Steam Stats, Biomes, Co-op & Controller Fixes
A consolidated summary of several smaller updates (builds 9341, 9343, 9346): Steam Statistics Fix Fixed Steam statistics count again. Since recent update - kills, shredded items and every other Steam counter could stop being recorded for good, which also froze the achievements th
A consolidated summary of several smaller updates (builds 9341, 9343, 9346):
Steam Statistics Fix
Fixed
Steam statistics count again. Since recent update - kills, shredded items and every other Steam counter could stop being recorded for good, which also froze the achievements that unlock from them. Progress blocked by that bug is not lost. It is sent automatically from the first launch on this version.
Biomes & Campaign Follow-up
Changed
Random maps list Cave, Tundra, Desert and Forest. Cave is the default.
Fixed
Turret mouse-wheel / Q/E rotation is 22.5° per notch again.
Play Game → Browse maps no longer stays a solid white rectangle when opened.
Title screen no longer freezes for several seconds: Quick Play does not generate a map on the main thread until you click it.
macOS: leaving exclusive fullscreen and picking a windowed resolution no longer crashes.
Campaign mission end (including Lumen Farmlands) pauses the map under the victory screen and does not leave pause stuck.
Hub finale after the third Lumen Chunk: enemy scenes load before the first wave; MegaSwarm terrain bites keep working; campaign autosave no longer fires from the elevator briefing.
macOS Xbox Series USB pads work with the rebuilt engine GameController backend. High/gapped device IDs (Remote Play) are detected; disconnect keeps the assignment. Community SDL mappings ship with the game.
Pause Help controller glyphs follow your real InputMap binds (including A/B swap). Extra option slots are listed after a slash.
Co-op drops action banks for pads that disappeared, so InputMap does not grow across sessions.
Soft biome walls (dirt, ice, sandstone, ivy) are hardness 1 and biteable; hard walls (rock, wavy, ruins, SnowRuins, wood) are hardness 5 and are not.
The flashlight is less blown out on snow, with a clearer pool of light around the player.
Co-op & Controller Follow-up
Changed
Hold the controller Action button while moving to run, or double-tap it to dodge. World interactions keep priority and their immediate response; the Backpack button remains a separate toggle.
Keep the Hotbar backpack open while building. D-pad selects an item; four seconds without inventory activity clears selection and safely returns any carried stack to its slot. Controller Back no longer closes the backpack.
Compact controller backpack hints now explain D-pad selection and show Move, Transfer or Back only when relevant. Close aligns with Drop item.
Tutorial movement hints show the Action-button hold and double-tap gestures using the current controller binding.
Fixed
Fixed the remaining camera-sized fog tint from P1 moving across P2’s split-screen view, including the campaign hub variant.
Fog now adapts when changing co-op or resizing the viewport while paused.
Switching briefly from mouse to controller no longer cancels an item carried with the mouse.
Fixed duplicate visibility-signal connections when repeatedly closing laptop messages.
Fixed a gesture-helper leak when a player is discarded before entering the scene tree.
Fixed unfinished buildings remaining in memory when their blueprint, construction drone or game session is removed.



Controls work like this now (in new mode, you can still switch to legacy mode):




























