1.3.11-rc.1
This is a minor update to use the same version on all platforms so the cloud saves can sync properly.
This is a minor update to use the same version on all platforms so the cloud saves can sync properly.

This is a minor update to use the same version on all platforms so the cloud saves can sync properly.
This is a minor update to use the same version on all platforms so the cloud saves can sync properly.
We are excited to announce that Crashlands 2 now has support for the Korean language! We’d like to welcome our new Korean-speaking players to the Bscotch community, and we hope you enjoy all the shenanigans we’ve cooked up! We would like to thank our Korean partner Smilegate and
We are excited to announce that Crashlands 2 now has support for the Korean language! We’d like to welcome our new Korean-speaking players to the Bscotch community, and we hope you enjoy all the shenanigans we’ve cooked up!
We would like to thank our Korean partner Smilegate and their translation team for going through more than 150 THOUSAND words to bring Crashlands 2 to this new audience. It was quite the undertaking, but well worth it!
Now get in there and have fun!
Love,
Bscotch Team
The "Haunting" quests for The Demon Speeb storyline have been fixed so they can't be accidentally skipped, resulting in a block.
The "Haunting" quests for The Demon Speeb storyline have been fixed so they can't be accidentally skipped, resulting in a block.
* Recipes that drop from resources and creatures will now always drop to a location the player can reach. * Added new music to the new side bosses. * Fixed a crash that would occur when Auntie Iris throws her butter pools out while Lighting Effects are set to "Low." * The Main Me
* Recipes that drop from resources and creatures will now always drop to a location the player can reach.
* Added new music to the new side bosses.
* Fixed a crash that would occur when Auntie Iris throws her butter pools out while Lighting Effects are set to "Low."
* The Main Menu achievement button now works on Steam.
Full patch notes available at https://www.bscotch.net/games/crashlands-2/patchnotes
WELL HELLO, Crashlands 2 players! Long time no PATCH! But that comes to an end today, because today we're releasing Update 1.3: The Overflow! With this update we tackled the question, "What if this game just had... more... of everything? WAAAAAAY more." So we did that. And then w
WELL HELLO, Crashlands 2 players! Long time no PATCH! But that comes to an end today, because today we're releasing Update 1.3: The Overflow!
With this update we tackled the question, "What if this game just had... more... of everything? WAAAAAAY more." So we did that. And then we kept going, and honestly we might have overshot a bit. So now the game is just OVERFLOWING with new stuff.
And you know what? That's our bad. That's on us. But now it's too late, and all this new stuff is just in there now. You can't stir the cream out of the coffee, as they say.
Five new side bosses, complete with new storylines and new loot
A new "Juiceforging" system to customize and upgrade your armor and weapons
Hunt down Strange Creature minibosses to get powerful new items and Juice Shards for Juiceforging
Two new playstyles: Beastmaster and Frostbiter, bringing dozens of new combat items
More gadgets and trinkets to round out the existing playstyles
A new secret pet. WHAT COULD IT BE?
New FANCY building kits
QOL updates and more!
One of our goals in Update 1.3 was to give players lots of new fun and weird things to fight. So naturally, that means MORE BOSSES! This update adds FIVE new side bosses, more than doubling the total number of boss fights in the game. Since these bosses are optional, the game won’t just throw them at you. You’ll need to do some exploring and questing to find them all and uncover their weird stories!
Those aren't nipples. They're eyes! Totally safe for work!
Each of these bosses also drops a brand new gadget or trinket, so get ready to expand your combat kit with these new powerful items!
We didn’t want to throw you into the deep end to fight a whole bunch of crazy new bosses without giving you a chance to get properly kitted out. So this update brings back a reimagined JUICEFORGE from the original Crashlands.
The Juiceforge allows you to upgrade your equipment to make it stronger, fully reroll its stats, and even fine-tune its stats through the brand-new “Refining” system.
We also got a lot of requests from players to have random stats on weapons, so we went ahead and added that, too! Although we took special care to make sure the stats still make sense for a given weapon. You don't want a Burner that boosts cold damage, you know? And you can even Juiceforge your weapons, so you can customize your loadout to your heart’s content!
The creatures of Woanope have stumbled upon powerful Juiceflows, gaining abilities many would consider to be... STRANGE.
At the start of each day, Strange Creatures will appear in each major region of the world -- Maarla’s Mantle, the Husk, and the Aquadunes. These creatures will be marked on your map by a paw-print icon, and defeating them will yield a bounty of Juice Shards that you can use to Juiceforge your equipment, as well as a chance to get new trinkets and gadgets to augment your playstyle.
These Strange Creatures are repeatable minibosses, each with their own unique bonus moves, faster attacks, and just the right amount of weird shenanigans to make them threatening and fun to fight no matter when you come across them. Unlike normal boss fights, Strange Creatures are out in the wilderness, which means you’re likely to end up getting other creatures, enemies, and environmental hazards roped into the battle as you fight them. So be ready for absolute chaos!
Ever since the launch of Crashlands 2, our players have been asking for a playstyle that focuses on pets. WELL NOW IT’S HERE! Update 1.3 introduces the BEASTMASTER set, which is all about boosting your pet and teaming up.
Using the new “Crook” weapon type, the Beastmaster builds up a bond with their pet, causing the pet to use its special attack more frequently. And when that happens, both the Beastmaster and the pet go into a berserking frenzy, becoming an unstoppable duo of destruction that becomes more powerful based on the strength of their bond.
The
Beastmaster set comes with a variety of new gadgets, such as the Spiked Collar, Thunder Vest, Water Bowl, and Squeaky Ball. Plus a spray bottle of pheromones that’s definitely not pee. What do these items do? OH YOU’LL SEE.
While we were in the neighborhood adding a new equipment set, we thought, “why not add TWO?” And then we did.
Introducing the FROSTBITER set! This set is focused on two things: making stuff really cold, and then hitting it really hard. The Frostbiter uses a special “Scepter” weapon type that hurls exploding snowballs a short distance, making things cold by applying “Shiver” to them, and then landing enormous critical hits.
The Frostbiter playstyle also makes use of a brand-new “damage absorption” mechanic, allowing you to protect yourself from damage temporarily through the use of certain special items. Within the Frostbiter set you can play a few different ways, as well -- you can focus on delivering huge bursts of damage with the Coldy Spinpopper, or you can turn into a walking storm using the Blizzard Bottle. Or just do it all at once!
Last, we went through the existing equipment sets and fleshed them out just a bit more, resulting in a new special item for each of the the Chemist, Capacitor, and Rascal sets, and TWO new items for the Firebrand and Slinger sets.
All in all, Update 1.3 brings the total number of Special Items from 65 to 96, resulting in an explosion of possible playstyle combinations and weird, overpowered synergies!
Somewhere, somehow, a new pet snuck its way into this update. We don’t know how it got there, or even what it is. But it’s here now, and I guess we’re all just going to have to deal with it.
We tried to get some screenshots of it, but they all turned out blurry. Maybe it’s a hoax?
We didn’t want to leave BASE BUILDERS out in the cold this update, so we added a whole new set of FANCY building items! Every Woanopian building item (walls, pillars, doors, and floors) now has a “Fancy” version with a unique color scheme. The recipes for these Fancy structures are found out in the world as drops from creatures and resources.
With all these new recipes to collect, you might be saying, “BUT... HOW CAN I KEEP TRACK OF IT ALL?” First off, please calm down and stop shouting.
Second, we’ve got it covered. We updated the Compendium to show recipe drops you’ve collected (or missed), so you’ll be able to easily peruse the list of creatures and resources and figure out what to go after.
Want to see how the SAUSAGE is made? Hop over to Steam and grab the free Crashlands 2 Art Book DLC that's releasing alongside this update!
We combed back through all the old files and documents from the development of Crashlands 2 and compiled it all in one place, so you can see how the game's visuals evolved over time. This book is packed full of commentary about the design philosophies we used, concept art, sketches, technical examples of how certain effects were done, and more!
We considered selling this thing since it took so much time to make, but then we decided... nah. It's a gift from us to you!
To celebrate the launch of this update, we’re kicking off a Hardcore Scramble challenge in our Discord server to see who can get the most Hardcore Points in the first week of the update going live, using a scramble seed we'll announce on the day the update releases!
Pop into our Discord server at discord.gg/bscotch and join the fun!
Not everything in Update 1.3 is included in this post, because otherwise it would take YEARS just to write it! But if you want to dig deeper, the full patch notes are available at https://www.bscotch.net/games/crashlands-2/patchnotes. There are a lot of them, though, so... good luck with that!
Fertilizer is now auto-crafted if it is a subcomponent of another item. Fumigator no longer requires the Volb Scaffold for its recipe, since this double-dips with the Hexmatrix recipe. Fixed an issue where you could auto-craft subcomponents even if you hadn't learned the recipe f
Reduced the requirements for the FL1T and Swoggle Life Lessons for dealing damage, as the number was too big to save in the save file. Fixed a missing area assignment in the north of Sluggabull Grotto, which could lead to fishing problems there. Dying to a boss should once again
The bots at the Fabricator entrance no longer respawn once the laser fence comes down to grant you access. Completing the Chaotic JEF without ever talking to Makalak at the entrance will now retroactively complete the Chaoitic JEF quest. Fixed an issue in Scramble that caused the
Fixed an issue that caused the Trunkle pet's life lesson to visit the destroyed JAR to not be completable in Scramble. Full patch notes available at
Fixed an issue that caused the Trunkle pet's life lesson to visit the destroyed JAR to not be completable in Scramble.
Full patch notes available at https://www.bscotch.net/games/crashlands-2/patchnotes
Reduced crafting cost of Fizzbombs. The Swoggle Swagger buff no longer expires when teleporting or from death. Reduced the quantity of Creepthorn-based components required for crafting. Full patch notes available at
Full patch notes available at https://www.bscotch.net/games/crashlands-2/patchnotes
WELL HELLO, intrepid explorers of Woanope! We’ve been cooking up a storm since Update 1.1, and HOT DANG do we have a fresh new batch of tasty changes coming to Crashlands 2! Let’s crack it open! The TL;DR Go Roguelike, Godmode, or Creative with the new Mutators and Custom Modes N
WELL HELLO, intrepid explorers of Woanope! We’ve been cooking up a storm since Update 1.1, and HOT DANG do we have a fresh new batch of tasty changes coming to Crashlands 2! Let’s crack it open!
Go Roguelike, Godmode, or Creative with the new Mutators and Custom Modes
New creature in the Aquadunes, plus robotic pets
New docks, dockable garden plots, Bureau Buildings, and creature statues
Armor crafting skill-ups to increase your RNG power
Recipes auto-craft needed compounds, and better display craftability when tracked
Map expanded and game intro streamlined
One of our main goals for Update 1.2 was to add lots of replay value to Crashlands 2 by coming up with ways for your second, third, and ninetieth playthroughs to stay fresh and interesting. So we added two new MUTATORS: Scramble and Hardcore! These mutators are meant for more experienced players, so most tutorial quests and UI elements are disabled when playing with any mutators active.
The Scramble Mutator takes all the special items, Jems, pets, InfiniSuit Infusions, bombs, and traps, and SCRAMBLES them all around, resulting in an unpredictable playthrough where you aren’t quite sure what your loadout is going to be, what pets you’ll get, or even where to find Jems! Here’s how it works:
Most gadgets and trinkets are rearranged. For example, normally you can craft the Sluggarang right away as your first gadget within the first few minutes of playing the game. But in Scramble, you may be crafting an Abyssal Boops, a Six-o-Clock, or even a Hot Hive instead! You might fish Giga Blaster bombs right out of the waters of the Mantle where Voltslugs once slugged, or maybe you'll find a Ten Foot Pole just lying on the ground where you’d normally find a Scroll of Burning!
Scrambling equipment in this way means you’re never quite sure what’s coming next and what your combat loadout options will be. The end result? A weird playthrough with surprises around every corner.
We’ve added over a hundred new potential Scramble Locations for Jems to the world map. When you start a new Scramble save, every Jem in the world has a 50/50 chance to get scrambled to a random one of these new locations. Better get to exploring if you want to find them all!
In Scramble, the Infusions for your InfiniSuit are mixed around to new locations in the tree. Sometimes you’ll get a bunch of cheap Juke Recovery in the first row, or maybe a bunch of extra crit right off the bat! In Scramble, you’ll have to adjust your Jem spending strategy on the fly as you uncover your Infusions.
This is where things get a little wild. Pets are an important part of Crashlands 2, and they augment your gameplay in a whole bunch of different ways. So it only made sense to scramble them as well!
When you find an egg in Scramble, it will be... A SCRAMBLED EGG! It’ll look different than before and contain an unknown pet. You’ll have to hatch it to find out what’s inside!
Once hatched, your new pet will have the Life Lessons of the pet it replaced. So if you get a Wurgle as your first pet instead of a Sluggabun, your Wurgle can be embiggened via the same Life Lessons that would normally be required to embiggen a Sluggabun. This approach lets us ensure that you can always embiggen your pets at the normal pace.
We had to adjust A LOT of quests to handle the fact that in Scramble, we have no idea what items or pets you will have at any point in the game. So when you have the Scramble Mutator active, there are a whole bunch of tweaks to conversations, quest objectives, and storylines so the game still makes at least SOME amount of sense. For example, what happens if your first pet is a Wurgle instead of a Sluggabun? It seems like Baani and Clood at Baan-a-Gaan Raanch should have some opinions about that. SO THEY DO!
Last, to make sure you can share a Scrambled world with the community if you have a particularly fun run, we added a seeding system. The same seed will always scramble the world in the same way.
Note: Scramble Seeds may not give consistent results across major updates as new items get added to the Scramble pool, but they will give consistent results within the same major update.
Want to challenge yourself and strive to be the best Flux you can be? Try the Hardcore mutator - just DON’T DIE!
When playing in Hardcore, you’ll earn points toward a total Hardcore Score as you progress through your adventure. Once you die, your score is locked in on your personal Hardcore Scoreboard, and you’ll no longer accumulate points on that save. Playing on higher difficulties nets you more points, so if you want a really big score, you gotta push yourself!
The Hardcore Mutator also introduces a few tweaks to the game’s mechanics to keep things moving and ensure your Hardcore Score is well-earned. In Hardcore:
Research progresses faster. Since you may end up starting over somewhat frequently in Hardcore, we didn’t want research times to be such a bottleneck.
You can’t teleport for a few seconds after taking damage. So no more cheesing the Arbiter build by taking a trillion damage and then teleporting away to clear your Pact!
You can’t change the difficulty. If you want to be Hardcore, you gotta COMMIT!
Time no longer slows down in the Equipment UI. So if you want to swap equipment around mid-combat, you’d better do it fast!
Mutators can be mixed together, so if you want to experience Crashlands 2 as a roguelike, go ahead and flip both Hardcore and Scramble on. It’s the team’s new favorite way to play (since we’ve been playing this for years) and provides plenty of fun comparisons with friends, too.
The Aquadunes is a cold and lonely place. A little too lonely, honestly. When we created the Aquadunes, we wanted it to feel like a wasteland whose ecology had been decimated by the Bureau of Shipping. Mission accomplished! Though since the only living creature in the Aquadunes was the Yola, we might have swung a little too far in that direction. We heard your feedback and lo, a new creature has been born!
Update 1.2 adds a whole new creature type to the Aquadunes: the SWOGGLE! These little cat-like laser piranhas hang out in large packs, primarily near Volbs, brawling with the bots that have overtaken their habitat.
Several Aquadunes recipes have been updated to include the new components dropped by Swoggles, so don’t be surprised if you load into a late-game save and see some recipes asking for items you’ve never heard of!
Oh, and naturally we added a Swoggle Egg as a rare drop from the larger Swoggles, so you can have your very own Swoggle pet!
Speaking of pets, Update 1.2 also introduces two new robotic pets: the SC4MP and the FL1T! As Flux adventures across the Aquadunes, she may come across defective versions of these robots, which opens up a small quest chain to find a way to reboot and reprogram them to accompany Flux as pets!
Speaking of taking the Bureau’s assets for yourself, we opened up a WHOLE bunch of new recipes so you can craft your own Bureau-style buildings! Once you’re able to collect Bot parts, Bureau building recipes have a chance to drop from bots throughout the Aquadunes. Now you can make a sterile soulless home for yourself, like a true corporate drone!
Lots of players told us they wanted more styles of docks. WELL, SO DO WE! So we added them. Now, you can craft Grumblestone, Tendraam-style, and Bureau-style docks — a dock for every occasion!
But why stop there? What good is a dock anyway? You can’t even grow a tree on it, RIGHT? WRONG. In Update 1.2, every type of Garden Plot now comes with a dock variant! Build your gardens out onto the water like your hydroponic heart desires!
Last, if you ever wanted to make a trophy room of the wild beasts of Woanope, now you can! We added luxurious statue versions of each creature, which have a chance to drop from the most powerful versions of each.
When we make games, we spend a lot of time on balance — that is, giving the game the right level of challenge so it’s fun for everyone. But sometimes it’s fun to just throw balance out the window and transform yourself into an immortal god who runs at mach 20 and one-shots everything in your path. Or perhaps you’re a masochist who wants to give yourself a ludicrous challenge, like making everything in the game one-shot you and see how far you can get. Or maybe you missed the original game’s Creative mode — now you can just set the price of buildmode items to nearly 0!
Grab the sliders and play around with a whole bunch of variables to change how the game feels and plays! Make stuff turbo fast, turbo slow, way too hard, way too easy — it’s up to you! When playing in Custom Difficulty, you can even change the sliders during gameplay, and the game will dynamically adjust on the fly.
Now that armor is randomized, it felt a little weird that no matter how many times you crafted the same piece, you'd never get better at producing high-quality items. So we fixed that!
Update 1.2 introduces a new “Armor Crafting Skill” system, whereby your chance of crafting higher-quality pieces of armor increases each time you recraft that same item. This is particularly useful when playing in Hardcore, where every stat point matters and you want to be fully kitted out in Legendary equipment as much as possible.
What we found with our internal testing is that once this system was added, we ended up wanting to recraft A LOT more armor pieces, which meant we were out harvesting quite a bit more materials than before. So...
We expanded the world map! We combed through all the various parts of the world and fleshed them out quite a bit. Some zones are now more filled in, others were expanded to be larger, and most had their layouts tweaked and updated to be a little easier to traverse with fewer dead ends. It’s subtle in some areas, while others have been changed quite dramatically.
A few of the map expansions shown overlaid on top of the original map.
We also added a bunch more Juice Jems to the world, now that there are three new pets to spend those Jems on!
Aside from all the big new features and changes from above, we wanted to spend a little time on some QOL improvements to make the game feel just that little bit better.
Crashlands 2 has a lot of recipes that contain what we call “compounds” — that is, craftable components that are required to craft other items. These compounds can make it fairly tricky to determine whether you can actually craft something, because you need to go craft the compounds first. So in Update 1.2, we added a new “rollup” system for craftable compounds.
With this system, your crafting page takes into account the whole stack of components necessary to make something and crafts them automatically, so you no longer have to manually create the individual components before making a downstream item. For example, if you wanted to make some Grumblestone Tiles, previously you’d have to first craft a bunch of Grumble Slabs manually, and then go craft your Grumblestone Tiles. Now, you can just directly craft the Grumblestone Tiles, and the necessary Slabs will be crafted automatically.
The Tracker UI also handles rollups, so you will always be able to tell how many of something you can actually craft.
As part of this change, we revisited ALL of the game’s recipes that use compounds and found a handful of spots where recipes were double-dipping in components — that is, they’d use a compound, AND they’d use some of the same ingredients that the compound required. This made some items particularly tedious or expensive to craft. Well, NO MORE! We adjusted all recipes so that double-dipping is no longer a problem.
Note: Are you a weirdo who still wants to craft everything by hand? No problem! You can disable this new feature in the game’s settings menu.
After collecting player feedback and reading reviews, we think that our new player experience still has plenty of room for improvement. So in Update 1.2, we revisited the first hour of gameplay and trimmed a bunch of conversations, removed a few quests, reduced some crafting costs, chopped out and merged a few Insights, and generally enslickened the progression flow to get the player right into the action! Oh, and you no longer have to craft your first weapon — Graal will hand you a Rayblade Shanker as soon as you get floors slotted into their cabin!
Flux now has a built-in "Unarmored Movement" bonus, which grants you a little bit of run speed (2.5%) for every empty armor slot you have. This is intended to make world navigation and combat a little smoother and easier at the early game when you're still running around in your birthday InfiniSuit, and as you gear up, you'll be able to replace that early boost with run speed from other sources.
We’re continuing to expand the Compendium in Update 1.2 to provide more information about your adventures. Now, you’ll be able to see whether you’ve harvested the Shiny version of a plant, like so:
And you’ll be able to see whether you’ve picked up the Special Items that are rare drops, such as the Hot Hive or the various Boops fish!
With these changes, completionists and gardeners alike will be able to triangulate what they might be missing.
Aside from everything mentioned above, we’ve got a smattering of smaller tweaks coming in Update 1.2. Here they are!
Added a new setting in the Graphics tab that lets you disable the Low Health Overlay.
Added a setting to disable the new Compound Rollup system.
Added a workbench next to Oowee on the Haarlipol docks, so completion of Pop Boots may be faster.
Fixed a gap in the fence containing Wurgles in the Preserver's JEF.
Bots at the Fabricator Entrance can now respawn, to compensate for scenarios where somehow the player's kill of the bots doesn't count.
Fixed an issue where some equipment pickup items would draw vertically offset weirdly when out in the world.
Added a map marker for the Haarlipol teleporter quest.
Maarlo is now marked on the map when you get the Sluggabun Egg and have a quest to go talk to him.
Fixed an issue where the quest to infuse a Jem wouldn't complete, depending on which infusion within the first row you chose.
After meeting Matt in Haarlipol, you should now only get an Emblaa map marker if you haven't yet started Emblaa's quest chain.
Added a quest for completing Oowee's first insight, Lovely Gloves, so players don't accidentally delay their acquisition of the Toothpick.
Increased crafting cost of Grumblestone building parts, as the new Rollup feature exposed how ludicrously cheap they were.
Reduced number of items required to complete Baarli’s Dead Ends quest to avoid economy pinching.
Simplified Wilderness Kebab recipe so you can actually make them.
Increased drop rate of Phanta’s Flight Bladders.
Increased the drop rate of Chargestones from Ampy Chargers, and adjusted recipes that require them to require a bit less.
Voltslugs no longer require an insight to fish up, so you can have fun blasting stuff as soon as you get your fishing pole!
Sticky Trap, Giga Blaster, and Chillcore Bomb now scale with the player’s level.
Increased Bola damage slightly, and it no longer requires Focus to use.
Increased Strained Boops’ damage by 40%.
Your "player level," used to determine the strength of your gadgets, trinkets, bombs, and traps, was previously determined by the average level of all the armor and weapons you had equipped. Now, it is based on the highest level of armor and weapons that you have ever owned. This way, if you craft a higher level armor piece but want to continue wearing a lower level piece due to its stats, you still go up in level and you don't miss out on your combat items becoming stronger.
The Feedback button now serves a confirmation window to inform players that diagnostic info is copied to their clipboard.
Increased the space allowed to show stat names in the random stats UI, so the text doesn't shrink in some languages.
Fixed an issue where the loading tips on the loading UI would cause the loading bar to move up and down, depending on the size of the loading tip.
Quests that require crafting items, such as the SC4MP's Alive Wire quest, now properly show the infostream counter even if crafting pushes you past the maximum required.
If you pick up a schematic that's a variant of a recipe that you don't yet have, you will no longer see the primary recipe in the schematic pickup celebration UI.
If you have music disabled in the settings, you will no longer hear Kleewik's theme song when turning in Kleewik's notes to Greebl during the "Reengineering a Problem" quest line.
Fixed the issue where critter sounds would play super loudly in some interfaces (like crafting).
Fixed an issue where the epilogue music would keep playing in some areas of Break Point after the epilogue party finished.
The game is now smarter about deciding whether to refresh quest availability as world elements move across area thresholds. Now, quest checks should only be triggered if the type of world element changing areas has quests associated with it being in (or out of) the area.
The game now uses GPU compression on mobile to reduce texture memory usage and improve performance.
Harvested plants from your garden now always count toward your Compendium's stats and achievements, even if they are blown up by another plant or are self-exploding.
Fixed an edge case silent crash issue that tends to happen more prominently for late-game saves.
Fixed an edge case silent crash issue that tends to happen more prominently for late-game saves.

Ready to flex your Crashlands 2 obsession on your Steam profile? We’ve just dropped: 6 Badges – Craft your way to shiny badge glory 9 Trading Cards – Featuring your favorite (and weirdest) faces from Woanope 3 Profile Backgrounds – For maximum space-drama aesthetics 10 Emoticons

Ready to flex your Crashlands 2 obsession on your Steam profile? We’ve just dropped:
Whether you're here to collect or just want a Flux face in your chat box, the goods are live!
Fixed an issue where the Compendium was miscounting the number of Jems you have collected.
OH HI THERE! It’s been a few weeks since the launch of Crashlands 2, and it has been a REAL WHIRLWIND! Tons of players have gotten their hands on the game, and they’ve left us LOTS of feedback. We've read nearly every comment and review, everywhere people are talking about the ga
[img alt="Update 1.1 announcement header"]https://i.imgur.com/WVcJnFR.png
OH HI THERE! It’s been a few weeks since the launch of Crashlands 2, and it has been a REAL WHIRLWIND! Tons of players have gotten their hands on the game, and they’ve left us LOTS of feedback. We've read nearly every comment and review, everywhere people are talking about the game, and found a bunch of fair critiques (and some super mean ones 😭... some of y'all need a stress ball or pile of kittens or something). After all of this time working on Crashlands 2 we'd be silly not to take some additional time to address those, and so we are!
In this post we'll talk about two things: the huge patch we just dropped (1.1), and what's coming next!
Before we get too deep in the weeds, here's the concise(ish) list of ALL of the things that are in this Patch. For full details, read the whole post!
Patch 1.1 was all about addressing the most common player requests that affect the whole game. As we start work on patch 1.2 and beyond, we’ll be focusing on the next major points of player feedback, which is a desire for more pets, more stuff in the Aquadunes, and more base building options.
We also acknowledge players wanting more bosses to fight as well as some kind of endgame or postgame stuff to do, and we intend to shore that up as well! We’ll revisit that stuff after we finish patch 1.2. We can only do one thing at a time, so you’ll have to be patient as we work our way through the list! Now... On to patch 1.1!
If you made it this far then we're going to assume you like words and reading them. So prepare to experience the Patch Notes of a lifetime!
In patch 1.1 you’ll find a new tab in your in-game menu for THE COMPENDIUM!
[img alt="IMAGE OF COMPENDIUM"]https://i.imgur.com/6dedhIj.jpeg
Now, as you explore Woanope you’ll unlock new knowledge about the wild things you encounter, so you can use your Compendium as a handy reference for what things are called, what they look like, and what loot they drop. We also added a bunch of new stats that you can track, such as how many times you’ve died, how many plants you’ve farmed, and how many lives you’ve mercilessly ended!
Aside from all that, the Compendium also gives you a way to see how much of the game you’ve completed. Did you find all the Jems? Hatch and embiggen every pet? Discover all recipes? Find all special combat items? Now you'll be able to find out!
One of the core parts of the Crashlands 1 experience was crafting items and having random qualities and stats pop in. Whenever you crafted armor or weapons, you were never quite sure what you were going to get, and every now and then you’d get a surprise turbo powerful item.
Because of the huge number of changes in how items function in Crashlands 2, we didn’t think we could make random stats work in a balanced way. So up until now, all items in Crashlands 2 had specific, fixed stats on them.
But after hearing from so many players that they loved the random stats system, and that they were bummed out by no longer having it in Crashlands 2, we decided to revisit that decision and find a way to bring it back. So in patch 1.1, all crafted armor pieces will get random qualities and stats assigned to them. There’s even a small chance to craft a LEGENDARY armor piece with bonus stats!
[img alt="Image of armor crafting UI"]https://i.imgur.com/TTBSTkK.jpeg
To accommodate this change, we’ve added a few other tweaks as well.
Thanks to everyone who spoke up about wanting this feature! When we hear that lots of people want something, it gives us a nice nudge to take a step back and try to find ways to make something happen, even if we hadn’t originally planned on doing it.
We’ve got a lot of players who are going ABSOLUTELY NUTS on the base-building side of things. But there were a few things standing in the way of maximum base-building enjoyment, so we set out to correct those.
[img alt="Image of teleporter page with SET AS HOME button"]https://i.imgur.com/auubvhZ.jpeg
Lots of people wanted to move their base somewhere besides the starting location. But that pesky "Home" button on the map would only take them to the crash pod, so it was annoying finding their actual home on the map and teleporting to it. No more! Now you can set your Home to any teleporter on the map! To change your home location, simply interact with any teleporter and click the button to set your home. Have fun setting up shop in the Spark Flats and getting absolutely annihilated by Ampy Chargers every time you go home.
[img alt="Image of using the zapper and targeting some bones"]https://i.imgur.com/fJJf5Lf.jpeg
We expanded the capabilities of the Zapper, so you can now blast more things out of the way to make room for your base. Like the debris from your ship, bones, and a few other odds-and-ends. This will let you clear out a lot more space so you can build the base OF YOUR DREAMS! We also made a few tweaks to the world map layout in a few areas to make it easier to build a contiguous base across some bodies of water.
Last, we updated Build Mode so your pet no longer gets in the way of whatever you’re trying to do. You can build RIGHT on top of your pet, and if you put it into an impossible situation, it’ll just teleport to you. No more worrying about awkwardly shuffling your pet around so you can pick up the docks from under its feet!
In the early game, riding the line between giving people enough interesting stuff to do while keeping new players from getting overwhelmed is a huge design challenge. Based on the feedback we've gotten so far, it looks like we leaned too hard on the "not getting overwhelmed" side of things. So lots of people found that the early game just felt too slow. WHOOPS.
This was particularly true for combat, since you didn't really have any choices about how to approach combat until you'd unlocked a bunch of stuff over the first few hours of gameplay. This prolonged lack of options made early-game combat more difficult, clunky, and gave the impression that combat just wasn't as interesting as the original. So we added a whole bunch of new items to plug that early-game hole!
[img alt="Image of the insight that unlocks the Rayblade Shanker with the two new items in there"]https://i.imgur.com/jTxIcAh.jpeg
First, we added new Injector and Capacitor weapons throughout the crafting tiers all the way down to the very start of the game. You now unlock them at the same time as you unlock the Rayblade Shanker (the very first weapon), giving you multiple choices for your preferred playstyle INSTANTLY.
[img alt="Image of tooltip for a new Chemist gadget"]https://i.imgur.com/SVx111m.jpeg
We also added two new super-early craftable gadgets and a new craftable trinket for the Slinger and Chemist sets. We rolled them into existing Insights, so you’ll probably already have them in your existing save, and you’ll be able to build them very soon after starting a new game.
And last, we added a rare Firebrand gadget, the Hot Hive, that has a chance to drop from Explungus. What does it do, you ask? You’ll have to BEE patient and find out for yourself!
All of these new items are available before you even reach the Stoneworks, so the early-game now feels much more fun and alive, with lots of cool combat options opening up very quickly.
Crashlands 2 brought some big changes to pets -- how you get eggs, how you hatch them, how you embiggen them, and the passive bonuses they provide to the player. Each pet is unique and brings interesting ways to affect how you build out your character.
[img alt="Image of pet UI with masteries showing"]https://i.imgur.com/EvDyRGF.jpeg
We’ve gotten great responses from players about all these changes, but there’s one pet change that NOBODY LIKES: The way your pet fights. In Crashlands 2, pets have been more of a “support” system, where they don’t do a whole lot of fighting. Instead, they hang back, and deploy a big damage attack on a 20-second cooldown. When we were designing pets in Crashlands 2, we wanted them to be more of a “nuke” than a “chip away at stuff slowly” type of mechanic. However, this hasn’t panned out -- we miscalculated what players found fun about the combat aspect of pets. Players have given lots of feedback that they want it to feel like they’re fighting alongside their pet, and not just being occasionally supported by the pet.
To us, the only thing that matters is that our players are having a good time. Sometimes our design ideas just don’t translate into giving players the experience they want, and this was one of them.
So in patch 1.1, we’ve fully rebuilt how pets work. Now they fight alongside you in combat, dealing constant damage with one or more basic attacks that have no cooldowns. But we still wanted to have the fun “nuke” concept, so each pet now has a “Special Ability” on a 20-second cooldown, which it will use to deliver big damage. After playtesting with this new pet system, we can confirm that THIS IS INDEED MORE FUN! Thanks to everyone who spoke up about this feature!
[img alt="Image of the settings page with the new Configuration button"]https://i.imgur.com/oDyaHU3.jpeg
When some of our players learned that they had to press the Right Trigger to do stuff in Crashlands 2 when playing with a controller, many of them began vomiting profusely and then died of broken hearts. As it turns out, some players really really like using the A button instead. We violated that trust, and although we can never undo the horrific damage we caused by defaulting the game to Right Trigger, we hope we can at least prevent such tragedies in the future. So Patch 1.1 adds an alternate controller configuration that lets you use the A button instead.
For those with particularly adaptable brains, you can even use the A button in menus and RT for in-game stuff (or vice versa). We tried every combination ourselves and then had to take a mental health day to recover. We're still team RT-for-everything over here, but to each their own!
[img alt="Image of the difficulty selector page with the two new modes"]https://i.imgur.com/eoCUMWP.jpeg
Get Out There!
For players who felt that Chill Mode was most certainly NOT chill, we’ve added a new difficulty: EXPLORATION MODE! Exploration Mode is designed for players who are seeking to simply enjoy the story, build bases, and explore the world of Crashlands 2 without being stressed out by the imminent fear of death. In this game mode, we’ve slowed down the combat aspects of the game even further, and we gave the player so much health that you are effectively an immortal god who can never die.
You call THAT a Challenge?
On the flip side, we had a bunch of players who beat the game on Challenge Mode, and then said, “BUT CAN IT BE... EVEN HARDER?” The answer, of course, is YERP.
Patch 1.1 brings a new top-tier difficulty called LEGEND MODE. This mode makes enemies attack faster and move faster, it reduces your health even further than Challenge Mode, and it gives enemies a significant HP boost. This new mode is only recommended for players who have quick reflexes, a strong sense of how to utilize every aspect of your gadgets and trinkets in combat, and a good understanding of how to assemble equipment loadouts that do extremely high amounts of damage.
Legend Mode has no achievements associated with it, but beating Legend Mode will give you all the other achievements for beating the game on the lower difficulties. Because at that point you’ve earned it!
This patch also has a lot of other stuff, but we don't need to get into the weeds on those. It's all in the TL;DR above!
With version 1.0.10-rc.8, we implemented a save recovery system that should address the save loss issue that some players have run into. If you are one of them, check out the Saves button on the main menu and you might spot a long lost save that has been waiting for you like a ho
With version 1.0.10-rc.8, we implemented a save recovery system that should address the save loss issue that some players have run into. If you are one of them, check out the Saves button on the main menu and you might spot a long lost save that has been waiting for you like a homesick puppy. You can embrace them with joyful tears, nurse them back to full health, or rocket launch them into the garbage dumpster because you have already started another save that has slightly more progression. Anyway, we won't judge!
Crashlands 2's saves are typically stored at “C:\Users\YOURNAME\AppData\Local\Crashlands2\YOURSTEAMID". In that folder, we use a index file "Game\global.json" to keep track of all the saves that you created in the "Game\Saves" folder. Due to various reasons such as power outage or anti-virus software restrictions, some players' index files would get corrupted and the game will boot without being able to discover their saves, even though they are sitting perfectly fine in the "Game\Saves" folder.
The game now will scan the files in the "Game\Saves" folder and add the saves back into the index file, and these saves will become accessible again in the in-game saves menu.
The game supports Steam Cloud, so make sure you have that turned on so your saves are backed up by Steam.
We also have the in-game "Log In" button where you can sign in to our cross-platform save syncing service called Rumpus. Rumpus will back up your saves in our cloud as well, so you have another layer of insurance. Plus, if you ever decide to play Crashlands 2 on other platforms, you will get to continue your progress!
Once you are logged in, you can copy the saves you have into your Rumpus account.
Hey there, my favorite Pen Pal (Keyboard Pal?)! We got Crashlands 2 out the door a week ago, so it's time for an update on how that went and what comes next. Week 1 of Crashlands 2 The game really exploded out of the gate, climbing to the top of nearly every chart. We hit a peak
Hey there, my favorite Pen Pal (Keyboard Pal?)!
We got Crashlands 2 out the door a week ago, so it's time for an update on how that went and what comes next.
The game really exploded out of the gate, climbing to the top of nearly every chart. We hit a peak concurrency of 8500 players, with 1000 reviews, all just on Steam! For a moment there we were even ahead of the mega-hit Blue Prince (a huge congrats to that team for their stellar launch).
Things went fairly smoothly, with only one significant bug falling through the cracks (which we got fixed up a day after launch). Well, and also on Saturday morning our servers totally fell over. I was looking around like, "Who let this happen!?" and then remembered that I'm the only web developer on the team. WHOOPS. That's on me.
Otherwise we've just been handling an absolute flood of feedback, trying to sort out bugs versus suggestions versus people just being confused. While the overall response has been very positive, we have seen a bunch of totally valid critiques. So we've planned out our roadmap for the first two major patches to address a bunch of those. We don't have an ETA, but it'll be a matter of weeks instead of months.
Now, the most fun bit: for the next three weeks (depending on when you read this), and the next two weeks only, you can get your very own (and first ever) Flux + Juicebox (+ Wrenchy) cuddly plushie!
I don't even have one of these myself yet because we only got one prototype to share amongst the team, and that, of course, had to go to my niece. So you better believe I'll be first in line, and no HUMAN CHILD will take it from me! Unless that child is willing to DUEL. I'm a man of principles, after all.
It's one of those enough-people-have-to-order-it-or-it-doesn't-happen things, though. So if you don't get one I might not get one either. And then we'll both be sad.
If all goes well, maybe I can convince the team to let us do a Sluggabun plushie next. I want one SO BAD. If you think something else would be a better next plushie, come fight me in the Discord 🥊🥊.
If you’ve got Crashlands 2 on the brain and you’re looking for some like-minded people, the Discord has been absolutely poppin' — people helping each other out, sharing strategies, and showing off some incredibly elaborate home bases (like the tiny corner of BowNilver's base in the screenshot below). It really warms my heart to see so many people excited about this game we made.
[img alt="A screenshot of a tiny corner of Discord user BowNilver's home base in Crashlands 2, showing a peaceful scene filled with waterways, a firepit, and more."]https://i.imgur.com/9pq7whc.jpg
Thanks to all of you for making this first week a success!
💖,
Adam Coster
Webslinger @Butterscotch Shenanigans
We've gotten a lot of feedback from players that essentially boils down to the feeling that the game opens up too slowly at the beginning. And you know what? That's fair! Also there are some things from the original game that players are bummed about not having in Crashlands 2 (t
We've gotten a lot of feedback from players that essentially boils down to the feeling that the game opens up too slowly at the beginning. And you know what? That's fair! Also there are some things from the original game that players are bummed about not having in Crashlands 2 (the Compendium in particular). And, well, that's ALSO fair!
We just released Patch 1.0.9, which helps out with a bunch of stuff people were running into in the early game, and we're also ready to announce our plans for the next couple of major patches 👀
✅ Available now!
Whew, 1.0.9 had a bunch of things! But those were all just to make improvements with what is already in the game. We've got some big plans for upcoming patches that we're starting work on RIGHT NOW! We don't have an ETA on these, but we'll keep you informed as we progress.
🚀 In progress!
We've heard you that some stuff in the game is just too hard, or slow, or annoying, or confusing... So we're making some big improvements!
Back by popular demand, we will be adding a new tab to the in-game menu that shows you a list of all the creatures, critters, robots, and resources you've encountered on your adventures. With the power of THE COMPENDIUM, you'll go from being confused and lost to just lost!
Some of our players want an EVEN MORE chill experience than what Chill Mode offers. We'll be adding another difficulty mode that is designed to tone down combat encounters dramatically, allowing you to just vibe and never feel a sense of impending doom.
We got a variety of feedback that all pointed to one thing: early game combat doesn't have enough variety. Once you get into the end of Act 1 and beyond you have tons of ways to mix and match items for different playstyles, but at the beginning there's really just one. So, to open up more build variety earlier in the game and give more choices right off the hop, we'll be backfilling some weapons and items so players can access them much sooner.
A bunch of people noted that nighttime is AWFULLY DARK, especially in Withered areas and in the darker parts of Marlaa's Mantle. Depending on a person's device it could be a lot darker than we even intended, and depending on a person's eyeballs what we intended was often just too dark anyway! So we'll be tweaking some things to make that less of a problem.
We'll be looking at ways to allow more flexibility in controller keybinds so people can finally use the exalted and holy "A" button instead of the disgusting and evil Right Trigger, for certain interfaces.
❌ Not yet started. After 1.1!
Patch 1.2 will add a CUSTOM GAME MODE that allows for customizable difficulty by playing with a whole bunch of different aspects of game balance. Turn knobs, flip dials, and curate your perfect Crashlands 2 experience!
Also other stuff, probably. But we don't want to commit to anything specific until 1.1 goes out.
Thanks so much for you feedback and patience as we get these final coats of paint slapped onto the game. Keep it coming!
💖 Happy Gaming!
P.S. The Discord is poppin' off with people helping each other out, sharing tips on loadouts, sharing their fancy home bases, etc. It's a great place to hang out!
With version 1.0.5-rc.2, we are adding a few quality of life changes and bug fixes: User Interface NPCs are now shown on the world map in areas you've discovered. They are represented by small colored dots. NPC names are now visible on the world map when you zoom in. Some of them
With version 1.0.5-rc.2, we are adding a few quality of life changes and bug fixes:
User Interface
Fixes
Known Issues
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############################################################################################
ERROR in action number 1
of Draw Event for object o_dapples:
I32 argument is undefined############################################################################################
gml_Object_o_dapples_Draw_0 (line 19)
We are still investigating the cause of this issue. If you are experiencing this, please share your PC setup information with us at this mega thread.
A huge thanks to everyone who has played CL2 so far! We've been reading everyone's reviews and feedback, and have just deployed a fix for a few bugs that cropped up: Changed how the key is acquired in the JEF in Maarla's Mantle (the "Lead Pipes" quest) to resolve an issue where p
A huge thanks to everyone who has played CL2 so far! We've been reading everyone's reviews and feedback, and have just deployed a fix for a few bugs that cropped up:
We've also been reading through the things that you don't like, or wish the game also had. Keep giving us that feedback! Once things calm down from the launch we'll go through everything to find all the patterns to figure out what will go into the next game update.
People are running into some issues that we can't resolve on our side. Here's what we know:
Async Event: Save-Load for object o_async_manager, this means the game save folder is inaccessible. Please check the properties of the save folder at C:\Users\{YOUR_USER_NAME}\AppData\Local\Crashlands2 and make sure it is not hidden, read-only, or restricted by anti-virus software.
Otherwise the launch has gone great! Here are some fun stats:
And our Discord is really hoppin', so pop in and say hello if you haven't!
We appreciate you all checking out the game and making this launch pop off like it has. It warms our hearts to get such a great response after all these years of work!