations - especially when returning from hibernate/sleep
  254.  
  255. Update v1.3.1:
  256. Gameplay
  257.  
  258. Null's Starfall slam now has a split-second longer to avoid, and also doesn't speed up in higher difficulties to remain a constant.
  259. Zorpjets have been tuned after learning they were OP and melting Harvester Nodes on Hard mode
  260. Eyeclops can no longer target Harvester Nodes with their Beam attack (was melting nodes, rarely and frustratingly)
  261. Doubled spawn rate of highest-tier Mineral and Astronaut resources
  262.  
  263.  
  264. Higher Tier Resources
  265.  
  266. Doubled the rate of higher tier resources in Nightmare (Planet 2+)
  267. Doubled the rate of higher tier resources in Hard (Planet 2+)
  268. Slightly increased the rate of higher tier resources in Nightmare (Planet 1)
  269.  
  270.  
  271. The idea of these changes it that you can obtain higher tier resources at easier difficulties instead of needing to reach past what the player's personal ability is. We want the player to be able to climb into harder difficulties and this should help.
  272.  
  273. Analytics
  274.  
  275. Added some additional logging to help track down performance issues
  276.  
  277.  
  278. Bug Fixes
  279.  
  280. Turbo Boost ability no longer hits twice, and direct hit damage multiplier was reduced from 20x to 1.5x.
  281. Damage floaters for killing blows now show up.
  282. Fixed an issue with players unintentionally selecting initial level up items
  283. Null is now able to be staggered.
  284.  
  285. Update v1.3.0:
  286. Bug fixes
  287. Fixed missing Carl head on Sheriff Carl mech (it was getting hidden after teleporting).
  288. Landmines ability (Miner Head) now properly detonates on Null and Void.
  289. Turbo Charge ability (Wheelie Legs) now properly detonates on Null and Void.
  290. Reduced jitter on Carl Head when equipped during the Hunter Boss fight.
  291. A few typos fixed in Rangus Files and subtitles.
  292. Border around Hunter boss fight doesn’t enable until the Hunters spawn.
  293.  
  294.  
  295. Gameplay
  296. Knockback now reduced by 75% when Freezing enemies.
  297. Thanks for the feedback, @Cloudkracker !
  298.  
  299. Adjusting camera height while Carl’s head is equipped, so you can see your character more.
  300. Boombots hurt their own team now, and have 25% higher damage and knockback.
  301. Null’s “starfall” slam attack now hurts enemies as well. Having some rip-roaring fun with it! Dicey play but very fun to get a win with a well-timed dodge in a group of enemies.
  302.  
  303.  
  304. Audio
  305. Adding Carl vocalizations for when you equip and throw his head.
  306. Further Mix Adjustments.
  307. Cutscene SFX mix updates
  308. Minor SFX bug fixes.
  309. Overhaul to voice system to improve performance and readability of SFX
  310.  
  311. Update v1.2.0:
  312. Bug fixes
  313. Fixed miscellaneous crash bugs
  314. Fixed a bug that was causing a loud humming noise to play for all connected players and persist forever through maps transitions. Thanks for the reports and extra info @adxM, @Grim, @Harvey Specter, @Goat Hobo, and @Ottoway
  315. Fixed a bug that could cause enemies to move way too fast on Sub Zeroni
  316. Fixed a bug with the cancel buttons closing too many windows when backing out of the key rebind screen
  317. Fixed a bug where interacting with rangus files could sometimes lock out further interactions
  318. Fixed an issue with frame rates being initially uncapped when opening SWAPMEAT which stressed graphics cards
  319. Fixed a bug that was causing Null’s “starfall” attack so slam down twice each time.
  320.  
  321.  
  322. Performance
  323. Improved CPU performance by around 5%. We’re working on bigger improvements to come.
  324.  
  325.  
  326. UI / UX
  327. Add a “Mark all as Read” shortcut button to the Codex
  328.  
  329. Update v1.2.0:
  330. New Content
  331.  
  332. Added the last of the Community milestone rewards into the game
  333. Rangus Researcher Head for defeating 2,500 boss encounters!
  334. YOU DID IT! Congratulations, Meat Scientists! Carl is proud of you, and so are we.
  335.  
  336. Update v1.1.1:
  337. New Content
  338.  
  339. Three more Community milestones were reached, unlocking more bonus cosmetics for Rangus' favorite employees
  340.  
  341. Rangus Pilot Spatula for celebrating more than 4,000 birthdays!
  342. Rangus Pilot Head for swapping at least 150,000 meats!
  343. Future Employee Head for successfully extracting 7,500 meat cores!
  344.  
  345. Update v1.1.0:
  346. New Content
  347. The Fish Schtick was unlocked by the community in the Meat Your Quota loot event, by defeating over 300,000 enemies!
  348. Equip your new melee weapon at the Meat Locker when aboard ROX-1
  349. A brand-new Quota Leaderboard tracks unlock progress! Hovering over a milestone will show you top contributors.
  350.  
  351. Bug fixes
  352. Fixed several crash bugs
  353. Fixed a bug where the load screen could get stuck and never go away when joining multiplayer games
  354. Improved crash reporting for cases where the game shuts down unexpectedly
  355. Fixed some cases where gamepad users could accidentally select level up items with right trigger when entering the level up screen
  356. Fixed localization issue where some text disappeared on titles in codex and interaction prompts for CJK fonts
  357. Fixed a bug that could cause the game to lock up or crash during launch
  358. Null and Void should no longer get stuck in their Starfall and Jumprope attacks anymore, but Null now sometimes does a double Starfall slam. Still looking into the full fix.
  359.  
  360.  
  361. Gameplay
  362. Bubble Shields now twice as large and provide invulnerability while inside
  363. ZorpJet better at hitting Harvester nodes
  364. Difficulty04 ascension reclassified as side quest
  365. Sheriff Carl now does +50% damage to Hunters (boss variants included)
  366.  
  367.  
  368. UI / UX
  369. Added mutations tab to codex separated by elemental type
  370. Updates to galaxy map UI
  371. Carl quest REP celebration banner
  372. Dottie/Large Marge image updates in codex
  373. Added the missing primary and secondary weapon hotkeys as re-bindable controls in the options menu. Thanks @bfield for the report!
  374. Updated Localizations for all languages.
  375.  
  376. Update v1.0.3:
  377. Bug fixes
  378. Fixed bug where enemies would occasionally stand still and do nothing
  379. Made Zorpjets better at hitting Harvester nodes
  380. Hunters are no longer in the codex at the start of a save file
  381. Fixed button sizing on main menu
  382. Fixed a camera blip when exiting loading screen
  383. Hardened save file load and save paths
  384. Osteopuncture text updated as it was out of date
  385. Fix Meat Dispenser showing the name instead of the Action text.
  386. Weapon Terminals will properly show red locks if you don't meet the requirements
  387. Fixed a case where Carl Quest progress could not be advanced on older saves.
  388.  
  389.  
  390. Gameplay
  391. Added new rangus files
  392. Bioflux (slime plasma gun) had explosions slightly reduced 2.5 -> 2
  393. Barbecuria renamed to Brisketon
  394. Increased the visual radius of Franks laser, this is to help reflect the damage radius of the laser.
  395. Greatly decreased the hit detection of Frank laser, before the laser would be tracing behind and still hitting the player as the radius of damage was greater than the visual.