Bunker Punks cover
Bunker Punks screenshot
Genre: Shooter, Indie

Bunker Punks

Bunker Punks Ver. 0.6.2

Bunker Punks Ver. 0.6.2 is live.

This is a hotfix to address issues where some procedurally generated maps were impossible to finish.

Changes:
- Level seed id number in the Pause Menu now includes a level type identifier.

Bug Fixes:
- Wall partitions without doorways are no longer built in levels.

Bunker Punks Ver. 0.6.1

Bunker Punks Ver. 0.6.1 is live and ready to be played!

0.6.1 is a small update with a mix of bug fixes and content additions.

Additions:
- New Rooms Shapes added including rooms with partitions and small walls. This system will be expanded in future updates to create maze rooms.
- There are icons for “Raid” and “Merchants” in Bunker Building to help players find the store.

Changes:
- Slight nerf to Proxyman health and damage.
- Bea a no longer stocks duplicate items in her store.
- Changed the description of the Enhancements upgrade so that it is more clear.


Bug Fixes:
- Fix for a bug which was preventing some users from using the backpack before they unlocked the Packrat upgrade.
- Fixed an error in the healing costs and values with Doc Mercy.
- Fixed an error where level bonuses were not being properly applied.
- Fixed an error where creds and tech were not being carried over from level to level properly.
- Fixed an issue where the Enhancements and Pharmacy upgrades were using the same icon.

Ver. 0.6 - New Level Generation and More

Bunker Punks Ver. 0.6 is live!

This is quite a large update covering many different aspects of the game. There are new weapons, balance changes and bug fixes, but the biggest change is the way that levels are built procedurally.

Additions:
- New level building systems implemented. Players will notice a large increase in the variety of rooms as well the addition of some verticality within the rooms themselves. This is the first implementation of the new system and more variety will be added over the next updates. This also makes the levels harder to navigate and players can expect a mini-map to be implemented in an upcoming update.

- Homing Rifle: A new rifle weapon which fires a single homing round which tracks towards the closest enemy it can see.

- Stun Baton: Shocks all nearby enemies on-screen and stuns them. Combos great with shotgun, pistol and other melee weapons.

- Cleopatra Rex, Royce Hall and Kassidee have idle VO prompts which will play if they don’t do anything for 15+ seconds.

- New background art for the Wasteland Merchants when they are visited from the Bunker Building. This is to prevent confusion with the Wasteland Merchants players visit when the game ends.

Changes:
- Level bosses no longer spawn in the middle of the last room on a floor.

- The last room on a floor can now have pillars and other fixtures.

- AI pathfinding improvements lets AI strafe to the side to go around pillars and corners.

- Alert noise for the Roller Bomb has been changed to be easier to hear.

- Main Menu has new Bunker Punks logo.

- Cleopatra Rex Special Attack stun time has been cut in half, it was too easy to abuse.

- Bullet Bea’s starting inventory has been increased to 2 weapons and 4 pieces of amor to allow for more options.

- Proxyman shoots single shots instead of bursts to make Royce Hall’s passive ability more useful.

- Proxyman health has been increased for balance.

Bug Fixes:
- Fixed issue some players were experiencing where they were unable to use the Backpack with a keyboard.

- Enemy stun animations now play consistently.

Known Issues:
- Sometimes posters on the wall will be cut off by other walls. This is a product of the new level building system and will be addressed in future builds.

Bunker Punks Ver. 0.5.1

Bunker Punks Ver. 0.5.1 is live!

This is a small update for bug fixes and interface changes requested by the Steam Community.

Special thanks to everyone who reported a bug or provided a suggestion. You are all essential to making Bunker Punks a better game.

Changes:

- When changing key bindings, each binding can now only take one input. If keys are mapped multiple times, previous bindings will be removed. This is to allow people to easily map RMB to move forward.

- When starting a new game, the default weapon for each punk will be added to the bunker's inventory. This was removed on Ver. 0.5 and has been added back in to let players hunt down armor and rare loot instead of basic loot to make their punks useful.

- Control tutorial information added to the loading screen.


Bug Fixes:
- Opacity for backpack items on the post-game popup has been corrected.

- Bug fixed which prevented players from selling weapons which were not their last weapon.

- Yes/No popups are now consistently laid out across all screens.

Three New Guns and More in Bunker Punks Ver. 0.5

Bunker Punks Ver. 0.5 is live!!

Three new guns and a bunch of different level decoration objects have been added as well as some small UI adjustments and bug fixes.

Additions:

AutoPistol: This is your bullet hose. It’s not accurate and not too great at range, but if you use it in short bursts it can really help thin out a crowd of drones.

Sawed Off Shotgun: The most damaging of the shotguns. Up close, it can chew up a Proxyman in one shot, at a distance it can clear out a group of drones with a spray of buckshot. It’s slow to reload, so pick your shots carefully.

Plasma Cannon: A quick tap of the fire button sends off a shot, but you can hold it down and increase the size, AoE and damage of the shot. It has very little ammo, so be selective when firing off shots.

Level Decoration: Every level type has at least two new world objects, ranging from batteries and gas containers to potted plants and TV stands.

Toxic Acid: Proxyman vats and toxic barrels will leak toxic acid which will hurt you if you run through it. We aware, that blue goop on the floor isn’t just for looks anymore.

Changes:

- Louder alert noise for the RollerBomb, so it’s less likely to sneak up and surprise you.
- Players can turn off Head bob in the Pause Menu.
- One backpack slot is unlocked on new games, regardless of whether you’ve unlocked the Packrat upgrade.
- The default weapon of each punk in the gang is no longer automatically added to inventory.
- Enemies do 2x damage instead of 1.3x damage in Hard Mode.
- Players can now remap the “Interact” button on the keyboard.

Bug fixes:

- Enemies don’t stop shooting if they’ve been stunned.
- Buildout Popup is no longer bypassed if all of your loot has been purchased at the Wasteland Merchants.
- Post-level popup has been reformatted to fit ultra-wide resolutions.
- Multiple small fixes to bugs related to controller inputs in menus.
- Holding a button down on the controller to drop loot from your backpack has consistent timing.
- Speech doesn’t play when you press the ‘4’ key on the keyboard.
- Mouse is re-aquired properly when Alt-Tab is used in windowed mode.

Version 0.4 - Backpack, Loot store, Healing and more!

Bunker Punks Version 0.4 is live!

This is a very large update and changes a lot of how the macro game of Bunker Punks plays out.

The first change is the ability to take loot back to your bunker and sell it by visiting the Wasteland Merchant Caravan.

The other big change is that punks no longer heal when you finish a raid. Damage is persistent and must be healed with visits to Doc Mercy, with pickups or with upgrades to your bunker. You will want to rest your punks so that they can recover while others do the fighting.

Additions:

Backpack (available after unlocking Pack Rat upgrade)
- You can now take extra gear back to the bunker by stashing it in your backpack.
- Use the backpack by pressing 1-4 to store and holding down that key to drop any loot in that slot.
- On controller, press the “Backpack” key to choose a slot and hold it down to stash the loot

Pack Rat Bunker Upgrade
- Increase the number of slots in your backpack by building the “Packrat” upgrade in your bunker.

Pharmacy Bunker Upgrade
- Punks will heal back at the bunker while you are doing a raid.

Wasteland Merchant Caravan
- You can now visit the Caravan from your bunker. But instead of unlocking items with Tech, you can spend your creds.
- Bullet Bea: Visit Bea if you want to buy or sell weapons or amor. She drives a mean bargain, but you never know what kind of loot you’ll be able to find.
- Doc Mercy: Doc will heal your punks and get them ready for the next raid.

Changes:
- Sprinting has been removed.
- Chests appear in half of the rooms instead of in every room, making loot more rare.
- Punks no longer heal damage when they complete a raid.
- Punks heal 5 points of damage during a raid. This can be increased by building the Pharmacy Upgrade
- Spider Walker bursts are shorter, but do more damage
- Tech stops being dropped if you have unlocked everything from the Wasteland Merchant Caravan
- Molly Pop’s “Step Back” ability stuns enemies for a shorter amount of time
- Weapon stun times reduced for most weapons
- Double Click window on Ultra abilities has been reduced
- Bunker no longer removes duplicates when you bring loot back to the bunker
- Reduced Kassidee’s max Health from 75 to 45 to compensate for her healing abilities
- Reduced random Spread on Assault Rifle
- Increased min-hallway width

Bug Fixes
- All GUI elements are deactivated when the player dies.
- Fixed bug with projectile spawn locations on enemies
- Reduced chances of enemies shooting into the wall while trying to hit the player

Special and Ultra Abilities for each Punk!

Bunker Punks Version 0.3.1 is live!

This update adds Special and Ultra Abilities for each punk.

Special Abilities:
- Every Punk has a unique Special Ability
- Special Abilities can be performed when there is enough ‘Chi’ by pressing the Right Mouse Button or Left Bumper/Trigger on a controller
- Chi is collected by destroying things, doing combos and picking up Chi pickups.

Ultra Abilities:
- Every Punk has a unique Ultra Ability
- When your Chi meter is full, you can perform and Ultra attack by double tapping Right Mouse Button or Left Bumper/Trigger on a controller.
- Ultra Abilities can be unlocked by building the ‘Genetics’ upgrade in the Bunker.

Abilities:
Molly Pop
Special: Step Back - Knocks back enemy drones and briefly stuns them.
Ultra: Break Time - Stuns all nearby enemies for a few seconds.

Dallas Beach
Special: One Shot Shield - Covers Dallas with a shield that can absorb one attack of any strength.
Ultra: Shields Up - Covers Dallas in a shield that absorbs 20 points of health (final strength subject to change).

Cleopatra Rex
Special: Bow Down - Stuns all enemies in your line of sight for a short time.
Ultra: Assassinate - When equipped with a rifle, the next shot does tremendous damage.

Royce Hall
Special: 3x Damage - Royce’s next attack does 3x Damage.
Ultra: Mighty Swing - When equipped with the baseball bat, the next swing does tremendous damage to everything it hits.

Kassidee
Special: Reload - The current weapon is fully reloaded.
Ultra: Heal +20 - Kassidee heals 20 points of damage.

Additions:
- Chi pickups are now dropped from enemies
- Chi Gauge added to GUI
- Bunker Upgrades added to the Lab:
- Genetics: Unlocks Ultra attacks
- Meditation: Increases Chi earned from pickups
- Loading Tips for Special Abilities added
- Ability Info added to Punk information in Recruit Punks and Bunker Building screens

Changes:
- Increased difficulty rank of Mother Drone so that it’s less likely to get multiple in one room.
- Tutorial image in Pause Menu updated to reflect Special Abilities.


Bug Fixes:
- Fixed issue where the same room was generated repeatedly
- Fixed issue which prevented mouse buttons from being mapped properly
- Mother Drone spawn position adjusted so that she doesn’t walk on the drones she spawns

Ver. 0.3 Update - Special Abilities added for each Punk!

Bunker Punker Punks Version 0.3.0 is live.

One of the goals with Bunker Punks is to make each punk feel unique, so that the tactics with playing each punk are different. Special abilities have always been a part of this vision and with this update. The first step is adding passive abilities for each punk, which is what we have in Ver. 0.3.0!

To unlock these abilities, you must build the R&D Upgrade in the Lab. This unlocks special abilities for all punks for the remainder of the run.

Abilities:
Kassidee - Double Jump
Molly Pop - Pistols have longer range
Royce Hall - Can hit enemy projectiles with the Baseball Bat
Dallas Beach - Health Pickups give additional health
Cleopatra Rex - Gets bonus ammo on combos

Bunker Punks Ver. 0.2.8.1 Release Notes - Hotfix

Bunker Punks Ver. 0.2.8.1 is live.

This is a hotfix to address a bug discovered by the community where the game freezes while loading the final level.

Bunker Punks Ver 0.2.8 Release Notes - Big Balance Update

Bunker Punks Ver 0.2.8 is live!

This a a big balance update to help reward different styles of playing, tune the difficulty curve and rebalance weapons.

Additions:
- Bonus Creds are awarded at the end of a level for completing the level within a specific time (Gold, Silver or Bronze bonuses)
- Bonus Creds are awarded at the end of a level for killing every enemy on that level

Changes:

The number of enemies in the first room on a floor has been increased slightly.

Enemies
- Health increased on Proxyman
- Health, Speed and Damage increased on Pacifier
- Health increased on HoverDrone
- Health, Speed and Damage increased on RollerDrone
- Health reduced on Charger

Weapons
- Damage reduced on Hunting Rifle
- Damage reduced on Assault Rifle
- Damage reduced on Rocket Launcher
- Damage reduced on 50 Cal Mag.
- Grenade Launcher physics adjusted so that it feels better and is more predictable


Level Progression
- Changed some bunkers from 3 floor bunkers to 2 floor bunkers
- Adjusted the difficulty rank given to each bunker
- Changed when some enemies spawned in difficulty progression

There is a thread on the Steam Forum to discuss the balance changes and make recommendations. After playing the build, we’d love to hear what you think.