Hello everyone! I hope you're all enjoying running in the summer heat, or the winter cold, depending on which part of the globe you're on. I wanted to drop by to say hi, and coincidentally, the team also had an update they wanted me to tell you about! Since I've been on holiday,
Hello everyone!
I hope you're all enjoying running in the summer heat, or the winter cold, depending on which part of the globe you're on.
I wanted to drop by to say hi, and coincidentally, the team also had an update they wanted me to tell you about!
Since I've been on holiday, I don't know what's coming, so let's find out what's in this update...
Oh, that looks important.
Oh! That one looks *very* important!
Well, we should all celebrate that Endless saves have been fixed! (And forgive and forget that they were ever broken...... :grunt: )
Patch notes:
Saves work in the Endless Shard again! (Finally I won't have to keep the game running for three days straight anymore!)
The Time Trial result Continue button is now selectable on a controller
Fixed settings tab sizes when changing languages
Fixed an issue where the name of the button would appear in some text in the intro tutorial rather than the actual button glyph
Steam Deck Specific:
Fixed an issue where some other nonsense () would show up instead of a button glyph in the tutorial
That's it for now!
Hopefully this results in a more stable experience for everyone. I'm gonna be seeking some stability myself in the next part of my vacation. One of my best friends suggested I try a silent retreat, so I will not be saying a single word for an entire week! Wish me luck!
Oh, what's this? I almost forgot to show off community art this time!
That's it for me! Now I'm off to my silent retreat, and won't be uttering a single word! Starting now! Or later when I get there, I guess. This will be very exciting!
Whoa, thank you all for your patience as the dev team has been fixing the game across all platforms! It’s a lot of technical work to fix different issues across several different machines, and while I’m sure Gan and Dalil would have relished that challenge, they were not availabl
Whoa, thank you all for your patience as the dev team has been fixing the game across all platforms!
It’s a lot of technical work to fix different issues across several different machines, and while I’m sure Gan and Dalil would have relished that challenge, they were not available for this, what with being busy with the end of the universe and everything.
Even without their help, the most troublesome issues - including those nasty crashes - have been fixed.
Long-time players will also be delighted to know that the team has finally, finally, FINALLY fixed the issue where closing the game after finishing a boss fight no longer gets you stuck on the map screen! Real Haste-heads know.
Patch Notes:
Closing the game/crashing after completing a boss fight, but before you complete the completed-shard-UI, no longer causes you to re-enter the map screen with the boss node unselectable
Fix achievements like The Machine not triggering if you have a non-perfect landing after entering a portal
Jumper 3 now uses the correct music for Jumper 3 instead of accidentally reusing Jumper 2 music
That’s it for now! Have fun with these stability improvements!
It’s also been a while but we can’t do patch notes without showing some more fanart from the Discord!
I know I just brought you news of the console versions of Haste, but now I have something that's possibly even bigger!!! That's right... it's a plushie! A Zoe plushie!!! Makeship has a petition campaign to bring a plushie of Zoe to life, and I need your help to make sure they mak
I know I just brought you news of the console versions of Haste, but now I have something that's possibly even bigger!!!
That's right... it's a plushie! A Zoe plushie!!! Makeship has a petition campaign to bring a plushie of Zoe to life, and I need your help to make sure they make one if you are interested, you can pledge here:
You can now run with your friends in other worlds! Uh… I mean, on other platforms! Although the team has said they won’t be updating the game much more, here’s a small update anyway. Because today Haste is finally coming out on PS5, Switch 2, Xbox One and Series S|X! Not only is
You can now run with your friends in other worlds! Uh… I mean, on other platforms!
Although the team has said they won’t be updating the game much more, here’s a small update anyway.
Because today Haste is finally coming out on PS5, Switch 2, Xbox One and Series S|X!
Not only is the game releasing on those platforms, it’s also open for multiplayer with all of them using friend codes! So if a friend gets the game on console, you can still play Haste’s multiplayer with them. No boundaries between different worlds!
Patch Notes 1.11.a
Added “Host Crossplay Game” to the multiplayer menu
Also, before I forget!
There are a few more hours left of the Haste anniversary sale on Mighty Merch, so if you want a sticker of ME… or Ava!! Or maybe a Zoe pin, T-shirt or a poster. This might be a good time to get it!
Hello everyone! It's been almost a year since Haste got released, and our friends over at Mighty Merch are celebrating with a merch sale. All Haste merch is 20% off for the next week! So run over there! The 20% off is applied at check out. We also have some other Haste news comin
Hello everyone! It's been almost a year since Haste got released, and our friends over at Mighty Merch are celebrating with a merch sale.
Hi again! Seems like a weeboh got into the code and caused the Collapse Speed to use the Obstacles difficulty setting instead. That could make it very very fast! We have also made it so that weebohs following you will be slightly less likely to get stuck staring down into the gro
Hi again!
Seems like a weeboh got into the code and caused the Collapse Speed to use the Obstacles difficulty setting instead.
That could make it very very fast!
We have also made it so that weebohs following you will be slightly less likely to get stuck staring down into the ground.
That's all!
Patch notes:
Fixed Collapse Speed using the Obstacles difficulty setting instead of its own
It's weeboh update time, everyone! All right, all right, I'll talk about the Time Trials as well. But the weebohs- Okay! So, it's now possible to revisit previously played shards and do Time Trial runs through them. They are a little shorter than regular runs, but track your time
It's weeboh update time, everyone!
All right, all right, I'll talk about the Time Trials as well. But the weebohs-
Okay! So, it's now possible to revisit previously played shards and do Time Trial runs through them. They are a little shorter than regular runs, but track your time.
There are two different modes, one where you run a predetermined seed for that Shard and try to get the best possible time, and one where you can enter any seed in an attempt to find the best possible seed.
Since the levels need to be the same, all Time Trial runs are set to Sprint difficulty.
Hopefully, this will lead to some interesting new ways to challenge yourself!
Now, over to the real headline feature of the update!
"Oh Riza, why are the weebohs just walking around? Riza, why can't we feed the weebohs??"
WELL GUESS WHAT!!!
I don't want to say too much, but weebohs will now react to your presence. If you have a hard time getting close, try bringing them a nut!
Full patch notes 1.10.a:
Content:
Added Time Trials to every Shard with separate Set Seed and Custom Seed modes
Added more dynamic weeboh behaviour
Balance:
Slightly reduced the wave height and wave damage for Jumper 3
Increased Jumper 3's "time before jumping" by 3%
Fixes:
Some fixes to the way the Marathon and Megamarathon achievements are tracked
As a final note before the community art, after almost a year of updates, this is the last content update the devs have planned for the game at this time. There will most likely be more patches with fixes as they're working on console ports, but after that, it's time for them to run off to other worlds - at least for now ❤️
Community art:
Let's not pretend that Court Mandated Riza on the Discord doesn't know exactly how to get my attention. I would have made the team make an update just to post about this:
Today's theme is going to be different mediums, as Haste art continues its foray into the physical world with this piece from Semi:
But it's mixed media in the digital world, too! Here's a poster made of... blocks?? Some crossover into a different digital world by Alliumchocolate.
And here comes a handful of very differently styled but very characterful Zoes:
Hi everyone! As all things must, the year is soon coming to an end. However, that does not mean it has to be a time of dourness and darkness! Especially since another Haste update is here! The team is working on a slightly bigger update, but they wanted to get this out the door w
Hi everyone!
As all things must, the year is soon coming to an end. However, that does not mean it has to be a time of dourness and darkness! Especially since another Haste update is here!
The team is working on a slightly bigger update, but they wanted to get this out the door while they finish what they're cooking up.
In addition to the usual bug fixes, this update has a special focus on tweaks to the various User Interfaces in the game, which is what makes this the Wrapping Paper update!
However, first there is one gameplay change I need to address. All Cooldown Reduction items now reduce a percentage of Cooldowns (-X%), rather than absolute values (-X seconds).
Now, before you get your pitchforks out because we've ruined Atomic Timepiece synergies, this doesn't actually change much for how these items interact with items with short Cooldowns. However, it makes a huge difference for how they interact with items with long Cooldowns! It results in Cooldown Reduction items being a lot more useful than before, when they were reliant on getting one of a handful of extremely powerful synergies.
For the UI updates, we have worked hard to make them more accommodating to the variety of screen sizes and resolutions out there, as well as to make them overall nicer to look at. If we're being honest, some of them were put together in quite a slapdash fashion, and gradually built up as the game has kept evolving since release. This was a chance to improve the feel of the game in a lot of little, subtle ways.
Personally, I think it has resulted in a more pleasant experience, even if I don't spend much time thinking about it!
The Shard Settings view has received a significant overhaul, with a top-to-bottom look that makes it easier to parse:
The Fragment Descriptions and Disruption notifications now look more coherent with the rest of the game's aesthetics:
A lot of other views have been adjusted, so play through and see if you notice a difference!
Patch Notes 1.9.a:
Balance:
Cooldown Reduction Items now reduce a percentage of other items' total Cooldown, rather than absolute values.
Fixes:
Sparks now stay where they are supposed to in Boss Fragments again
The game no longer soft locks when completing a Shard without the UI enabled (oooops)
Having too many items will no longer make the pause screen inventory go off-screen
Item Tooltip cards can no longer go off-screen (a common problem on lower resolutions)
The version number on the main menu now stays anchored to the logo no matter the aspect ratio
UI:
Improved Steam Deck (and other small screen) UI sizing overall
Updated the Shard Settings view
Updated the Antisparks Upgrade view
Updated the All-Time Stats view
Updated the Unlocked Items view
Updated the Hungry Weeboh view
Updated the Multiplayer Invite window
Updated the multiplayer Player List
Updated the PostGameScreen view
Updated the Fragment Description view
Updated several notifications, including the Fragment Disruption notification
Of course as usual we have a selection of very cool Community Art to show off, too!
Time for some more Community Art!
Banane42 with this awesome Zoe Pixel art animation
Starboydave made me !!! And this beautiful Zoe hat !!! SO COOL !!
And of course, we can't finish the year without more Ishtheva art!
That's it for now! Have a good rest here at the end of the year, and then I'll see you out there in the worlds!
Hi, another little maintenance update here! Turns out that the ability to rearrange items was not persisting between levels. Ooops!~ In addition, we have fixed a memory leak in the Settings menu. Special thanks to PoWeR of GreeD for bringing it to the team's attention! Fixes: Cha
Hi, another little maintenance update here!
Turns out that the ability to rearrange items was not persisting between levels. Ooops!~
In addition, we have fixed a memory leak in the Settings menu. Special thanks to PoWeR of GreeD for bringing it to the team's attention!
Fixes:
Changing the order of items in your Inventory now persists between levels
Hi everyone, it's Haste update time again! It's been a little while since the last one, but a lot of stuff has been going on. The headline feature for this update is a little bit of an experiment: you can now reorder the items in your inventory! Yes, that means that getting more
Hi everyone, it's Haste update time again!
It's been a little while since the last one, but a lot of stuff has been going on.
The headline feature for this update is a little bit of an experiment: you can now reorder the items in your inventory! Yes, that means that getting more than five Active Items no longer leaves some unusable! Why do I call it an experiment? Well, we want to check whether it makes people constantly pause their game to cycle through usable items, which might sometimes be optimal but not very fun. Let us know on the Discord or the Steam Forums how it affects your play!
We have also added some more VFX to the inventory, to indicate when items are ready and activated! The team has kept it subtle, but we've also added a setting to disable it if you're more used to the old look. Personally I feel a much stronger connection now between the items I have and what happens in the game!
Next on my list is- oh my! There's a whole new mini storyline for the Wraith, which has been integrated into the campaign of the game! (Don't worry, you'll be able to experience it even if you've already played through the whole story.) That's really exciting, I've been wanting to know more about it. I wonder if this new story also involves her, since-
Hey, what's this?!? There's a whole chunk of new lore dialogue featuring ME??? Those are private conversations, you can't just put them in the game like that! Not that I'm saying no to a little extra screen time, but... Huh? Hmm... Okay, so it turns out that they in fact *can* just put them in the game like that. Well, I hope you all enjoy it!
Finally, I also need to share how impressed the team has been with the Haste modders, who have really been on a winning streak lately! Special shoutout to Aetha's Model Swap, which has enabled a bunch of high-quality mods offering new skins for Zoe. Have a look on the Steam workshop if you feel like refreshing your game a little (or a lot)! And who knows what kind of skins might be added in mods in the future. One day, perhaps even I might be the star of Haste!
Patch Notes:
Features:
Items in your Inventory can now be reorganised while you run!
Story:
Added a new side story for the Wraith
Added new lore dialogue for Riza and the Abbey
Visuals:
Item Icons in the inventory now have more visual feedback (including a new setting to disable this)
Improvements to the Hourglass Arm VFX
Added a setting to disable the Hourglass Arm VFX
Clamped the max FoV gained when repeatedly adding Speed from items
UI:
Improved the layout of the Shard Result screen
Fixed the Interaction UI (the dialogue window) so boxes behave the same at different aspect ratios
Fixed the Interaction UI so boxes no longer get so big they go off screen with a high UI scale setting
Accessibility:
Added a setting to disable low contrast biome variants (Do let us know if thre's any biome variants still causing trouble with this!)
Modding
Updated MonoMod to a version that supports ARM (Yes, that includes your machine (you know who you are))
Updated Unity version (yes, we know) to 6000.0.62f1
Fixes:
Fixed the formatting of the credits (finally!)
You can no longer accidentally trigger items or abilities from the Item Inventory pause screen
Added missing localization to the Hungry Weeboh's dialogue for languages other than English
Community Art
For this update's community art section, we have to start off with this amazing crossover piece from ish:
We also missed posting this collage back when it was originally made, but we have to include it considering it features the best rendition I've seen of my favourite drink, the dalilatte! By Elliot
And ish is getting a double feature, as the new dialogue in this update means we couldn't possibly skip any Mother Superior art:
We can't have an update without Zoe, and we're always fans of hand drawn stuff around here - By Atris83:
And finally, the grand conclusion to Idiot With a MacBook's quest to turn the entire Haste cast into... fruits, roots and vegetables???
That's all for this time.
See you out there in the worlds!
The Real 1.7.e As most of you will have noticed, Sparks disappeared from levels with the latest update! This is the culmination of a long and painful journey, and we have now taken some fairly radical steps to make sure that players get everything they need: No security vulnerabi
The Real 1.7.e
As most of you will have noticed, Sparks disappeared from levels with the latest update! This is the culmination of a long and painful journey, and we have now taken some fairly radical steps to make sure that players get everything they need:
No security vulnerability
No crashes
Yes Sparks
Here's the patch notes:
Sparks now appear in levels again
Modding notes:
We have *downgraded* the engine version to 6000.0.46f1, which was the last version where we are confident the engine was sufficiently stable. (This is from before the Unity security vulnerability was fixed, but we have applied patches as necessary for all platforms.)
Now, rumours of a 1.7.f have been greatly exaggerated!
Isn't that technically what this version should be? Yes.
Did the person who currently has to manually build and patch every version of the game forget about it? Yes.
Is it a big enough issue that we're going to go through the entire process again? No.
Community Art:
Artist's rendition of a Haste developer right now
The Weebohverse slowly expands (and it's always nice with hand drawn stuff!)
We were going to save this beautiful piece for a special occasion, and you know what? This is a special occasion
Hopefully this is the last fix for a good long while!
1.7.e Ability Tweaks and - once again - CRASH FIXES! We're already on "1.7.e", huh? Well, the good news is that the team has finally figured out the main sources of problems causing crashes for people! (For real this time, hah!) Note from the team: "A number of different memory i
1.7.e Ability Tweaks and - once again - CRASH FIXES!
We're already on "1.7.e", huh? Well, the good news is that the team has finally figured out the main sources of problems causing crashes for people! (For real this time, hah!)
Note from the team:
"A number of different memory issues have been resolved in this update, including some that could potentially cause (rare) crashes that have been in the game since release. We have also identified and dealt with the main reason for the recent increase in crashes, which could only be correctly identified after every other memory issue had been resolved. This has been a very long and difficult journey, which is why it has taken a while, but the upside is that the game should now be more stable for everyone, even if you weren't suffering from the new crashes!"
While a crash fix has been the top priority, a little balance pass on the different Abilities has also snuck into the update!
The goal for the Abilities is that different people should have different favourites, and that every Ability should have someone insisting that it's "the best one". That means that the team doesn't want to make an Ability worse for the sake of balance, but rather to make Abilities that are lagging behind better. Try it out and see which one has been the most improved this time! ;D
Patch notes:
Ability Balance:
Reduced the cost of the Javelin ability from 33 Energy to 24 Energy
Reduced the cost of the Board's ability from 30 Energy/second to 24 Energy/second
Increased the jump force from using the Board in the air by 40% (this has less of an impact than it sounds like) - Increased the cost of the Cowl ability from 16,66 Energy to 20 Energy
The Board now gives 33% damage reduction and 50% resistance to speed loss from collisions. The Hourglass ability now reaches its target "increased turn speed" value twice as fast
The Hourglass now has some additional VFX... It doesn't technically make it better at its job, but it might still make it "better"!
Other balance:
The Small World, Big Rings challenge now only requires you to pass through 3 rings instead of 5. The time limits have been reduced by between 30-40%. This makes the challenge marginally easier, and if you struggle to complete it you will also fail faster. Fixes:
Fixed a frequent crash caused by memory issues in particle effects - Numerous memory fixes in the Level Generation process contributing to crashes
Controllers can no longer get stuck rumbling when switching to mouse & keyboard in the middle of a rumble - Twisted Flopsy now correctly has Boost lights on both feet
Fragment Distortion notifications now show the correct header text - Gamepad camera sensitivity now remains normal while time is slowed down (for whatever reason), matching the behaviour of mouse look
Modding notes:
Updated engine version to 6000.0.59.2f in order to resolve the crashes in the particle system. Apart from versioning, nothing significant should have changed.
Community Art:
It's been a while since we've showcased some of these, but that doesn't mean the community hasn't been making them!
Let's start with a stunning take on the tragic shadow looming over Zoe by NightCreeper4
Here's another take where it's hard not to feel sorry for what she has gone through. You know there's a lot of emotion in there, despite her cold exterior by Ishtheva
I'm showcasing this one because it's so much fun to see such creative physical pieces and no other reason! By No_Name
Next up, here's an absolutely gorgeous take on yours truly. It is so beautiful it's enough to make a girl blush. By redwolfnoboxing
And then of course, everyone's favourite... wait, what?????
Ahem, here is the correct image. A rendering of everyone's favourite item, BOOSTR POG! By Ace.MP4
Crash fixes! Phew, this has been an intense week for Haste! While crashes are still uncommon for most players, the latest update definitely caused them to become way more frequent for some people. This update hopefully goes some way to fixing that! We have fixed the issue where s
Crash fixes!
Phew, this has been an intense week for Haste!
While crashes are still uncommon for most players, the latest update definitely caused them to become way more frequent for some people. This update hopefully goes some way to fixing that!
We have fixed the issue where some Linux platforms would crash in the tutorial, and we hope we have also fixed another irregular crash that was affecting Windows players.
However, if you still experience crashes, please let us know and send us your player.log files!
(To open the AppData folder quickly, simply open the Run function (press the Windows button and type "Run", enter "appdata" in the little window that opens and click ok)
The easiest way to get in touch is on our Discord, but you can also contact [email protected] with your issues.
Patch notes:
Fix: Native Linux builds no longer crash in the tutorial
Fix: Fixed a couple of issues that could cause orphaned "rumble instances" - this is a little hard to explain without a technical chart, but we think this is one of the sources of crashes!
Fix: There is no longer a disembodied weeboh mask floating in space in some levels (???)
Fix: Fixed a rare edge case where prices in the Research Outpost could be displayed as unaffordable even if you had the exact right amount of Sparks
Hi again! I'm here with the tiniest update we've ever released, and a message from the team: "We're aware of a Linux issue where the game crashes in the tutorial for a number of players. The current workaround for this is to play through the tutorial with Proton. After that the g
Hi again!
I'm here with the tiniest update we've ever released, and a message from the team:
"We're aware of a Linux issue where the game crashes in the tutorial for a number of players.
The current workaround for this is to play through the tutorial with Proton. After that the game should be fully playable natively.
While we have isolated the problem, we wanted to make sure that players on Steam Deck and other Linux platforms will be able to play the game with less hassle over the weekend. We have therefore added a "Skip Tutorial" button in the pause menu during the tutorial. Using this to skip the first section of the tutorial will let you play the rest of the game as usual.
We're working on a fix for the crash in general, so this is just a stopgap measure to make life a little easier until then.
Thank you all for your patience.
The Haste Team"
Well, there you have it! I couldn't have said it better myself. Well, maybe a little better. A little snappier. But be kind to them, they are doing their best!
Patch notes:
- Added a "Skip Tutorial" option to the pause menu during the Tutorial
Proton instructions for Steam Deck:
- In the Steam Deck interface, select Haste and press the Menu Button (the tiny hamburger button above the right stick) to open the game-specific menu
- Select "Properties..." to open the Properties menu
- Go to "Compatibility" and check "Force the use of a specific Steam Play compatibility tool"
- In the dropdown that appears, select the latest version of Proton
- Navigate back out to the game menu, and launch Haste as normal
I'm back! Already! This is a really quick little patch that solves a handful issues from Monday, primarily some item changes that got overlooked. These very early results are promising, though. It does not seem like we need to press the big "UNDO EVERYTHING!!!" button. The team i
I'm back! Already!
This is a really quick little patch that solves a handful issues from Monday, primarily some item changes that got overlooked.
These very early results are promising, though. It does not seem like we need to press the big "UNDO EVERYTHING!!!" button.
The team is keeping an eye on everyone and taking note of how things are going. (Almost like watching people in other worlds...)
Keep up talking about what you like and which changes you're less pleased with. The team needs feedback!
Patch notes:
UI:
Added a setting to allow or disallow rumble when the game window does not have focus
Balance:
Increased the chance of getting higher-Rarity items by a few percent, in order to make them more common in lower difficulty Shards
The Hungry Weeboh is now only available in Shard 3 onwards (for onboarding reasons)
Fixes:
Item - Karma now shows the correct amount of Luck
Item - Tight Schedule now gives a -0.5s Cooldown, as intended
The Disaster selection for Endless no longer goes up to 5 if you have completed 4 (It was broken and there's no Disaster 5!)
Fixed an edge case where losing focus of the game window while charging up to run could result in continuous controller rumble
Minor improvements to transitions when entering a Shard
That's it for now, but I'll of course be asking the team for another update if any serious issues pop up!
ALSO DON'T MISS OUT ON THE HASTE MERCH WE RELEASED WITH MIGHTY MERCH - THERE'S EVEN A STICKER OF MY FACE
Phew! It's been a little while. The plan was always for this to be a quiet month, with slow but steady work on the next update for Haste. Well, someone should have told the dev team! To summarise the headline features: Major item overhaul! Rumble! Disaster in Endless! We better g
Phew!
It's been a little while.
The plan was always for this to be a quiet month, with slow but steady work on the next update for Haste.
Well, someone should have told the dev team!
To summarise the headline features:
Major item overhaul!
Rumble!
Disaster in Endless!
We better get started.
First of all this update brings a much-requested new feature for controller players - RUMBLE!
For a game like Haste it makes a lot of sense to feel as connected to the action as possible, and a little vibration in your controller goes a long way.
The most notable addition is probably the Running Rumble, a constant stream of intense little footsteps. It sounds like a joke, but give it a try!
There's of course settings to adjust the strength of the various different types of rumble in the game, and many different kinds of controllers, so experiment to find which style you prefer.
There's also a special setup for controllers that use "haptics", so if you're using one of those (SteamDeck and PS5 DualSense) you can look forward to some extra precise vibrations.
Then there are two more little things before we get to the big one:
Disaster Mode is now playable in Endless!
Once you've unlocked a Disaster Mode, you can choose to equip it in your Endless run as well. You will get the effects and obstacle spawns caused by the Disaster Crowns, but the difficulty of the levels will still be decided by the Endless difficulty setting you use.
I'm not sure how many of you want to play Peaceful with Disaster Level 4, but the option now exists!
Increased Obstacle Difficulty setting!
The slider for the Obstacle difficulty setting has been adjusted so it now goes up to 500%, even without mods! The actual difficulty presets remain at their old values, but this is a fun way to increase the challenge beyond the game's normal limits.
And finally we get to what is probably the most important change - the long-awaited item overhaul!
Here's a prepared statement the team has asked me to include:
"We have long been aware that the item economy has been very lopsided, with little rhyme or reason to item frequency or power. Some of the best items in the game were in the 'Common' rarity category, which under certain circumstances would be just as rare as 'Legendary' items, the highest rarity category. Our goal with this update is to adjust the rarity categories so the lower rarities are more useful, while the highest rarities feel exciting and powerful to come across. While thios change is going to make some extreme builds less common, it will hopefully create a much broader range of viable builds during runs, leading to much greater variety. The way we have gone about all this is by-"
Wow, this goes on for a while. Let me just skim it...
Okay, so veeery long story short, low-rarity items are now more frequent, high rarity less so, but a bunch of items have been given new (lower) rarities, and many items have been given improved effects.
Big changes like this are always scary, but it really makes the game more interesting and fun!
There's also a promise in here that this will not be the last set of item balance changes, so if you have feedback about the new system or about specific items, please let the team know, preferably through the Discord.
Oh before we get to the very long patch notes here's a video of INK creating the Hungry Weeboh!
Disaster Mode is now playable in the Endless Shard
Increased maximum Obstacle difficulty setting
"Chance Items" with a percentage chance for something to happen now show the final Luck-modified value instead of just the base value (along with a tooltip with a breakdown of the calculation)
You now start with full Energy in the Hub World
New difficulty setting for Item Rarity, which multiplies the chance of getting higher-rarity items. (Defaults to 100% on all difficulty levels)
The post-run stat screen now shows your item loadout
Fixes:
Abilities can no longer be triggered while not running, which fixes a number of edge cases (mostly related to spending all your Energy while Zoe is off-screen)
Improved the way Boost Rings spawn from Items
Item effects that stack every time they are triggered (like Well Earned Confidence) now carry over between Fragments
Stacking triggered item effects now correctly get removed if you remove the item
You can no longer exploit the Reroll button in Endless multiplayer to get near infinite items (sorry!)
The UI for equipping skins now correctly opens with your currently equipped skins selected
Eliminated a momentary freeze when closing the Shard Setting menu
The Fragment Disruption tooltip for Research Outpost discounts is now correct
A number of Luck items were incorrectly multiplying each others effects
Added a message about why you cannot send items to another player if you are in an empty multiplayer session
Item Tooltips now shift to the left side of the Item description if there's no more space to the right on the screen
Balance:
Hard and Very Hard Endless now start at slightly higher difficulty
Items granting +% of Max Health no longer multiply themselves (this is a much more intuitive behaviour in addition to being easier to balance)
ITEM OVERHAUL:
Lower-rarity items are now more common, higher-rarity items less common
Shard difficulty and progress now has a bigger impact on the rarity of items you find, so higher-rarity items become more frequent the further you get in a Shard
Lots of items have had their Rarity adjusted
Some items now have an Item Cost Multiplier for their own price. This has been sparingly used and is not surfaced in-game, but is another lever for balance in the long run.
ITEM CHANGE LIST:
Golden Necklace:
10% Boost -> 8% Boost
Overclocked Medical Drone:
Rarity: Rare -> Common
Growth Potential
Rarity: Rare -> Common
Big Spark Magnet
Rarity: Rare -> Common
Steady Investment
Rarity: Rare -> Common
Bitter Herbs
Rarity: Rare -> Common
Recyclable Rocket
Rarity: Rare -> Common
35s Cooldown -> 20s Cooldown
+50 Speed -> +40 Speed
No longer removes Speed after duration ends
Reheated Soup
Rarity: Rare -> Common
400-leaf Clover
Rarity: Rare -> Common
Heart Shaped Mirror
Rarity: Rare -> Common
Interest
Rarity: Rare -> Common
Performance Based Health Insurance
Rarity: Rare -> Common
Protective Medallion
Rarity: Rare -> Common
Spark Plug
Rarity: Rare -> Common
Vitamins
10% more expensive than items of the same Rarity
Spark Powered Propeller
Rarity: Rare -> Common
10% more expensive than items of the same Rarity
Grunt's Helmet
Rarity: Rare -> Common
1s Invulnerability -> 0.5s Invulnerability
Clown Shoes
Rarity: Rare -> Common
30% Chance to save a non-perfect Landing -> 25% Chance to save a non-perfect Landing
Mysterious Spring
Rarity: Rare -> Common
Delayed Emergency Device
Rarity: Rare -> Common
Velocity Powered Syringe
Rarity: Rare -> Common
Big Pumpkin
Rarity: Rare -> Common
+60 Max Health -> +50 Max Health
Personal Gravity Enhancer
Rarity: Epic -> Rare
35s Cooldown -> 15s Cooldown
35% Boost -> 50% Boost
5s Duration -> 6s Duration
Quick Taco
Rarity: Epic -> Rare
Instant Compensation Machine
Rarity: Epic -> Rare
25 Sparks on taking damage -> 40 Sparks on taking damage
1s Cooldown -> 6s Cooldown
Boost Remote
Rarity: Epic -> Rare
Energy Lash
Rarity: Epic -> Rare
40s Cooldown -> 20s Cooldown
Low Grade Timeline Swapper
Rarity: Epic -> Rare
Brittle Breastplate
Rarity: Epic -> Rare
1s Cooldown -> 6s Cooldown
Karma
Rarity: Epic -> Rare
2% Luck per missing Health -> 5% Luck per missing Health
Leadership Pipe
Rarity: Epic -> Rare
Time Dilation Thing
Rarity: Epic -> Rare
Risk and Reward
Rarity: Epic -> Rare
Timeline Shifter
Rarity: Epic -> Rare
40s Cooldown -> 20s Cooldown
N-Dimensional Leaf Clover
25% Luck -> 100% Luck
Emergency Shoes
35s Cooldown -> 25s Cooldown
<80m/s to trigger -> <85m/s to trigger
Jackpot
100 Sparks -> 250 Sparks
Big Squash
+50% Health -> +60% Health
Perpetual Motion Machine
Rarity: Common -> Epic
Well-Earned Confidence
Rarity: Rare -> Epic
5% Boost per Perfect Landing -> 3% Boost per Perfect Landing
Hi! I'm back with a tiny little update from the team for you. Patch notes: Balance: The Fragment Disruptions giving discounts to all items in a Resource Outpost now give a discount to the first two items you buy instead The Flotation Device now has a more accurate tooltip, and it
Hi! I'm back with a tiny little update from the team for you.
Patch notes:
Balance:
The Fragment Disruptions giving discounts to all items in a Resource Outpost now give a discount to the first two items you buy instead
The Flotation Device now has a more accurate tooltip, and its effect triggers for every 5 seconds spent in the air instead of every 3 seconds.
Fixes:
Made various fixes to the Player list menu (for managing players and giving lives in multiplayer), and in particular made it work well on a controller again!
Discounted prices and discount labels in the Research Outpost weren't updating correctly after manifesting an item, but now they do!
We also fixed an issue where discounts that applied to X number of items didn't update properly. But now they do!
Settings and interface:
The tutorial now defaults to showing the trigger rather than a face button as the default Dive button on a controller. The old setup inadvertently told new players that you don't need to bother with the camera while you're diving - which you often do!
Increased default gamepad camera sensitivity to make it feel a little more snappy and responsive without having to dive into the settings menu.
About the change to the Fragment Disruptions: The old version was pretty strong to begin with, and got stronger and stronger the more Sparks you have... so we made them strong in a different way instead! They no longer allow you to manifest a ton of items at very low cost just because you have a lot of Sparks, but on the other hand it's usable beyond the first Research Outpost you visit, if you choose not to use it - or if it's early in a run and you don't have enough Sparks to make use of it. Let us know whether this feels like an improvement!
There's also been some fun stuff happening on the Discord lately! There has been a popularity poll, and the winner- Wait, this can't be right?
Hello! It's your favourite - everyone's favourite - Captain!
The public has spoken about who they want to hear from, and while I am of course humbled by this honor no one should be surprised by this.
To reward my faithful crew I'm going to add some patch notes. You like items, so now all items are free! However, you cannot aspire to greatness without challenge, so the speed of the Collapse is now 300% faster!
Anyone who starts a Fragment by saying "I need help, Captain!" gets 100% Boost. Sometimes guidance from others is the only way-
No no no! That isn't how this works! Changes don't happen just because I say so. Trust me, if it worked that way, I would have forced the devs to add romanceable characters long ago…
Besides, you barely edged out Zoe! And there were lots of other fan favourites in there who deserved to win just as much as you! Ahem.
Hi, I'm predictably back with a little hotfix for you! The team has been breathing a sigh of relief that nothing seems to have caught fire despite the size of the update! However, there were still some small issues to iron out. The team is also going to keep an eye out for issues
Hi, I'm predictably back with a little hotfix for you!
The team has been breathing a sigh of relief that nothing seems to have caught fire despite the size of the update! However, there were still some small issues to iron out. The team is also going to keep an eye out for issues that crop up and for feedback on the new items and balance changes over the weekend, so please keep sharing your thoughts on the new update, both if your feedback is positive and if it is... constructive!
Features:
Fragment Disruptions now have a setting allowing you to adjust their frequency between 0%-200% (defaults to 100% on all difficulties)
Balance changes:
Minor equalising of Fragment Disruptions to make some negative and positive versions of the same effect equally likely to appear (we're talking probability changes of 1-2% here, nothing to worry about)
Fixes:
Fixed the visuals for the new item Risk and Reward
Notifications now animate correctly even if you have the Item View screen open
Fixed controller navigation for the Unlocked Items screen that Gan is in charge of
Endless now has its own Fragment Disruption set, which does not contain Research Outpost Discounts or the permanent boost bonus. We also temporarily removed the Disruptions giving items until they can be properly fixed
Corrected the map and notification icons for the temporary and permanent Boost increase Fragment Disruptions (they were inverted)
Hi everyone! We've got a huge update for you today, with new features, new items, and multiplayer improvements. It also brings us one particularly wonderful new face that I'm sure you're going to- Well, I've been told that there's something else I absolutely need to talk about fi
Hi everyone!
We've got a huge update for you today, with new features, new items, and multiplayer improvements. It also brings us one particularly wonderful new face that I'm sure you're going to- Well, I've been told that there's something else I absolutely need to talk about first, so let's get it over with:
Fragment Disruptions:
Fragments in shard runs now have various modifiers and effects, such as gaining or losing Sparks, gaining Boost or Items, increased difficulty and obstacles, and more! It should make choosing a path on the map much more interesting and give you greater control over what kind of run you have!
You'll now have to think a little bit more about what kind of path you take, depending on what kind of effects you would like or not like, or if you want to pick the prettiest path available to you!
Fragment Disruptions gradually increase over the course of the game, with none in Shard 1, and reach their full potential in Shard 10.
There, done! I can finally talk about the best new addition:
The Hungry Weeboh!!!
Isn't he just adorable?? I could sit and listen to him play all day long, if not for the fact that I need to be out there looking for items to bring him.
Ahem. Here's how it works:
Rest stops now have a new character who will happily accept any item you might offer for donation. This gives you ways of getting rid of unwanted items, and possibly get something more useful in return!
Make sure to pay him a visit! Tell him Riza says hi!
New Items
There are now various new items utilising Boost Rings in various ways, allowing for new kinds of builds. There are also a few new Luck-based items to make Luck-based builds more interesting and impactful.
I'm going to let you discover what they are for yourself, but take my word for it - they're a lot of fun!
Item Effect tooltips
The Item View now has tooltips explaining what the different item effects actually do in the game! The dev team has decided to include this despite the fact that it will deprive many users on our Discord of their main livelihoods, when people no longer come online to ask what Luck does.
There's a setting to disable it if you don't like the way it looks, or if you already know what everything does. Or if you'd prefer to come and ask on our Discord.
I know how much fun it is to run with friends, so I made sure that the dev team paid some attention to all the suggestions you have been offering!
Multiplayer Improvements
You can now give another player one of your Lives - as long as you have one to spare! You can do it at any time by using the new interaction in the Player List.
In the Research Outpost you can now also send one of your items to another player, which we're sure you're only going to use to help and support each other. Talk to Dalil to figure it out!
Finally there's also now a setting to have players spawn Boost Rings in their wake, which makes it more beneficial to follow in your friends' footsteps.
It really makes it feel like a cooperative experience now! If it's the end of the world it's better if we're in it together, right?
Spark Rebalance
We have rebalanced the rate at which you get Sparks and the amount of Sparks items cost, so that actually collecting Sparks in levels becomes more impactful. Some of the new items lean into this as well!
I'm not sure how I feel about the dev team meddling with my hard-earned Sparks, but they promise that this is going to make for a more fun game...
Oh, and here's another thing that many many many of you have requested:
Use Sparks in Endless!
Whenever you're offered an item in Endless you can now spend Sparks to reroll your selection. This adds a little more strategy to long-distance Endless runs.
The team has also added a setting for using the new Fragment Disruptions in Endless Mode! Since you don't choose the path yourself, they'll be chosen randomly, but this is for those that want a little extra spice with their snack of Endless.
This one is going to be very important for some of you, so I'll highlight it as well:
New Setting for Visual Distortions
There's a new setting in the options to disable some visual distortion filters, which was apparently causing headaches for some players. If that's you, go and switch it off right away!
If all of this seems like a lot, that's because it is! Our testers have helped immensely here and deserve a special shoutout for bringing this leviathan of an update to life. Haste wouldn't be what it is without you!
That brings us to the end of the feature list, but the team has also included a small collection of item changes, a bunch of bug fixes and a few QoL improvements. Check the full list below!
Patch Notes:
Features
Fragment Disruptions: A new system that makes different Fragments in a Shard have different effects. Choose your path carefully!
The Hungry Weeboh: A new character at Rest Stops that lets you get rid of an unwanted item - and who might offer you something in exchange!
Multiplayer Improvements: Increased cooperation and interactivity.
Reroll Endless items!
Item Effect tooltips: We actually explain most of the core features of the game now!
New items: 9 new items for you to discover, including passing through Boost Rings as a new way of triggering item effects!
Balance Changes
Reduced base Spark gain from Fragments by 50%
Decreased Research Outpost item costs by 25%
Slightly reduced the starting Collapse Speed for Shards 8-10, and slightly increased their ending Collapse Speed, meaning that it should be slightly easier to get started and slightly harder to finish.
Item balance
Item balance is an ongoing concern, so please keep giving us feedback on items that aren't quite living up to expectations, or if you've found fun ways of combining them!
Wingspan now has an increased Cooldown. It's still dangerous, but offers a little bit of grace. Reduced the Cooldown of Steel Hat Lining, hopefully making it more viable as a very intentional protective measure
Increased the Cooldown for Experimental Thrusters
Brittle Breastplate now only does 25 damage instead of 50. Does that make it TOO GOOD? Absolutely not, but now you might actually use it.
Shortcut has increased its duration from 2 to 5 seconds
Boost from Well Earned Confidence increased from 2.5% to 5%
Heir's Determination now also gives +5 Speed (making up for some of the speed usually lost when taking damage)
Blood Engine now gives 8 damage instead of 5, but has its Boost increased to 15% for 6 seconds
Quality of Life
Made various improvements to navigating menus with a controller, particularly to the Shard Settings screen
Items in the Research Outpost now show a discount label if their price is reduced
Items from your current run are now displayed on the "Run End" screen
Fixes
Fixed the description for Experimental Autopilot (yes, we actually did it this time)
The Wobbler Skin now unlocks immediately when the conditions are met so it'll be easier for you to figure out what you got it for
The extra buttons on the main menu (for Credits, Discord and Multiplayer) now disappear correctly when you open the Settings menu
Fixed an issue where the first time you opened the Item View with a controller it would not let you actually inspect the Items you had
It's no longer possible to bring up the Item View while in Interactions or on the Shard Complete screen
Added some missing tags for Items (for random item selection in Encounters)
The Outfit Selection UI can no longer be scrolled horizontally. There wasn't anything to be found there, but that didn't stop some of you from checking.
Fixed getting the Disaster Completed message before actually finishing Disaster Mode. Some of you might get this message for a second time the first time you open this update, but after that it should be fixed!
Fixed Ascension Crowns sometimes not appearing correctly in multiplayer
Fixed some Ascension effects not starting properly in multiplayer for late joiners
Fixed unlocking the next ascension level sometimes not functioning correctly for multiplayer late-joiners
Modding
SkinDatabase.GetSkin() now returns the Default skin by... default
Phew, that was a lot! I hope you all enjoy this huge update!
Ahaha, you didn't really think I was going to let you go without looking at our community art, did you?
Hey everyone! It's finally happening! As we speak, the team has put out an update that will let you dress up Zoe in the outfit of none other than Flopsy the Lovable Clown!!! I know a lot of you have been clamouring for this day, so I won't keep you too long, but there are a coupl
Hey everyone! It's finally happening! As we speak, the team has put out an update that will let you dress up Zoe in the outfit of none other than Flopsy the Lovable Clown!!!
I know a lot of you have been clamouring for this day, so I won't keep you too long, but there are a couple of fixes in today's update as well.
Without further barely-contained-Flopsy-excitement, here are the patch notes:
New Content:
- Enabled the Flopsy the Lovable Clown outfit! - Enabled the dark and mysterious Twisted Flopsy outfit!
Fixes:
- Disaster Crowns now correctly appear for all players in Disaster Mode - The text for the Invite Screen now works correctly in all languages - Added missing localization to some dialogue scenes in some languages - Visual and performance improvements to the multiplayer running trails
That's all for today! Please keep reporting any issues you run into on the Discord server or the Steam forums!
Oh, all right, it's not actually all. There's so much beautiful community art being posted, so I encourage everyone to have a look on our Discord server! Here's some of my favourites lately:
I wish I could say I had any self-control, but I can't resist a Weeboh post: