Source: Steam Community (opens in a new tab)
Patch Notes
Controls
- Dual-bind for keyboard and mouse. Every action now has two slots you can bind. Great for e.g. Counter on Q plus Mouse Back at the same time so you don't have to take your fingers off WASD.
- Auto-unbind on conflict. If you bind a key that's already taken, the old action's slot is cleared and shown as "Unbound" in red.
- "Unbound" localized into all 9 supported languages.
Audio
- Fire SFX time-throttle. Same-frame multi-pellet patterns (Buckshot, Triple) now collapse to one sound instead of 5+ overlapping.
- Hard concurrent-voice cap. Max 5 simultaneous shot voices. Stops mixer-overrun on charge attacks with stacked patterns.
- MainMenu click sound fixed. It was silent because the UI map check returned false without a PlayerInput in the scene.
- Pause menu double clicks reduced. Conflict between the global UIAudioManager and per-button UIButtonSounds resolved.
Charge Attack
- Massive performance win. Previously every pattern multiplication was parked in the arc (15+ projectiles per stack, 75+ at 5 stacks). Now only one dot per stack is shown during charge-up.
- Pause-exit bug fixed. Binding a key in the pause menu's Controls used to close pause via a state-inconsistency safety. action.Enable() implicitly re-enabled the Player map and tripped GamePauseManager.
- Release cascade. At release the shots detach from the arc position and cascade their patterns over multiple frames.
Spawn Patterns — Cascade Model
- Buckshot, Triple, Flankshot, BurstShot now run as runtime cascade. The dominant projectile keeps flying, and each pattern layer spawns its children one frame after the previous layer.
- More dynamic visuals. Pellets and siblings now visibly splay forward instead of all 15 spawning on the same frame.
- BurstShot's second and third waves follow the dominant projectile's current position (no more stale snapshots).
- Weapon menu preview now uses the same cascade pipeline as world fire. WYSIWYG.
- Quick salvos feel snappier: minFramesBetweenSameTickShots default lowered to 0. Buckshot pellets again fire on the same frame.
GameBreak
- Counter-death of all enemies at level break is now spread across 5 frames. Previously a big single-frame spike at 200+ enemies (all the OnDeath handlers, drop spawns, counter anims, hit-stop ramps in one frame). Tunable in the Inspector.
Mini-boss
- MinorBossSpawner uses EnemySpawnManager. Spawns via the same pre-indexed NavMesh cache as regular spawners and BossGate, so minibosses can no longer end up inside rocks or on building roofs.