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Genre: Shooter, Role-playing (RPG), Adventure, Indie, Arcade

Nuclear Throne

Hotfix #10 - The slowest hotfix in history - Hotfix to Update #92

This might be the slowest hotfix we've ever made.

  • H.Q. now works as intended.
  • Y.V. Ultra now works as intended.
  • Fixed a Palace Prop Hurt Sprite.
  • Removed the timer for now, it will return to your options screen very soon!

Update #92 - The Beginning Of The End Part II - Weekend of September 27th



Oh yeah, another huge exciting update. After last week's implementation of an ending, and the resulting outcry and problems, we've decided there was only one way to go: add even more endings! You can now stop your game at two points, sit down, and reflect on your achievements. For that, we've implemented the first rough version of our credits scene, with a (we think) amazing song by Jukio that'll hit you right in the feels.

Either way, don't worry: we spent a lot of time fixing bugs and tweaking the generators we added last week. In general a more smooth experience should be in front of you when you start playing. Other than all that, we've continued the art and sound overhauling of the game, spicing it up and generally continuing our race towards a finished game!

Ah, one more thing. All the B-skins are now in the game. And they have unlock conditions. Good luck.

    Features
  • Another ending, and credits sequence!
  • The IDPD Captain now has sound effects, as do various props, Lil Hunter's weaponry and other details!
  • New B-skins, and big character art for all the B-skins and some special states! B-skins are now unlocks.
  • Cool art updates, mainly to Desert and Palace!

    Balancing
  • Y.V. can no longer pop melee weapons.
  • Super Crossbow spawns one area later.
  • Big Rats now deal (1) contact damage.
  • Scorpions have a tiny bit more range.
  • Generators have been moved down and given less HP, and no longer explode at the end of the fight.
  • The Nuclear Throne is a bit less likely to waltz over you.

    Fixes
  • Fixed the Crown of Luck crash.
  • Bolt damage should be back to normal.
  • Back Muscle no longer carries over.
  • Captain no longer drops rads.
  • Fixed a Generator crash.
  • Throne beam sound now stops when it is destroyed.
  • Allies now keep Throne Butt after your death.
  • When having no weapon equipped, you no longer drop an invisible weapon at death in co-op.
  • Fixed a lot of weird behavior Crowns where showing, carrying over between runs etc.
  • Steroids' active no longer triggers their swap animation.
  • When killed by a boss exploding, it should now show the proper image on the game over screen.
  • Statues now don't spawn Guardians after that fight is over.
  • You can no longer spawn inside cars that explode and end your run.
  • You can no longer get stuck during the final cutscene.
  • Crown of Haste idle animation has been fixed.Crown of Haste now also animates faster than other crowns.

    Misc
  • Level unlock requirements now show x-? instead of ???.
  • Blowing up walls should now cause less slowdown.
  • Technomancer revive now has an animation.
  • Generators now have an idle animation.
  • Moved around the loadout layout a bit.
  • Icon in your HUD when playing the daily.
  • Tweaked the big TV graphics a bit.
  • New screen when beating the game. Still work in progress!
  • Vans can now be hijacked again from the HQ, taking you back to where you were before. Cars in $$$ now also continue your run.
  • Song for CLASSIFIED.
  • Tiny sewer art fixes.


Note: we're going to be at Fantastic Arcade this week, so there won't be an 'full' update coming weekend, if any update. We will be reading the forums and paying attention to what you're all saying. Since we've been reading along, we do want to emphasize: Nuclear Throne is winding down as a project. A game is never 'finished' in that it could always be better, but we're closing in on the point where we're extremely proud of the game and ready to sign off on it. There are some structural problems left to tackle, and some balancing, but we are getting really close.

Either way, have fun playing #92, and let us know what you think of the improvements!

Update #91 - The Beginning Of The End - Weekend of September 18th



Whoa, the end? Is this really it? After years of updates, Nuclear Throne has come to an end?

Well, no, not just quite yet. While we are absolutely getting really close now, there are still a few updates coming before we wrap up Nuclear Throne. J.W. just wanted to sound dramatic.

We did actually start implementing an ending. Go find the Nuclear Throne, and see for yourself! This also means entering a loop has gotten a bit more complicated. As always, big updates like this might roughen things up a lot, but we're super excited to have reached this point. Once these things are smoothed out, we can really move on to actually polishing everything and wrapping up the game!

With this update also comes our sincere apologies for the massive disaster that was last week's update. It's always a bit of a mess overhauling core systems, but we didn't quite anticipate the level of carnage the update would bring. We hope this update fixes most of those issues, although some bugs and crashes might remain. Just let us know in the forums - while we might not respond to everything always, we do actually read everything.

As you might notice, polish and balancing have already taken a bit of priority this update, and that'll only increase in the next few weeks as we gear up for 1.0. There's loads of things this week, so just dive into the detailed changelog and enjoy the hard work we've brought you!

    Features
  • The beginning of the end.
  • Actual in-game art for all the crowns!
  • A massive art update to the Sewers, Scrapyard, Caves and Frozen City! We're really happy with how things look now.

    Balancing
  • Changed the Crown of Risk. Now gives you more drops when at full HP, and less when not.
  • Changed the Crown of Luck. Now makes you start levels with 1HP, and randomly starts some enemies with 1HP as well.
  • Projectiles from the CLASSIFIED can now be deflected with melee but will still explode when hitting walls.
  • Strong Spirit now requires you to reach the next area before recharging.
  • Super Flak Cannon uses slightly less ammo.
  • IDPD Plasma now explodes when hit instead of being deflected by melee.
  • Big Rats now deal more damage when dashing.
  • The Buff Alligator now shoots slightly faster projectiles with more spread.
  • Snow Tanks have been given faster reaction time.
  • Energy Hammer rate of fire has been decreased.
  • Super Slugger rate of fire has been increased.
  • Bouncer Shotgun now costs 1 less ammo to fire and shots have a tiny random offset.
  • Elite IDPD now spawns running.
  • Energy Sword and Energy Hammer now both spawn 1 area later.
  • Scorpions now have a minimum firing range.
  • Loop enemy groups now scale with loops.

    Fixes
  • Fixed a lot of the crashes introduced in the last update.
  • Quick Restart now gets rid of crowns.
  • Mutations are no longer kept between games.
  • No more crowns/cursed chests on dailies from the start hopefully.
  • Health higher than max is no longer drawn.
  • Venus Chests can no longer contain the Super Disc Gun.
  • Reload values are shown properly on the HUD when usings Y.V.'s active.
  • Fixed the HUD Ultra icons for Crystal and Fish.

    Misc
  • Update to Crown Vault tiles.
  • Update bullet, shotgun, and slug projectiles for readability.
  • New Portal Strike graphic.
  • Update Guardian projectile graphic.
  • Tweaked the IDPD portal graphics.
  • Even more ways cars can appear in the Scrapyard!
  • Tiny weapon swap animation on the player.
  • Changed the conditions that trigger B-tracks a bit.
  • Vault Statues are now always surrounded by some bandits.
  • Crown movement has been updated.
  • Updated Strong Spirit again for readability.
  • Tiny tweak to Eyes A Ultra icon.
  • Hopefully fixes the Linux crashes for a few more people. Still not everybody, we think. Let us know if it persists!


As always, thanks for being with us on this entire journey. Now that we're at the Beginning Of The End, it's increasingly clear to us just how much we depend on you to give us the feedback we need, spread the word to reach new players and to keep us motivated until the finish line. It's just a bit longer, and things might get a bit... irregular the next few weeks. We hope for your continued support!

Update #90 - Grab a Friend! - Weekend of September 11th



This was a scary week of development. In order to fix co-op, we had to break a very essential part of the game, and piece it back together bit by bit, making sure no random errors popped up at essential moments. Long story short: we think we've succeeded, and co-op is back!

We've also done some proper balancing, fixed some nasty bugs, tweaked last week's new looping system, and generally cleaned up the code a bit. We've got about one big thing left to implement before we can move on to very focussed balancing of the game! Either way, all the big fixes and code reworks might cause some error messages. Please keep an eye out and let us know when things go wrong!

    Features
  • Co-op is back! We still need to finish the character select for it, right now you'll play as the selected character + one random, but everything else seems to be working.
  • Co-op now has a new revive mechanic. Killed players need to be reached within 10 seconds or you start taking damage. Reviving them costs you half your HP. Oh, and co-op also has specific Ultras now that are unique to it!
  • Some mysterious Crystal Caves tweaks for loops.

    Balancing
  • Big one: You can no longer start dailies (and co-op) with a crown.
  • Chicken now loses 2 max HP when decapitated.
  • Slightly less random enemies on loops.
  • Tweaked the spawn sets for loops.
  • Less statues on 7-3.
  • Guardians behave a bit less chaotic on 7-3.
  • [CLASSIFIED] with Chicken deals less damage when [CLASSIFIED].
  • Super Fireballers wait longer before attacking.
  • Flies drop slightly fewer weapons.
  • Less HP for the Elite Inspectors.
  • Ultra Revolver costs more ammo but less rads.
  • Super Flak Cannon deals more impact damage.
  • Van deals less damage to enemies.

    Fixes
  • So, uh, we're going to have to apologize for this one: the drop system wasn't working the way we thought it was. It's now been fixed and you should have a bigger chance of getting your empty weapon's ammo type when carrying one full weapon. Sorry!
  • Big Portal only attracts you when there is line of sight now.
  • Health values under 0 are no longer shown.
  • A few fixes to daily starting weapons.
  • Elite Shielders no longer benefit from Laser Brain. Whoops.
  • A lot of tiny mutation related things have been fixed by the new code structure. Example: Allies now keep Throne Butt after your death.
  • Weapons thrown into a portal no longer return to you with Chicken's B Ultra.
  • Fixed a bug related to Fish and Golden Chests.

    Misc
  • Map now shows both players in co-op.
  • Co-op is no longer spelled as coop.
  • Throne Butt gives info on both characters in co-op.
  • Chicken's bleed time is now shown in the HUD.
  • A few new tips.
  • Labs song now has a shorter intro and has been tweaked a bit.
  • Updated, more excited unlock jingle!


If you come across any bugs or error messages, please let us know. Also let us know if you still come across problems on the Linux build of the game. We've been trying to trace down a number of bugs related to the Steam integration, and thanks to the many, many bug reports we've received, we think we're homing in on the problem. We should be able to get things fixed pretty quickly after we lock in on the issue.

Update #89 - Looping - Weekend of September 4th


Wallpaper version: Here.

Big, experimental changes incoming! We've finally started moving loops away from "random chaos, good luck", and are heading towards a more curated approach. Loops now simply have different, harder enemy spawns, yet still a good load of messiness to them. We hope this poses more interesting, specific challenges while also upping the difficulty more consistently. We've also worked a lot on the two bosses that needed it most: the Technomancer and Throne II. We're super curious to find out what y'all think about these changes, and how far, or not far, loops will take everyone now!

We've also upgraded Steroids' B-skin, done a whole load of balancing, and toned down the universally beloved and critically acclaimed Van Spawns a tiny bit. You'll get about 300 more milliseconds to respond to them, and they'll try to no longer ram right into each other on spawn.

Either way, we think it's loads of good stuff. Please dive in and send us all the feedback you've got!

    Features
  • Changes to the 0-1 fight.
  • Changes to the Labs loop boss.
  • Loop enemy overhaul.
  • Updated Steroids B skin.

    Balancing
  • Hard mode weapon drops now progress three times slower. Sorry.
  • Hyper Slugger rate of fire has been decreased a bit.
  • Hyper Launcher rate of fire has been increased.
  • Chicken's Harder To Kill gives you a bit less time per kill.
  • Flames now have more stopping power.
  • Turrets should now break walls they spawn on.
  • Super Bazooka spawns a tiny bit later.
  • Fish speed with Throne Butt has been increased.
  • Vans spawn slightly slower now and one by one.
  • Vans now deal 20 damage instead of 50.
  • The big green projectiles now explode into one less bullet stream.

    Fixes
  • You can no longer spawn craters outside the level in 0-1.
  • Props are no longer randomized on loops.

    Misc
  • More tech changes to the Chicken Sword, now properly.
  • Fixed an issue with Rebel's big art for the menu.
  • IDPD projectiles have been updated for readability.
  • Strong Spirit halo has been updated for readability.
  • Updated Ultra HUD icons.
  • Fixed some phrasing in the tip.


Enjoy!

Update #88 - Tweak Tweak, Fix Fix - Weekend of August 28th



For the last 88 (!!!) updates our double digit updates have been huge, but you can tell we're moving towards completing this game - there's mostly little things left, and we can't do 'big things' without getting all of those 'little things' our of the way. In other words, it was fixing, tweaking, balancing, and the introduction of a new elite enemy. Enjoy!

    Features
  • New elite enemy in the sewers.

    Balancing
  • Slightly more bullet ammo per drop.
  • Alligators now wait for a bit before firing.
  • Less HP drops and less rads in Hard mode.
  • Splinters are now more effective with Bolt Marrow.
  • Ultra crossbow now has a higher rate of fire.
  • Less "last enemy is a turret somewhere far away" situations.

    Fixes
  • The unlock screen now works with gamepad too.
  • Stopped some things from spawning very close to the player. Few more tweaks to these things.
  • Removed bandits from a certain area.
  • Removed IDPD from a certain area.
  • Loop portal is now green again.
  • Fixed a tutorial crash.
  • Some changes to the Chicken Sword.
  • You can no longer take crowns to the tutorial.
  • Fixed a bug caused by pressing arrow keys in the stat/character select screen.
  • Fixed a bug related to toxic gas.
  • You should be able to swap your loadout weapons again.
  • Fixed a boss intro crash.

    Misc
  • Unlock screen now has a darker background.
  • Removed the random crown option for now.
  • Toxic Gas now glows properly.
  • Updated the Crown Vault art.


PAX is going exceptionally well, and we're amazed at how many of you have dropped by the booth to tell of your favorite Nuclear Throne deaths, kills and stories. Also thanks to those of you who brought fan-art, drawings, friends, or Coca Cola for Rami and thanks to those cosplaying our characters at PAX! One more day!

Update #87 - Efficiency - Weekend of August 21st



You wouldn't believe how many things we could finally strike-through on our to do lists and checklists this week. There's nothing too exciting gameplay-wise this week, but we definitely made some serious progress towards that long-awaited version 1.0! Anyway, long days of efficient and hard work are pretty exhausting, so let's just jump into the cool new stuff:

    Features
  • We've created a simple tutorial to explain the controls! Turns out it's rather possible to miss the fact that you can switch weapons.
  • Awesome music for the Labs and Crystal Caves loop bosses!
  • Boss intro for the Labs loop boss!
  • Updated the stats screen, now a bit more bare-bones but functional.
  • Unlock popups!
  • The loadout screen has been updated, crowns are now locked from the start until looping with them with a specific character.

    Balancing
  • Crown Statues are no longer damaged by enemies.
  • Nerfed Chicken's "hard to kill" Ultra.
  • Caves loop boss can no longer be pushed through walls.
  • Bit less HP for the Caves loop boss.
  • The Throne boss now shoots slightly less projectiles.
  • The Sewers loop boss now scales in difficulty with loops.
  • The Throne boss now scales in difficulty with loops.
  • Bouncer Shotgun rate of fire has been increased, and it spawns a bit sooner.
  • Laser Crystals now drop more ammo.
  • Made IDPD a bit more effective on loops.

    Fixes
  • Y.V.'s B Ultra reload time has been restored.
  • Fixed a crash on the daily score screen.
  • Swapped the Plant and Robot unlocks, whoops.

    Misc
  • Changed some tips.
  • Art for the Super Bazooka!
  • Nicer debris in the Jungle.
  • The way areas and secret areas are named has been changed.
  • Back buttons are slightly brighter.


Also don't forget to visit the Vlambeer booth at PAX Prime, which is not in the Indie MEGABOOTH this year, but a fully professional seperate booth of our own. We'll be introducing an amazing, brand new Nuclear Throne t-shirt and some other new merchandise. For those of you who won't be in Seattle, some of those will be for sale online later.

There's still a lot to do, but the ratio of 'things done' to 'things to do' is starting to look really nice for us now. Let us know what you think, as usual, and don't forget to check into our livestreams on Tuesdays and Thursdays.

Update #86 - Meta Update - Weekend of August 14th



Please take a seat before continuing. Let's dive right in.

There's some new interface, which also comes with a brand new host of tiny tweaks and even sound effects for the menus! Most importantly, there's a new daily screen, now showing you the character used and the world and level in which the run ended.

We've updated the character unlock requirements, as it's about time we start really working on some of the meta there. If you don't feel like grinding your way through every update, there's a temporary and rather giant "UNLOCK ALL" button in the main menu. Click it will unlocking all characters for you.

There's also a new thing it doesn't unlock. If you want it, you'll have to earn it. Loop twice to gain access to the very work-in-progress HARD MODE. That's right. Normal Nuclear Throne isn't hard enough for some of you. Just like loops themselves, Hard Mode is a super early version of what it'll eventually be. Hard Mode basically starts you off in loop 1, as a level 1 character, with a difficulty that ramps up twice as quick, enemies dropping less rads, normal loop 0 level weapon drops, and all the cool things that come with looping. To make things a bit more fair, you spawn right on top of a Big Weapon Chest, so at least you get to pick from three screwdrivers!

Other than that, there's a whole pile of balancing, fixing, even art visibility updates... And a Super Bazooka. Feel free to just skim over everything below and feel free to jump into the game as fast as you can.

    Features
  • New daily screen, now showing you what character someone played as and exactly where they died!
  • Basic sounds for the main menu!
  • J.W. couldn't help it: the Super Bazooka.
  • We've updated the character unlocks! They're now a bit more spread out, as we want to slowly start testing the timing and curve for this. This also includes little popups when unlocking a character or golden weapon and a huge temporary UNLOCK ALL button for those who don't feel like grinding through the meta until full release.
  • Boss intro for the second loop boss.
  • Hard mode. Reach loop 2 to unlock it.

    Balancing
  • Gamma Guts tweaks again. You no longer take damage from enemies you kill instantly with it!
  • Regurgitate gives you more weapons now.
  • The second loop boss now has more HP and functions as a light source.
  • Lil' Hunter is now a bit more predictable, using the snipe shots only from far away.
  • Crystal's shield cooldown has been increased a tiny bit.
  • Better rate of fire for the Splinter Gun.
  • Chicken throw damage now scales up with your level.
  • Flames spread easier.
  • Blood Hammer deals more damage to enemies.
  • Big Dog gains a lot more HP per loop than other bosses now.
  • Tiny bit more Lightning Cannon range.
  • Guardian Dogs now chill a bit longer at the start of a level.
  • Exploding Guardians explode in less projectiles.

    Fixes
  • Fixed a freeze that happened on death.
  • Fixed a crash that happened on startup.
  • Fixed a bug where portals didn't open chests.
  • Music volume should now directly change when changed in the options menu.
  • Piles of explosions no longer become horizontal lines.
  • Pausing while Crystal is shielding no longer locks her shield.
  • The 0-1 fight now breaks small walls when activating, preventing "invisible walls" from appearing.
  • Bolts should now be able to damage enemies close to walls.
  • Bolt damage now stacks properly.
  • Gold weapons are now unlocked properly for your loadout.
  • Lasers should no longer glitch through walls.
  • Big Rad Canisters now have the proper sprite when they break.
  • Pausing as Chicken no longer always shows headless Chicken.
  • Fixed a few things kind of related to Melting.
  • Fixed the rate of fire for Steroid's second weapon.

    Misc
  • Trying out some new decals in the Frozen City.
  • Updated Toxic and IDPD projectiles for readability. A few more projectile sprite updates in general.
  • The new default "freeze frames" value is now 80%.
  • Added an effect for when Chicken's thrown weapons hit something.
  • New tips!
  • The ambient tracks now start playing at a random offset.
  • Ambient track is now faded out inside portals.
  • Loading now shows percentages as 001% instead of 1%.
  • The (!) thing for new characters is back.
  • The reload bar is more clear in the HUD.
  • Continue/Retry are now slightly brighter than other buttons.
  • The back arrow now animates and has been moved around a bit.
  • Last but not least: your HUD now animates slightly when swapping/picking up weapons!


Get playing, enjoy, give us feedback! Apologies for hard mode.

Update #85 - Secret Update - Weekend of August 7th

No, this is not an update filled with secrets, but we did say we most probably wouldn't be doing an update and snuck this one in anyway! So here's a tiny one, giving you a few much-needed fixes and tweaks! Enjoy.

    Balancing
  • Turrets are more reactive, but have a lower firing range and a delay before firing.
  • Changed Robot's Regurgitate Ultra to make it drop a random chest about slightly less than half of the time when eating a weapon.
  • Y.V.'s Throne Butt now has different timing. 25% less reload time than 4 shots.

    Fixes
  • Fixed Y.V.'s active timing.
  • Might've fixed the "freeze on death" bug, but probably not.

    Misc
  • Fixed some of the optimization code.
  • Removed the Credits button from the main menu, we'll be moving that to options eventually.


Aight, we're back to pretending there'd be no update this week!

Update #84 - Daily Updates - Weekend of July 31st



After a few weeks of huge in-your-face changes, we've decided to try and do a subtle update. So we focused on loads of things that were really needed for a long time! After that, we couldn't help ourselves and got a few massive things in as well.

For example, there's now a very, very rough daily scoreboard in-game, allowing you to see your global rank, the top 10, and even compare your scores to your friends! There's a new Boss Intro for the first loop boss, new Big Dog music, we completely redid the total Hyper Crystal fight, and made some small but significant changes to Big Dog and Lil' Hunter on loops. For the Stress and Y.V. lovers among us, you can now have a rate of fire higher than the speed of light 1 shot per frame!

We've also done a ton of weapon and enemy balancing, nerfed Plant's Snare a tiny bit (big enemies are now less affected by it), and we even made some changes to Last Wish!

That covers a small portion of everything we've done. Next week part of the team will be out for GDC Europe and Gamescom, which means that there's a fair chance we won't be able to push an update that week. Everyone's been working exceptionally hard on the last 8 updates or so, so a bit of a breather to clear our minds and get some fresh perspective doesn't sound like a bad idea.

Enjoy this one, and as always, please let us know your thoughts/findings and keep being awesome. We'll check back throughout the week.

    Features
  • Very rough daily scoreboards in-game.
  • Friends leaderboard.
  • Reworked Hyper Crystal, now also scales with loops. Good luck!
  • Boss Intro for the first loop boss!
  • Rate of fire can be higher than 1 shot per frame now!

    Balancing
  • Lil' Hunter now doesn't start increasing the amount of IDPD right on the first loop. First only all normal types are spawned, then elites as well, then the number increases.
  • Big Dog now scales the bullet hell with loops, and can have random holes in his bullet patterns for fun dodging!
  • Horror's C Ultra has been changed to MELTDOWN, which doubles your total rad capacity.
  • Plant's Snare is now less effective on bigger enemies.
  • Visiting Jungle now gives you a free mutation in exchange for Last Wish.
  • Wolves now stop rolling after firing. Much better.
  • Changed the way Turrets spawn a bit.
  • Laser Crystals now have a chance to drop ammo.
  • Sword damage for Elite Inspectors has been increased.
  • Elite IDPD now all have a bit more HP.
  • Elite Shielders and Grunts are now slightly more agressive.
  • Inspectors now fire faster slugs.
  • Blood Cannon now deals 2 damage when fired without ammo.
  • Blood Cannon now spawns less explosions, deals slightly less damage, but has a higher rate of fire.
  • Plasma Cannon and Super Plasma Cannon damage has been decreased. Plasma Cannon now costs less ammo to fire.
  • Flame Cannon damage has been decreased.
  • Lightning and Flame Cannon now have slightly less AOE range when flying.
  • Seeker Shotgun damage has been decreased slightly while rate of fire has been increased.
  • Nuke Launcher contact damage has been increased.
  • Ultra Shovel now uses more rads.
  • Bouncer weapons spawn earlier.
  • Gamma Guts now deals AOE damage whenever triggered, not only when firing.

    FIXES:
  • Gamma Guts bug has been fixed. Will probably get more work in the future so that you don't take damage from enemies that are killed by it instantly.
  • Mutations should now be properly centered.
  • Pausing/unpausing at the 0-1 fight no longer keeps the letterbox effect on screen.
  • Fixed a boss intro bug related to dead players.
  • Fixed the Wrench icon hopefully.
  • Fixed a graphical glitch where portals glitched around when going to the character select. Also brings it back to 0-1.
  • Big Rats now only break walls when actually charging.
  • Fixed Steroid's Throne Butt text for now, also changed his ultra from saying "weps" to "weapons".
  • Every boss only shows their intro once per run now.
  • Steroids now has reload sounds for Plasma/Lightning weapons fired in their second hand.

    Misc
  • Updated Big Dog music!
  • Escape now continues the game when paused.
  • Daily game over screen no longer has a retry button.
  • You should be able to use the digits to select mutations again.
  • Buttons and nice splat graphics on the Game Over screen!
  • Removed Daily and Options button from the Character Select.
  • Big Rad Canisters now have their own hurt sprite.
  • Changed the way B tracks are loaded.
  • Changed the "sizes" of enemies and bosses, this is basically used to check how much they are moved around when touching other enemies and affects Plant's Snare now.
  • Some new tips.
  • The Pause, Load and Game Over screen now tell you when you're on your daily.
  • Big Bandit charge sprite has been updated.
  • Art for the Hyper Slugger.
  • The Back button on menus now has an outline.


That's it. Enjoy, and we're going to take some distance for a week, focus on the events we're attending, and we'll be back fresh in about two weeks.