And for those of you who would like to show some extra support, we’re offering a new Supporter Bundle, which includes the new soundtrack and DLC: https://store.steampowered.com/bundle/46373
I hope you have a blast with the new update and DLC. - Marco from Blobfish Games
PS: I've been playing a lot of the Dungeon Clawler demo in my free time lately. And I highly recommend trying it out if you like Brotato. It scratches a similar itch. And they told me in secret that its release is just around the corner, but shhhh you're not supposed to know... https://store.steampowered.com/app/2356780/Dungeon_Clawler/
Update 1.1
UPDATE 1.1.0.0
If your game is crashing or your progress is lost after updating to this patch, please check out this thread for solutions.
Content
4 new characters (+8 associated challenges/achievements)
5 new weapons
15 new items
5 new music tracks
Features
Local multiplayer for up to 4 players (compatible with Steam Remote Play Together)
Added accessibility option to enable retrying a failed wave
Added an option to disable the music tracks that lead to copyright issues
Knight: +5 Armor => +3, can now start with Quarterstaff, Plank, Rock, Fist, Knife, Scissors and Cacti Club, can no longer start with Spiky Shield
Bull: changed tag "Max HP" to "Armor"
Well-Rounded: can now start with Fist, Slingshot and Wrench
Explorer: can now start with Hand, Wrench, Jousting Lance, Thief Dagger and Ghost Axe, no longer has the "Pickup" tag, now has the "Consumable" tag
Entrepreneur: can now start with Quarterstaff, Hatchet, Ghost Flint, Crossbow, Claw and Plank, can no longer start with Wand
Farmer: can now start with Quarterstaff, Slingshot and Thief Dagger
Multitasker: can now start with Rock and Ghost Flint, can no longer start with Pistol
Pacifist: can no longer start with Spiky Shield
Cyborg: 250% Ranged Damage converted into Engineering => 200%, replaced "stat_engineering" tag with "structure" tag
Engineer: added "structure" wanted tag
Cryptid: can't start with Sharp Tooth anymore
Artificer: +100% Damage with Tool weapons
Mutant: +200% XP Gain => -66% XP required to level up, can now start with Lightning Shiv
Jack: +75% damage against bosses => +125%, +250% Enemy Health => +175%, +50% Enemy Damage => +35%, -75% enemies => -70%, increase in materials dropped now also affects trees, can now start with Spiky Shield, can no longer start with Pistol
Ranger: can now start with Shotgun and Slingshot
Lich: can now start with Thief Dagger, Spiky Shield, Lightning Shiv and Rock
Apprentice: can now start with Medical Gun, can no longer start with Pistol
Chunky: can now start with Taser and Revolver, can no longer start with Hand
Demon: can now start with Wrench
Fisherman: can now start with Plank, Pruner and Scissors, can no longer start with Screwdriver
Generalist: can now start with Scissors, Ghost Flint, Fist, Shredder and Ghost Scepter, can no longer start with Pistol
Gladiator: can now start with Hatchet and Lightning Shiv
Glutton: can no longer start with Hatchet
Golem: can now start with Crossbow and Ghost Scepter
Loud: can now start with Screwdriver, can no longer start with Revolver, Taser and Wand
Lucky: can now start with Jousting Lance, Torch and Pruner
Masochist: can now start with Torch, can no longer start with Ghost Scepter
Old: can now start with Revolver
Renegade: can now start with Shuriken and Slingshot
One-Armed: can no longer start with Screwdriver, Ghost Flint, Pistol, Fist, Crossbow, Wand, Chopper and Laser Gun
Hunter: can now start with Scissors and Shotgun
Saver: can now start with Revolver, Fist, Chopper and Pruner
Sick: can now start with Cacti Club, Pruner, Ghost Flint, can no longer start with Hand
Soldier: can now start with Lightning Shiv
Speedy: can now start with Ghost Flint and Pruner, can no longer start with Wrench
Streamer: added "structure" wanted tag, can now start with Ghost Scepter, can no longer start with Quarterstaff, Rock, Jousting Lance, Knife, Lightning Shiv and Claw
Doctor: doubles HP Regeneration => +100% HP Regeneration modifications
King: can now start with Jousting Lance, Rocket Launcher and Fireball
Elites
Colossus: deals less damage, 1st phase projectiles are slower
Gargoyle: tweaked 1st and 3rd phases, more 2nd and 3rd phase projectiles
Croc: spawns less projectiles in 2nd phase, 2nd phase charge cooldown increased, projectile ring size slightly increased
Mom: reduced number of enemies spawned and number/damage of slashes in 2nd phase
Butcher: cooldown reduced in phase 1 & 3, more projectiles in phase 2
Rhino: cooldown reduced
Enemies
Helmet Aliens: health increased (8+3/wave => 8+4/wave)
Loot Aliens: health decreased in earlier waves, increased in later waves (50+25/wave => 5+30/wave)
Slashers: 100% Knockback resistance => 90%, drop more materials & items/consumables
Tentacles: drop more materials & items/consumables
Changes
Wave 20 on endless mode now lasts for 90 seconds
Bugs can now be reported by pressing F8 in game. Game data will be attached to the report to help us diagnose issues.
Save files have been upgraded and are not compatible with previous versions. A new save file will be created on the first launch using your existing save.
Slightly increased the chance of finding the same weapons or weapons of the same sets in the first five shops
Waves with elites are now displayed in the pause menu
Long item text can now be scrolled with the right joystick
Shop materials now flash when trying to spend more than the available materials
UX improvements to character and weapon selection
Updated formatting of weapon and structure damage modifiers in tooltips
Updated formatting of burning damage in tooltips. The burn duration is now displayed first, followed by damage.
Having multiple Scared Sausages now only increases the damage and no longer the duration of its burn effect (chance of activation still stacks)
Number of loot aliens spawned are no longer affected by modifiers to the number of enemies
Structures' shooting animation speed now scales with increases of structure attack speed (=removed hidden ~3 shots/sec cap from animation length)
Added a new "structure" tag which is separate from the old "stat_engineering" tag and assigned it to relevant items
Fruits now no longer heal instead of healing 1 HP when having -3 Consumable Healing stat or less
Pocket Factory now counts as 1 structure (for Streamer etc.)
% Structure Attack Speed now appears in the Secondary Stats container
Plasma Sledgehammer renamed to Plasma Sledge to allow display of weapon classes
Faster enemies get slowed down more when hitting you (proportionally to their speed)
Bonus % damage applied by items & other effects is now rounded instead of rounded down
Effects to enemy damage and health from all sources are now applied as a multiplier rather than additively which has many implications, including making items like Peacock and Celery Tea display the right amount of modifications applied and making 182% runs harder
Updated the description of "Strange Book" to "permanent Elemental Damage" to reflect its actual effect
Renamed the "Builder" challenge to "Industrialization"
Adjusted the volume of some sounds
Bosses and charging enemies can more reliably push other enemies out of the way to avoid being stuck
Tooltips now track damage/healing done for structures and the Lucky and Bull characters
Weak enemies now get despawned in priority once the enemy limit for a wave is reached
The weapon inventory in shops now display more weapons simultaneously if playing characters with increased weapon caps (Multitasker)
Weapons can no longer have more than ~3 seconds of cooldown before their first shot at the beginning of a wave
Locking items in single player can now be done using the same button as in the coop shop
King and Fairy icons now appear on the first copies of the items they affect
Renegade icon now also appears when getting an item from a crate
Damage dealt numbers are now formatted with commas
Limited items now display how many of them you have next to the max number you can have
"Consumable" and "Luck" tags are now separated
Fixes
Fixed a bug where the additional value added to existing materials after the max number of materials on the ground has been reached did not take the "materials dropped" modifiers into account (affected Jack)
Knockback now always pushes enemies away from the player
Charging enemies now behave more predictably when attacking close to the player
Fixed bug triggered when pause is pressed while go button is held
The amount of enemies is now more reliably affected by items and characters that increase/decrease it
Enemy groups now reliably spawn together, instead of occasionally scattering over the map
Fixed a bug where Farmer's and Streamer's negative materials dropped effect wasn't affecting trees
Fixed a bug where Grind's Magical Leaf's tooltip was only displaying the stats gained by the first copy of the item
Fixed issue that could cause enemies to stop moving at low speed settings
Fixed inaccurate extra cooldown value shown in Revolver and Chain Gun tooltips
Fixed incorrect text color for some short weapon cooldowns in tooltips
Fixed incorrect rounding of damage in Incendiary Turret tooltip
Fixed damage from Scared Sausage not being included in Incendiary Turret tooltip damage
Fixed issues that could cause damage dealt for Scared Sausage to be reported incorrectly
Fixed a bug where the queue of enemies to spawn would fill up faster than it was emptied when having too many enemies to spawn
Fixed a bug where the cursor would move to the newly combined weapon after buying a combinable weapon in the shop instead of staying in the shop
Increased precision of short weapon cooldowns in tooltips
Increased precision of Garden and Pruner cooldowns in tooltips when Improved Tools are used
Fixed UI bugs when locking multiple baits
Fixed the gameplay options UI layout overflowing the screen for some languages
Tooltips no longer clip outside of the screen
Fixed the Revolver being on long cooldown at the start of waves
Added the "Range" tag to "Baby Gecko"
Added the "Elemental Damage" tag to "Alloy"
Added the "Attack Speed" tag to "Community Support"
Added the "Attack Speed" tag to "Improved Tools"
Added the "Damage" tag to "Power Generator"
Added the "Damage" tag to "Silver Bullet"
Added the "HP Regeneration" tag to "Octopus"
Added the "Ranged Damage" tag to "Sharp Bullet"
Removed the "Armor" tag from "Triangle of Power"
Fixed Japanese localization
Fixed the Garden's description sometimes showing the wrong cooldown
Fixed a bug where spinning enemy projectiles' damage was not being initialized properly
Fixed a bug where some information was not getting serialized/deserialized properly and was messing up some descriptions when loading a run
Scared Sausages now display the correct amount of damage done in the tooltip
Fixed the Spicy Sauce appearance not appearing
Fixed the rounding of enemy damage numbers which should result in smoother increase over the waves
Fixed a bug where rewards with descriptions that are too long would push the whole Progression screen down
Modding info
Created a "Brotatools" plugin that appears on the bottom dock in the Godot Editor. It helps simplify the creation process by generating most of the resource files for new content and linking them together. It also imports, resize and link sprites automatically from a folder following the structure and naming conventions of the presskit.
Special thanks to...
ArosRising for creating a ton of helpful documents and the Brotato MultiTool
DarkTwinge for making the Balance Mod
Everyone who contributed to the Brotato wiki
Everyone who participated in the betas and reported bugs and gave feedback
Abyssal Terrors DLC & Local Co-Op update coming on October 25th
Hi folks The news you've been waiting for are finally here!
Our free Local Co-Op update and the paid Brotato: Abyssal Terrors DLC will arrive on October 25th at 12:00 PM CEST | 3:00 AM PDT | 6:00 AM EDT
In total the Local Co-Op update + DLC will include:
Local-Co-Op for up to 4 players
New map with 20 waves of new enemies, elites and bosses
18 new characters
21 new weapons
40+ new items
New mechanics
And more!
Thank you so much for everyone who played the beta version and provided us with feedback. It's helping us a lot! The DLC beta test has now concluded, see you next week in the abyss!
We're going to be beta testing publicly the DLC for the next 10 days or so, starting now.
If you want to join, opt-in the beta-dlc branch on Steam. (right click on Brotato => Properties => Betas => Select the beta-dlc branch)
It contains:
14 new characters
16 new weapons
30+ new items
20 new waves with 20+ enemies, 9 elites and 2 bosses
A new mechanic and stat (curse)
6 new music tracks
You'll have to unsubscribe from all mods as they won't work in any of the betas. (more help available in the Discord server if you have issues with that)
The branch will get deleted after the end of the beta and it'll send you back to the main branch. Your progress on the beta will carry over the real DLC when it releases, but you won't get the Steam achievements (like in the current beta).
Do note that the default branch and the two beta and beta-dlc branches use different save files (save.json and save_v2.json), so going back to the main branch the game will load your old save again, until the beta gets merged into the main branch, which will then load the new save again.
Just like for the beta, please share your feedback and bug reports in the forums or in the 🔧beta channel of the Discord server. Thanks ːpotatoheartː
DLC Delay, Free Update Beta
Hello,
The DLC is taking longer than anticipated, so we've decided to move the launch to Autumn (currently aiming at the end of October). We're working on it and will share more news when it's ready to be beta tested.
In the meantime, we just released a first version of the free update on the beta branch which includes local coop, 4 new characters, 4 new weapons, 14 new items and many changes and fixes.
You can find the full changelog here. We'd love to hear what you think, please let us know your feedback and report bugs if you encounter them in the 🔧beta channel of the Discord server or here in the forums. Make sure to deactivate all mods before going on the beta branch as it will make it crash on launch.
Thanks for your support and your patience! ːpotatoheartː
New Weapon Sneak Peek & Gatekeeper + Deep Rock Galactic Survivor Bundles
Hi everyone
Particle Accelerator Sneak Peek
I've got a sneak peek of the upcoming "Particle Accelerator" weapon for you! This new elemental weapon will be part of the free local co-op update later this summer.
If you like what you see and would like to support us, don't forget to wishlist the Abyssal Terrors DLC which will add even more weapons, characters and more to the game!
New Gatekeeper and Deep Rock Galactic: Survivor Bundles
To celebrate the Steam Endless Replayability Festival we've bundled up with Gatekeeper and Deep Rock Galactic: Survivor! Meaning that you can now save extra on top of the already running discounts.
Gatekeeper is a just released rogue-like with online co-op. This is a temporary 2 week bundle, so don't miss out on the limited 15% discount! https://store.steampowered.com/bundle/39684
Brotato: Abyssal Terrors DLC & Free Local Co-op Update revealed
Hi folks
We've just announced our first DLC "Brotato: Abyssal Terrors" and the free Local Co-op Update at the iii-showcase. The DLC and the free local co-op update are both coming this summer!