Posted June 16, 2026 by DillaDev
Player
-The Inventory now has a sorting type that changes between "All" and "Favorite" using the 'Up' arrow.
-Shield now recharges by 1% of max Shield. Fixed an issue where Shield recharges were inconsistent in builds.
-Fixed an issue where moving, evading diagonally would yield farther traversal than moving in single directions.
Weapons
-Weapons can be favorited using the 'F' key on the Inventory page (Main Menu, in-game).
-Weapons can no longer be switched during reloads.
-Weapons roll with a new RNG element: Platforms
-Default: Leaves base Weapon performance unchanged.
-Efficient: Increases damage, zoom, aim assist, reduces fire rate, recoil.
-Chatter: Reduces damage, aim assist, zoom, increases fire rate, recoil.
-Tempered: Increases damage, fire rate, zoom, aim assist, reduces recoil.
-Siphonic: Adds 1% of Health, Shield on hits, 15% on Melee kills.
-Mining: Spawns, shatters a Lucent cluster on any hits.
-Trenchant:
Weapon hits apply Health debuffs.
Melee hits apply Damage Over Time.
Evading applies Slowed.
-Cache: Regenerates +1 Grenade charge every 2s.
-Weapon Rarity changes:
-Rarity 1: Platforms only.
-Rarity 2: Platforms + Stat Cheats.
-Rarity 3: Platforms + Stat Cheats + +1 Functional Cheat.
-Rarity 4, 5: Platforms + Stat Cheats + +2 Functional Cheats.
-Added new Weapon type: Grenade Launcher
-Added new Functional Cheat: Activator Drone
-Selects targets at random or through manual aim to attack
-Attacks trigger passive-based Platforms.
-Its weapon launches rockets on Cache platform weapons.
-(Fated) Attacks activate "Wait! Now I'm Ready!", Efficacy, Inoculated, Cadence, and Enshroud.
-Added new Exotic Functional Cheat: Flashpoint (Grenade Launcher)
-Fires floating Lucent mines for manual detonation.
-Switching Weapons leaves mines intact.
-Companion Cheat is Positive-Negative.
-Improved Superweapon Firing VFX (Apathetic - Exotic Pistol).
-Fixed an issue where Weapons would subtract from reserves instead of their magazines when firing immediately after auto-reloads.
-Fixed an issue where Forager (Fated) was activating on Underfoot (Exotic SMG).
-Mercies (Exotic Semi Fire Rifle) Player Camera vertical clamp increased to 89.
Enemies
-Combatants now possess additional identifiers
-Melee enemies now use appendages that extend/retract during attacks.
-Range, Jump enemies, Replevin Keystone boss now use mandibles that open/close during attacks.
-Pounce enemies' front graft colors take after Lucent cluster colors.
-Replevin Gatherer fight has been improved:
-Now throws full Lucent crystals instead of clusters, requiring multiple hits to shatter.
-Gathers its crystals by jumping through the ceiling, returning to the arena after collection.
-Hitting the crystal slightly delays the throw timer.
-Fixed an issue where their attack window could be reset perpetually by approaching, retreating from the boss.
-Fixed an issue where Replevin Charger boss refused to attack while living enemies remained on higher floors.
-Replevin Ambuscade now prevents other crystals from priming if another crystal is already primed.
World
-Level 03: Reduced prop density, slightly increased light brightness in boss arena. Removed level geometry suspected of blocking Boss ability to see Combustible Lucent crystals.
-Level 05: Replevin Keystone boss health clamped to 50% until Phase II starts.
-All Levels (Campaign, Viricide) have been updated:
-Levels are more "linear", telegraphing clearer paths
-Levels 02, 03, 04, Viricide 01, 02, 03 introduce Environmental Hazards
-Enemies can spawn through floors, walls, ceilings, or use jumps to reach Players faster.
-Level 02: Number of Tram cars reduced
-Level 03: Residential hallways cordoned off to improve level pacing.
-Level 05: Barred access to platforms, preventing boss cheesing.
-Door models have been improved:
-Doors now use bright green, red coloring to denote locked, unlocked state
-Consoles can change the colors of a specific door side.
-Console models have been improved:
-Consoles are now grey constructs with dark red, blue coloring. Approaching with a matching key changes its design to a bright red, blue color.
-Level 05: Improved Elevator shaft design to remove lightmap baking artifacts.
-Level 04: Fixed Tram room ceiling region lightmap baking artifacts.
Game
-Damage sources are now color-coded:
-Weapon: White
-Melee: Purple
-Destruct Grenade: Orange
-Damage-over-time: Green
-Positive-Negative: Blue
-Lucent: Cyan
-Activator Drone: Yellow
-Superweapon (Apathetic - Exotic Pistol): Red
-Old damage: Silver
-Recent damage font size is higher; older damage is smaller.
-Loot Delivery items have been updated:
-Gray Lucent clusters spawn that use rarity-based colors
-Approaching reveals UI detailing weapon attributes
-'2' adds the Weapon; 'Down' arrow adds as favorite
-Fixed an issue where deaths after boss clears would reload the level by checkpoint, soft-locking progression.
-Added Health pickups. Collecting one restores Health to 100%.
-Improved Ammo pickup visual appeal.
-Added Viricide 03 to Viricide mode.
-Added Colorblind support settings on the Main Menu.
-Improved Controls page readability:
-Movement, Inventory, and Combat behavior are structured into blocks with their respective inputs.
-Added new Transition Backgrounds when loading Campaign, Viricide games.
-Fixed an issue where the Game End Timer would not reset after the first Viricide clear, revealing the results page immediately on later clears.