* Fixed a bug that would cause parts brought on a mission to duplicate on mission success. * Fixed a bug that would occur when using parts in a shooting range and then accepting a mission invite. The bug would cause those parts to be unavailable to bring in the mission and more seriously be lost from the player's inventory once the mission was started. * Fixed a bug that could cause parts to be lost when the client in a multiplayer session had a gun built in the shooting range and was disconnected from the session.
Mothergunship Patch to V980
Enabled Opt-in Crossplay with select other platforms
Fixed some edge cases of broken airlocks in neon rooms
Added backup gunpart saving on event of mid-game crash
Adjusted secret room chance
Removed the newsfeed
Versus Evil Summer Sale Going on Now!
The Versus Evil Summer Sale is now live on Steam! Get up to 90% off!
Coinciding with this sale, some of our titles, namely First Class Trouble and Almighty: Kill Your Gods, have brand-new updates! Grab either of these games today, and you'll gain immediate access to fresh content!
From hilariously fun multiplayer games to epic single-player narrative adventures, we have it all, so enjoy!
The Versus Evil Publisher Sale is now live on Steam! Get up to 90% off!
Check out our most recent additions which include Almighty: Kill Your Gods, a co-op looter shooter, Hitchhiker, a narrative-driven experience, and First Class Trouble, a wacky social deduction game!
But that's not all! We're excited to also be launching not one, but two new games just in time for the sale!
The Hand of Merlin is a turn-based rogue-lite RPG in which Arthurian legend meets with sci-fi horror. Recruit mortal heroes to explore lands rife with otherworldly evil, make narrative bending choices in unique interactive encounters, and search for the lost fragments of your soul across the multiverse!
Sockventure is a story about a kid whose favorite sock gets eaten by a cursed washing machine. The kid needs immediate help, and calls a superhero to the rescue. Then, the adventure begins. Make your way through 200+ intense levels of hardcore platforming to find the missing sock inside the washing machine!
Our catalog has never been more diverse, so we hope there's something for everyone here to enjoy!
Hi, everyone! We’ve got a new hot fix for you. There’s a ton of bug fixes in this update! Included in this update are a LOT of coop fixes to parts and upgrades (this should address many of the lost part issues with coop), some optimization work on FX, some fixes to a lot of sound assets, and some soft lock issues...and a LOT of smaller polish level bugs on rooms, collision, lighting, navmesh, translations, and balance.
Thanks again for all your support, Mothergunship fans!
Here are the full notes:
Dragon Boss Visibility in Coop is fixed
Fixed issue with player losing parts if they accepted a coop invite mid-crafting
Changed project to show only build number as version number
Added first fire delay to gnats
Slight HP nerf to mega bombbot
Fixed potential bug where player could get stuck inside loot alcoves if a second wave of mobs appeared
Fixed issue with player potentially getting trapped in pachinko secret room
Improved issues with One Shot Wonder and Load balancer
Buffed Bunny Hopper item
Progress Bar graphical glitch fixed
Added rare chance for pipe mails to spawn in endgame
Added notification event to when wingman is invited to coop
Adjusted rocket acceleration bug
FX optimization of some of the gun projectiles
Fixed a ton of audio concurrency and sound misclassifications
Fixed a few missing translation keys
Fixed logic for spawning loot alcove to prevent player from getting stuck in rooms that spawn them and nothing else.
Fixed issue with Fist Damage upgrade not properly applying to player
Fixed issue with doorguards never spawning anymore
Fixed issue with armory upgrades reapplying on respawn in coop
Improved barrel 301 animations
Fix to potential invincibility exploit when no upgrades were active
Fixed more issues with replicating armory upgrades
Optimization of orb gun FX, chain gun
Refined dragon fight population to make the fight a little more fair, but also buffed boss
Toned down bloom of laser FX
Fixed mob icon of dragon boss
Slight nerf on major spidertank
Fixed mystery shop pedestal pricing
Fixed missing additional rewards in nightmare
NEW MAJOR UPDATE: THE NAMENGINEERS UPDATE!
MOTHERGUNSHIP -- THE NAMENGINEERS UPDATE - THE BEST UPDATE NAME EVER
So, we just released a new MAJOR content update today, free for all PC owners (coming soon to consoles in the coming weeks). This update brings a slew of new features, a whole new story campaign, and tons of bugfixes, improvements, and balance adjustments!
NEW STORY CAMPAIGN:
NEW “What’s in a Name?” Campaign: Follow along as the Resistance brings on an unfortunate number of new crew members, discovers a mysterious new threat to humanity, reveals chilling secrets about the Alien Armada, and then fails horribly at giving any of them good names!
NEW SHIP TYPE [NAME REDACTED]:
Unfortunately, we can’t tell you the name of this new playground to fight in or it would spoil a bunch of jokes. Here’s a pretty screenshot of it instead.
And…with a new ship…comes a new boss…the intimidatingly good-looking DRAGON TRAIN. Goodluck, soldier!
[NEW GAME MODE: [NAME REDACTED]:
So, maybe basing all our jokes around names was a bad idea. Unlocked by beating the new story campaign, a new way to play MOTHERGUNSHIP awaits you: one filled with challenges that encourage bigger, beefier, weapons!
REBALANCED GUNS, DIFFICULTY, AND ENDGAME:
We’ve been listening to our fans and working hard to bring them an experience that everyone can enjoy. Whether this means encouraging you to build larger guns or smoothing out the earlier mission difficulty a bit, we’ve been paying attention and have acted!
AND MORE:
Looking for more things to kill? Face off against the Drill Jaw, Electric Hound, Rolling Energy Turret, and the dreaded…uh…Dreadbot.
Tired of running out of gun energy? Find a new Energy Fountain and show your foes the power of unlimited Ammo!
Find yourself needing more guns? The New Patented Item and Part Emitter (P.I.P.E. Mail) Delivery System lets you summon gunparts from the HQ…for a price!
Feeling lucky? Roll the dice with the Mystery Shops! Perhaps you’ll score a Legendary Gun Part!
Miniboss Fights! Think you were getting out of that ship that easily?
Also, new loot alcoves, new Timer Rooms, new special gun parts, new electric hazards, new ways to die in Dice Roll rooms, a lot of new rooms of the other ship types, 3 new music tracks to enjoy, a whole heap of bug fixes, optimizations, and adjustments, and a whole lot more other stuff!
Actually, we should just post the whole patch notes list, because it's massive.
NEW FEATURES:
New pops for many existing rooms
Rebalanced Weapons, energy recharge, mob, mission difficulty, and bullet speed, settings to have a narrower spread between low tier and high tier, resulting in easier earlier game, mostly unaffected late game, and slightly more difficult Endless mode super-late game
New endgame repeatable mission using Reactor Set, allowing for better construction of more planned out guns, farming of more money, and farming of more parts
New Reactor Set and 40 new rooms, mission icons, custom action and ambient music, and mission map screen ships
Additional Acute, Foundry rooms, neon and MGS rooms
New Drill Jaw, Electric Hound, Dreadbot, Rolling Energy Turret mobs
New Hazards and Tools: Energy Pylon, Shock Geyser, Shock spikes, Shock floor type
New PipeMail system
New hurtloot loot and diceroll room type
Additional death/win VO lines added
New reactor system parts: 3 barrels and one connector
New Keyloot and timer door room types
New Airlock type: Loot airlock
New Shop type: Mystery item
New Dragon Boss
New DamageType to support electrical themed mobs and elements
New miniboss mobtypes, UI elements, population schemas, and
Challenges added
Addition entire new story campaign with localization
New electrical dropped mines for player and mobs
Added Reactor maps to endgame loop
BUG FIXES:
Many Many Gap, pathing, navmesh, visual, collision, spawning, performance, sizeflag, and other kinds of fixes for many existing rooms of all sets
Blocked ability to emote during crafting or other submenu usage
Fixed bug in airlocks potentially softlocking player in a combat room
Many Typo fixes to main campaign, general dialog, and subsystem strings
Secret accessibility fixes for MGS
Fixed potential problems with barrel barrel collision
Improved stacking/unstacking logic
Improved user invites on PRESS START screen scenarios
Connection error improvements and revised logging
HUD invitation adjustments for visual clarity
Achievement unlock bugfixes for HOPPY FROGGY
Fixed Timer countdown for server based invites
Added airlock safeguards to softlock
Optimized a few FX for performance
Fixed issues with gunparts not being shown on host when emoting
Improved part-selling hitches on consoles
Added crash protection for replication scenarios involving actor destruction
Switched out nicknames for onlineID during matchmaking for clarity
Fixed issues with missing attachment data on mob beginplay
Localized many errors and connection issues for better future reporting
Improved station interaction icon behavior problems where interact icon could get stuck
Fixed issue with pause menu still allowing player movement input
Fixed bug with parts being improperly marked as equipped during loadout
Fixed potential infinite loop in item inventory and overall inventory performance issues
Improved shop text layout readability
Fixed issue with game language being forced to whatever OS language was
Fixed issue with Energy recharge getting locked to 0
Fixed some doors in neon and MGS that were forced to always be shops
Fixed some issues with secrets not spawning loot correctly
Fixed exploits with some mobs being unable to properly aim if you ran too close to them
Fixed map loading exploits in main menu
Fixed issues with some challenges not completing in a bunch of rooms
For those asking specifically about the balance changes, here's a short bit on that:
A small but super impactful change is that we've taken the gray/blue guns and buffed them a bunch, allowing for the weaker guns to still be an option without things getting as bullet spongy. We've also increased the stash size (well that was an old change but was the first part of this rebalance) and amount of items you can bring into a lot of missions, allowing for much bigger guns and much more over the top gameplay. Then we did a pass on all mobs for sanity checks of their HP with the new weapons. And then the new miniboss challenges give you a bit more of an end-level challenge (for some missions, not all the time), and a higher bullet-speed scaling cap helps reign in those super high endless mode runs a little. The main campaign difficulty was lowered, but the endgame now has door timers, which means you can't rush-complete things quite so much there. And then, finally, we created a whole new mode where you can use your stash to plan out a nice gun over many rooms while also stocking up on parts and finding more gold--so losing as endgame MGS run isn't quite as severe of a setback. Also, in the MGS endgame minicampaign, we made it so you only need to complete TWO of the three paths to progress to the MGS itself. We made it so more mobs drop the temp stat upgrades, making things a bit easier and added loot alcoves, which are nice buff for the player as well.
Whew! Anyway, we worked super hard on this update and hope you all enjoy it!
The MOTHERGUN-FRIEND-SHIP COOP Update!
I’m excited to announce that the MOTHERGUNfriendSHIP Update for MOTHERGUNSHIP is now LIVE! As the name might imply, this update adds the ability to play with a friend to Mothergunship. Thank you for all the folks who helped us with this by jumping into earlier Alpha branches. Your feedback and insight was massively helpful.
So dive into the action with your favorite buddy: show them your most ridiculous creations, argue with them about who should get which gun parts from the store and enjoy taking down the Mothergunship..uh..together!
COOP is available once you have gotten access to your Headquarters (so, after the intro/tutorial) and from there you can enter the door in your Headquarters labeled “Portal”, where you can invite a friend into your progression through the game. Together you can fight through the entire rest of the campaign, all the side missions, as well as Endless and Sandbox modes. Feel free to also tackle the Endgame Campaign, which has been tuned quite a bit in response to player feedback.
We've got a WHOLE LOT of other changes with this patch as well. Here are the full patch notes:
Main Coop features:
Co-op play introduced!
Invite your buddy to your campaign using new summoning portal in HQ
Show buddy cool emotes!
Throw coins at your buddy
Fallen buddy can play as turret mounted to your shoulder!
Resurrect fallen buddy in new resurrect chambers added to airlocks (only some are active, some aren't)
More !
Features:
New mob baby bombot added to missions
New mob charger bombot added to missions
New mob mega bombot added to missions
New MGS, Foundry and Harbringer rooms
Inventory size increased to 200
Gun parts now stacks in inventory
Additional inventory slots can be purchased in Black Market
Gun parts can be sold to Smuggler in Black Market
Gun parts offered in Black Market are now refreshed automatically after purchase
Smuggler now reacts to your actions
Weapon part stats are visible on mouse hover in mission control map
Option to restart story campaign without losing overall progress and collected parts added to mission control map
Additional music tracks added to endless modes
Coop related keybinds
New art for rolling lava gun FX
A handful of new Win/Loss Colonel lines for your audio enjoyment.
Balancing:
Main campaign, endgame & endless mode balancing (difficulty, length, shops, drop chances, projectiles speed)
Only 2 branches are now needed to be completed to access MGS in endgame campaign
New mission types in endgame campaign
Weapon parts balancing (buffed weaker barrels like flamethrower, rolling lava, energy burst, sawblade...)
Balance of parts spawn chance
Mobs balancing
Lowered health of spidertanks and doorguards
Two seconds delay added to gnats shooting
Bugfixes:
Fixed Let's Get Physical achievement
Fixed Welcome to Fight Club achievement
Several challenge logics improved to be completed after room is cleared
Fixed Armory points assiging/removing outside of armory
Fixed mob HP bar not updating properly sometimes
Multishot is now accounted into DPS calcululation in gun crafting
Fixed scaling issue with Connector 1-Long
Fixed HP boost from champion not being correctly initialized
First boss loot spawns adjusted (positions, prohibited to spawn nothing).
adjusted collision to try and fix a few reported issues of mission loot in secrets in some rooms.
BlackMarket lost&found slot rebuy fixed.
Fixed issue with healer unable to evaluate VIPWeight thus importance of mob to heal causing no healing.
Fixed issue with some guns not properly showing ANY fx when they were in low quality mode. These obviously won’t look as good as high quality mode, but they should have at least SOME FX representation
Fixed issue with money collected statistics miscalculated on mission start in special use case
Moved few options from graphics menu to gameplay menu,
Added HUD Hurt flashing option
Collected coins visualization in reward screen
Achievements
Fixed issue with voiceover table not initialized resulting in no voiceover playing in missions
Improved Spawn-In timing for certain enemies with Spawn-In animation.
Fixed issue with camera shake not affected by Screenshake Magnitude setting from option menu
Fixed issue with rebind button causing infinite loop.
Fixed weapons not shooting when recharged while holding mouse button
Refactored Spidertank to base off of more recent mob classes, which came along with some rebalancing work
Refactored Laser Trap/Disco Balls to base off of more recent mob classes
Known issues
Shoulder turret mode camera clips geo sometimes
Shoulder turret doesn’t have crosshair
Shoulder turret has infinite energy
Respawning dead player lacks spawn in sfx and vfx
Your own character doesn’t render hands/guns during emote on your screen. Your coop buddy sees it though.
There’s a typo in one of the new script lines! This has been fixed, but didn’t make the update cutoff.
Known issue : friendly fire committed by explosive projectiles plays hit effect (doesn't damage though)
New Colonel Win/Loss lines are not localized yet into non-english lines
New Bug Patch, Aug 15
Hello all! We're busy working away on the coop patch, but in the meantime we're pushing this minor bug patch. Here are some notes.
CHANGE NOTES
------------
Gameplay
--------
Improved spawn dissolve-in timing for bloaters, twerps, staplehounds and healers
Fixed champions not getting HP initialized to full health
Enemy stats balancing
Refined generation method for lost and found
Improved preset loadouts for MGS dungeon (exclusion of some melee barrels and low slot connectors)
Fixed audio positioning of airlock (close/open sound)
Fixed some achievements
Rooms
-----
Removed a few potentially inaccessible secrets
Fixed many z-fighting issues
Adjusted many secrets so they won't be covered by invincible turrets
Fixed minor gaps and collision and population issues in many rooms
Fixed hovering airlock issues in a few rooms
Fixed mobs spawning below crazy floor in a few rooms
Visual
------
Improved Barrel barrel visuals
Miscelanneous
-------------
Changed online services to use HTTPS instead of HTTP
As for Coop--we'll be pushing that out later this month! Wish us luck in this final push.
-Joe
New Patch and COOP Alpha Branch!
Hey folks!
Well, it's been a busy week since we launched! We just pushed a new patch to Mothergunship with a healthy dose of fixes and tweaks. While every patch will come with a lot of minor adjustments to levels (fixing gaps, collision issues, etc) and balance (tuning mobs, populations, etc.). The biggest addition to this particular update is a more robust options menu. Most notably:
Allow for hotkey rebinding of E/Interact/SkipDialog
Separated mouse sensitivity x/y axes
Allow for mouse sensitivity to be set anywhere from 0-3 (basically, double the max, this is useful for some)
Allow for more granular mouse sensitivity via smaller increments
Allow for more options in the Mhz framerate cap (for 100hz) NOTE: This option has a newly discovered issue. We've found a resolution and will push a hotfix soon.
Start in borderless windowed to try and resolve some of the at-launch resolution issues (we might need more community feedback on this, since it's highly dependent on individual user setups)
Add option to turn off/on Hud Flashing from picking up items
Add option for invert Y ONLY in crafting menu, (split from main invert Y)
Add option to either scaler/disable screenshake...OR MAKE IT TWICE AS STRONG (yes, people did request that).
Some of these were put together pretty quickly to address community feedback..and as a result there might be issues still. We welcome further feedback as well.
Meanwhile, we continue to work away on the Coop update coming in August, and invite you to try it. If you are feeling brave, and you don't mind a little construction dust, then please head on over to our DISCORD (https://discordapp.com/invite/azmEaQf) where there are instructions on how to access the Alpha branch, as well as some warnings.