Spelunky 2 cover
Spelunky 2 screenshot
PC PS4 XONE Switch Series X Steam
Genre: Platform, Adventure, Indie

Spelunky 2

Patch Notes: v1.28


  • Player indicators will no longer appear when there is only one player.
  • Fixed an issue that prevented the player from entering the portal in Duat.
  • "The Full Spelunky" achievement is now unlocked properly in all situations - it should unlock retroactively for players that should have it unlocked but haven't.

Patch Notes: v1.27


  • Cross-play with other platforms will only become available after the other platforms are using v1.27
  • Added back cross-play leaderboard filter.
  • Improved clock syncing to be as unobtrusive as possible (may fail to become unobtrusive very rarely) while still syncing properly 98%+ of the time.

1.26 Released!

ːspel2caveːːspel2caveːːspel2caveːːspel2caveːːgoldidolː I'm very happy to announce that with the release of v1.26, we've reached a big milestone with Spelunky 2's online multiplayer. You can now play Spelunky 2 online, with friends or random players, in Adventure Mode or Arena Mode, and now... between all available platforms (Steam, PS4/PS5, XB1/XBX, Switch) through cross-play! With that, I feel like all of our major goals for online multiplayer have been met, but to be clear, we will still be monitoring social channels for feedback and plan on making further improvements to the Spelunky 2 online experience.

Shout out to BlitWorks for their tireless efforts to make this possible!

As Always, Thanks For Your Patience



We really appreciate that so many players have stuck with us as we worked on online multiplayer. Trust me when I say that we always feel frustrated ourselves when something doesn't work as planned or we're forced to delay a release. I wanted to spend a little time explaining why the delays have been so long, for those that are interested. If you're not, just accept my apologies and my gratitude and then feel free to skip to the next section! ːspel2cavelː

I think I've said this before, but it bears repeating that Spelunky 2 is pretty complex for online multiplayer, despite "just" being a 2d platformer. At it's worst (for online, I mean!), there are four players running around a double-layered level with destructible terrain, liquid simulation, and high interactivity, where nothing in the level can be disabled temporarily, even when it's out of view. On top of that, it's a fairly fast-paced and detailed arcade-style game. So there's a lot to keep track of at any given moment.

Being multiplatform also adds many challenges - not just technical ones (and those are significant, of course), but also communication ones. Often, resolving a problem, even if it seems minor, can take days or weeks as people communicate back and forth across different companies, departments, languages, and time zones. Every platform has its own unique way of handling things, so getting everything lined up is tricky. This was particularly true for cross-play.

That being said, you may wonder why we don't simply take all of this into account when we give our release date estimates and pad them out more? The truth is that when we give our estimates, those are our actual internal estimates, and it may seem hard to believe, but we do pad them out! So those dates are the dates we're genuinely aiming for, with confidence. Game development is so hard to predict, though, and a lot of times it's not one thing, but many things that add up, and X gets delayed long enough that suddenly Y takes priority. And then Y has its own unforeseen delays, etc.

So it's tough - we need to be optimistic and ambitious to get these things done, and we want to let you know what we're thinking and planning, but it doesn't often line up perfectly. Some developers adopt a "when it's done" attitude, which makes sense, but can be frustrating for players in a different way. For me, personally, I've been thinking about how to handle release dates in the future, and I'd like to continue giving estimates, but probably less frequently, and definitely with a more neutral (i.e. less excited) tone and some clear warnings that they are estimates only and players should only purchase the game as-is.

FAQ



Are you planning more updates after this one? As I said above, yes! Our next steps are to collect feedback and continue improving the online experience now that the basic features are all in place.

Will you add more singleplayer content? No, our focus will continue to be on multiplayer and online. That's a personal preference for me as a creator, to try and preserve the singleplayer experience as much as possible after release. Of course, fixing bugs and any game-breaking problems is still on the table (although "game-breaking" is open to interpretation haha).

It's taking a long time to sync between levels when I'm playing online now! Sorry about that. It's part of our ongoing quest to create a smooth experience between players on systems that are very different in terms of power (including within Steam). From the feedback we've already gotten about 1.26, some players are having a much better experience online, while other players that were able to play fine before are now having to deal with the syncs. We'd like to start by releasing a workaround for the latter group ASAP and go from there.

If you have further questions, please let us know! Happy Spelunky-ing! ːspel2ankhː

1.26 Patch Notes



(Courtesy of NW*DD!)


  • Added missing developers and QA to credits
  • Network synchronization improvements
  • Schrödinger's ushabti when playing Daily Challenge
  • Server-side latency improvements for low-latency sessions
  • Steam/XB1/XBX/Switch players can now cross-play with PS4/PS5 players
  • Fixed abrupt rollbacks when a player disconnects from the game
  • Fixed input replayed on a client's new game after a host leaves the game
  • Fixed multiple desyncs in Arena Mode that led to playing different arenas
  • Fixed multiple crashes and a deadlock that could happen when playing online
  • Fixed multiple desyncs in Volcana that caused different world generation
  • Addressed clock-drifting due to heterogeneous hardware performance in loading screens through bound deterministic clock sync
  • Fixed multiple issues that happened when completing the game when playing online
  • Fixed constellations


Known issues introduced with this patch:


  • Player gating of players playing with old builds is not in place, sessions with mismatched versions will cause frag on sync.
  • "Cross-Play" filter on leaderboards is not present on Steam

Patch Notes: v1.25.2d


  • Multiples fixes to determinism (crt, stl, physics, prng, ai & general game logic) when playing in cross-platform scenarios.
  • Steam and Switch should now be able to play with players using Xbox-Live platforms (PC/XB1/XBS).
  • Single-region matchmaking for PC/Switch as to avoid current long queue times.
  • Fixed a crash that could happen when playing online.

Patch Notes: v1.25.2d


  • Multiples fixes to determinism (crt, stl, physics, prng, ai & general game logic) when playing in cross-platform scenarios.
  • Steam and Switch should now be able to play with players using Xbox-Live platforms (PC/XB1/XBS).
  • Single-region matchmaking for PC/Switch as to avoid current long queue times.
  • Fixed a crash that could happen when playing online.

One Year on Steam - Arena Mode Online!

ːgoldidolː September 29 was the One Year Anniversary of Spelunky 2's release on Steam! Thank you for joining us on this journey... whether you're playing the game, giving us feedback, or making/sharing content. In one year, we've released many updates to fix bugs, add features, change balance, and improve online multiplayer... and there's still more to come (including crossplay, which I'll address below). None of this would be possible without an energetic and thoughtful community.

Most recently, we ported the game to Nintendo Switch and, with the help of our friends at 8-4, we also released the game in Japan and Korea. Check out our Japanese trailer, directed by Derek Lieu, with help from 8-4:

[previewyoutube="Qm7mVhzdjE4;full"]

Arena Mode Online!



Another big addition to Spelunky 2 is the ability to invite friends to play Arena Mode online! It works similarly to co-op - just enter the in-game lobby and from there, you can invite people to play via Steam or Discord (just tab out and either DM a friend or check out our matchmaking channel).

Recently, XanaGear held an anniversary stream for charity and he and Phinq set up an online Deathmatch tournament for the stream that was actually quite competitive! Spelunky eSports begins now?! But in all seriousness, I hope to see more Arena Mode tournies in the future, because it was a lot of fun to watch.

[previewyoutube="f3OIBEzeKr4;full"]

Crossplay, Please?



Apologies for crossplay not being released yet! We planned to have it ready in the first half of this year, but it ended up taking long enough that we had to move our focus to the Nintendo Switch port. Now that that's done, we can prioritize crossplay again.

Currently, the plan is to release a private beta on Discord in the next week or so to try and track down a difficult bug. Aside from that, we need to satisfy the various requirements of each platform and get final approval. Our goal is to have crossplay between PC, PS4, and Switch before end of year so that everyone can play together during the holidays. We'll keep you updated on our progress!

Changes from Patch Series 1.21 to 1.23



Well, I can't think of a better way to sign off this post than a massive list of changes. Hope you've been enjoying them! Happy Spelunky-ing!

ːspel2caverː New features:


  • Reworked elixir
  • Added in-game feats screen
  • Added new languages: Russian, Chinese (Traditional and Simplified), Japanese and Korean
  • Players should now be able to exit to the title screen after playing the daily
  • Added button auto-repeat to some UI screens (like leaderboards)
  • Added cross-progress between Switch and PC

ːspel2caverː Arena:


  • Added different selectable personalities to the AI
  • Players can now add one bot at a time, up to three
  • Added ghost deathmatch timer
  • Added DM remaining lives counter
  • Added new “End Match” option to the arena
  • Added skip option to end a match in case only bots are alive
  • Added back button to the team selection scene
  • Added player indicators during the start of the match
  • Arena will no longer spawn generic crates on level generation
  • Added new 12/12 and 24/24 bags
  • Added new items to the list
  • Added “Very High” crate frequency setting
  • Ghosts now spawn in deathmatch even if you’ve run out of lives
  • Added new arena “Final Ghost” option
  • Implemented configurable player ghost breath cooldown
  • Added punish balls to the arena
  • Fixed arena player ghost bounds
  • Arena rules won’t be set as “Custom” unless a value actually changes
  • Arena level previews now correctly flip conveyor belts on all rooms
  • Fixed softlock when using “Level Select” after changing rule to “Take Turns”

ːspel2caverː Level generation fixes:


  • Dirk’s spawn is now guaranteed
  • Prevented giant spiders from spawning on thorny vine ceilings
  • Traps should no longer generate on top of existing cookfires (or any other items, for that matter)
  • Prevented cosmic orbs from spawning right next to pipe entrances
  • Sliding walls no longer spawn hovering above spikes as if these were solid floor tiles
  • Duat’s special altar is now guaranteed
  • Fixed issue where totem traps were being generated inside water pools
  • Improved scenario where blowing up the entrance to Waddler could also blow up a nearby vault

ːspel2caverː Performance improvements:


  • A lot of performance improvements of implementation-details and rendering
  • Performance improvements to multiple areas: warp particles, firebug, blur of UI shadows, quicksand, journal, lava levels, and more.
  • Minor RAM usage optimizations

ːspel2caverː Gameplay fixes:


  • Fixed orb skip
  • Fixed tossing system issue (skulls were being destroyed by ribcages)
  • Fixed issue where a seemingly safe teleport could sometimes still crush the player
  • Projectiles such as shotgun bullets now burst poison bubbles
  • Fixed mole state on being stunned while it is leaving or entering a floor tile
  • Fixed mole state after being killed by an explosion
  • Fixed mole being crushed on receiving whip damage inside a floor
  • Front layer players should now be moved to a safe spot when the eggship is taking off
  • Enemies in the area will now be killed once players enter the eggship
  • Fixed issue where tossing stuff against arrow traps immediately after exiting a layer door wasn’t triggering them
  • Fixed issue where the drill at the bottom of the level was still generating weird collisions and could force bombs explode on contact
  • Fixed issue when flipping over Olmec while near a wall
  • Fixed issue where players could sometimes move through Olmec
  • Fixed issue where hang spiders could very rarely be left in an idle state after destroying their hanging thread
  • Fixed issue where mounts inside quicksand weren’t behaving correctly
  • Bombs stolen by Leprechauns can now also be paste and power bombs
  • Fixed issue when tossing something downwards while standing
  • Falling into spikes now reset fall timers (needed when teleporter backpack saves you instead)
  • Players climbing ropes and ladders now trigger bear traps
  • Fixed issue where teleporting could sometimes force tossing the currently held item
  • Sun challenge force fields will now be disabled on challenge failure
  • Fixed caveman waking up suddenly when the player barely touches him
  • Fragile stuff thrown at armored Olmites now correctly breaks
  • Player ghosts blowing things such as a boomerang and hitting someone will now count as the player’s fault
  • Shields and other blocks will no longer be able to push honey
  • Fixed gold iframes in the hard boss level
  • Prevented players from receiving poison damage continuously when they are mounting a mech and they are attacked by a scorpion
  • Toggling the hoverpack will now immediately stop the player’s fall
  • Opening a locked door from the back layer no longer automatically forces the player to enter (same behavior as with front doors)
  • Fixed issue where hitting a magmar could tag it forever, making shopkeepers blame you on contact
  • Fixed issue where the teleporter could be used downwards while standing during the throw animation
  • Fixed pipes issue on destruction
  • Fixed collision issues when stomping monsters that are riding mounts
  • Slightly increased the size of small gold nuggets and gold coins so they can still be whipped while over thorny vines
  • Held entities are now repositioned smoothly after being pushed by walls (fixes several issues)
  • Prevented cavemen from continuously swapping equipped backpacks
  • Fixed issue when players climbing ladders tried to jump and attack at the same time
  • Olmites now correctly drop from their holders’ hands when frozen
  • Shrunk giant fly’s collision shape
  • Fixed turkey’s shop skip
  • Fixed some issues when destroying trees or mushrooms
  • Holding jump while stomping a frozen monster now makes the player jump slightly higher
  • Proto shopkeepers now correctly deal damage when tossed
  • Prevented crush traps from being set on fire
  • Fixed axolotl not being able to enter a pipe while underwater
  • Throwing a lit torch will no longer burn the rope you’re currently climbing
  • Fixed issue where hugging a wall from the left made a nearby spring trap not trigger
  • Fixed issue where untamed mounts could rarely squeeze into 1-tile gaps
  • Fixed weapons issue where they could damage the mount of your holding player
  • Fixed players receiving damage by thorny vines in some cases while wearing the climbing gloves
  • Fixed issue where tossed eggplants were sometimes not damaging other entities
  • Players can no longer keep walking if their punish ball is being held and the chain is extended
  • Players now drop any held punish ball if the owner is too far
  • Fixed teleports while having a punish ball
  • Punish balls are now dropped when entering pipes as they were causing too many issues
  • Fixed issue when a player with a punish ball gets bubbled
  • Fixed hired hands rescued in the Gold City being carried as a corpse to Duat and the subsequent levels
  • Fixed issue where Anubis could get stuck after being bubbled
  • Tweaked Anubis’ ice cage and bubble size
  • Players can now hang from smaller edges (reduced necessary margin)
  • Fixed issue where mosquitoes pushed by orbs could sometimes get stuck indefinitely
  • Olmites will now unstack if they get pushed horizontally
  • Prevented the giant frog from killing some recently spawned tadpoles when closing its mouth
  • Fixed player stomp check sometimes failing when colliding with monsters right after jumping
  • Vendors will now anger if a player using the climbing gloves drops anything over their heads
  • Prevented players from grabbing bear traps from another player’s hands
  • Fixed issue where mounts weren’t letting players unmount while near a platform
  • Fixed issue where players couldn’t drop items after tossing a bomb
  • Bombs coming out of treasure chests will now be correctly tagged
  • Fixed issue where broken eggsacs could be pushed away by blocks
  • Fixed issue where shooting arrows while being held could damage your holder
  • Fixed special end when players bring a land mine with them
  • Fixed issue with thrown entities when ink was involved
  • Boomerangs now stop following their owner on layer change
  • Pangxie’s claw chains now deal damage the same way the claw itself does
  • Fixed issue where being killed by a Lamassu could sometimes show a different death message
  • Improved the way arrows ricochet in certain situations
  • Arrows bouncing off of robots and armored Olmites now correctly play the ricochet sound
  • Fixed issue when picking stuff up during the throwing animation
  • It should now be harder for Anubis’ special shot to just linger in place after not finding a suitable target
  • Fixed crush traps’, elevators’, falling platforms’ and sliding walls’ issue where touching them with a weapon (like the whip) would tag them to the attacker, potentially voiding pacifist runs
  • Overhauled ghost opacity system so killing becomes more consistent
  • Black market shop bounds will now be more symmetrical
  • Tiamat’s attack made entities invulnerable for too long
  • Players should now be able to start a challenge when the merchant is on top of a door
  • Fixed issue where Dirk’s coffin was spawning in the wrong spot.
  • Fixed issue when entering pipes while climbing
  • Fixed issue where torch flames weren’t processing collisions

ːspel2caverː Online:


  • Add hourglass icon to identify when a client is running slow and causing soft desyncs due to clock drifting
  • Fix sprite flickering and interpolation flushes when playing online
  • Improved player ghost position interpolation during online matches
  • Fixed player position glitch when a player is rescued from a coffin on online matches
  • The camera will now move to the back layer when a player takes the eggship during an online match
  • Determinism improvements to prepare for cross-play support
  • Protocol improvements to reduce problems with some routers
  • Protocol improvements to reduce disconnects on setups that were suffering from ISP microcuts and wifi background scans
  • Ankh animation should now be correctly skipped if the reviving player gets disconnected
  • Fixed issue when playing an online arena match after having played locally with bots
  • Fixed crash when restoring screen settings to default in some setups
  • Fixed issue where players needed to press “Exit” twice while on the daily game over screen
  • Online arena should no longer keep on resetting rules after each match
  • Added more specific platform icons
  • Fixed journal page recap team size
  • Arena can now be played online
  • Removed server information

ːspel2caverː Crashes:


  • Fixed random crash in Arena mode, playing with bots
  • Fixed crash on using repeated characters in Arena
  • Fixed crash when backpacks fell on a conveyor belt
  • Fixed crash when trying to start a challenge when the challenge door has exploded
  • Fixed issue when an explosion occurs near the bottom of the level
  • Fixed memory overrun when there were too many hired hands
  • Fixed multiple crashes due to a text-related race condition when changing levels and playing online.
  • Fixed issue where jiangshi assassins could sometimes crash the Cosmic Ocean.
  • Fixed crash when changing the button icons setting
  • Fixed crash when synchronizing cross-progress
  • Fixed potential crash when killing a UFO

ːspel2caverː AI:


  • Fixed hired hands jumping into the lava on trying to reach a very far target
  • Arena bots are now able to push blocks
  • Improved AI dangerous detection for Arena mode
  • Prevented hired hands from picking up turkeys delivered to Yang
  • Prevented HHs from attacking mummies

ːspel2caverː Minor / Visuals fixes:


  • Fixed visual glitch when picking up a blinded player
  • Made Arena results screen unskippable until the button prompt appears
  • Fixed some glitches on the main title screen fire particle emitter
  • Fixed particle animation glitch while the game was paused
  • Made certain graphical effects work independently from the current resolution
  • Removed more texture artifacts
  • Fixed whip animation frame position for a specific character
  • Changed the “1” to a “2” on the dice shop sign
  • Fixed issue where the torch’s flame looked weird when the torch was picked up by a caveman
  • Fixed block on entering into the arena when the main character in the character selection screen was a bot
  • Fixed visual glitch on the lobby scene when cancelling the “Enter Code” prompt
  • Vlad’s Castle sliding walls will now use the proper chain metal color
  • Fixed issue where Pilot looked taller during his entering/leaving doors animation
  • Updated some Switch buttons
  • Successful shopkeeper clones now play the same sounds as regular shopkeepers
  • Fixed issue when whipping while on top of a basecamp table
  • Fixed issue where toggling the hoverpack could sometimes still show the spring shoes VFX
  • Moved daily challenge to “Online” section
  • Fixed issue where a back door leading to a locked door wouldn’t show a button indicator while holding a key
  • Stun birds will now disappear during door transitions
  • Added invincible effect when a rolling lizard is whipped
  • Opening a locked door from the back layer now correctly plays the opened sound
  • Added missing tile decorations on Abzu
  • Fixed lingering light in Neo Babylon
  • Fixed very rare case where an angered Yang could sometimes speak when he happens to be near a shop while the player goes through the door
  • Fixed punish ball chain visual glitch when picking it up
  • Fixed eggplant child name in French
  • Removed some artifacts from Colin’s ghost

Patch notes: 1.21.0c

Gameplay:

  • Fixed teleport
  • Players can now use doors during the throwing animation
  • Fixed Vlad's cape double jump on jumping from a rope while attacking or throwing a bomb
  • Players are now able to whip against a fragile floor while climbing it with climbing gloves
  • Prevented vendors from angering on touching honey during their patrol phase
  • Prevented vendors from increasing wanted level when their corpses get destroyed by a snap trap
  • Fixed case where players were not being blamed when they caused a UFO to explode in a shop
  • Prevented vendors and NPCs from blaming the player if they receive damage from a corpse thrown by themselves
  • Prevented player corpses from stomping monsters
  • Prevented on sale held backpack from being dropped when the vendor gets angered and the player already has the same backpack equipped
  • Fixed players not being able to grab paste bombs attached to their bodies under some circumstances
  • Improved cobra's acid spit to make it more unlikely to affect the player when the player had just stomped the cobra right as the spit had just spawned
  • Prevented spring trap from pushing the punish ball if the ball can break floors
  • Prevented chained spike ball from damaging the player when the player is climbing down its chain while the ball is falling
  • Prevented sticky trap from trapping players that are entering into a pipe
  • Sparrow will now drop a rope pile instead of a single rope
  • Added a reward on finishing Sparrow's quest
  • Fixed issue where challenge rooms might not spawn when coop player coffin rooms had to be created
  • Fixed bomb thrown by the pitcher's mitt being trapped on a body armored olmite, bouncing back and forth
  • Prevented monsters spawned from special coffins from dropping any treasure
  • Prevented dice from being stolen in coop just holding them in the shop while other player leaves the level
  • Fixed dice shop reward position on carrying two different dice from another level
  • Climbing gloves now protect against thorny vines while climbing
  • Fixed double jump on attacking and jumping at the same time (visually noticeable when having spring shoes)
  • Fixed Kali giving duplicated items to the default player under certain circumstances
  • Prevented player from being killed by reversed spikes when the player enters the spikes touching the ceiling while using a jetpack
  • Prevented cat mummy from disappearing when colliding with a blinking player
  • Fixed Olmites teleporting inside floors on being attacked when they are on an elevator
  • Reduced mole iframes
  • Added iframes to present's content
  • Fixed boomerangs not being whippable under some circumstances
  • Underwater coffins should no longer deal damage when bouncing
  • Fixed shield position after using a pipe
  • Added treasure picking iframes after using a pipe
  • Fixed mattock being unable to break a push block if the push block was over a door
  • Prevented vendor's coins from spawning inside floors
  • Fixed powderkeg exploding when placing a bomb on it
  • Fixed jump delay on attacking and jumping at the same time while climbing
  • Fixed turkey's neck not damaging entities on attacking while the rider has unmounted
  • One vault should now always appear once on each theme
  • Ghost split timers changed from 30s/30s to 60s/30s
  • "Big Spender" discount increased to 10% (up from 5%)
  • Skeleton Key now also opens Udjat's Eye chest
  • Bouncing off of enemies while stomping slightly increased in order to be able to reach certain ledges
  • Firebugs will no longer spawn below the drill making it slightly easier for players to go down more safely
  • Player ghost blow can now move vendors' corpses
  • Fixed turkey not being cursed on breaking a cursed pot with its head attack
  • UFOs in attack mode will now be affected by the camera flash
  • Fixed butterfly state after being moved from a vine with a shield
  • Webs will now fade out when the player is pushing a block through them
  • Prevented totem traps from triggering by a mole digging
  • Fixed issue where stunned players were still sometimes stomping enemies
  • Fixed issue where players tossed against other entities were using the stomp damage.
  • Fixed issue where the easy boss's scream could glitch when hitting a player that's holding a shield


Crashes:

  • Fixed rare crash when completing the Sun Challenge
  • Fixed crash when the ending's NPC picks up a pickable item
  • Fixed telepack related crash


New features:

  • Ending playable characters are now unlockable from daily runs
  • Added "Asinus" constellation suffix for True Crown wearers
  • Added Total Players count to leaderboards


Online / Leaderboards:

  • Fixed block when a player with an Ankh in use is disconnected
  • Added controller vibration and taskbar icon flash when a new player joins the lobby
  • Optimized leaderboard cache
  • Ending a daily will now redirect to leaderboards


AI:

  • Made hired hands more collaborative, preventing them from going for the same target at the same time
  • Fixed hired hands' pick up priorities
  • Added a short time margin to prevent hired hands from moving as soon as the level starts
  • Prevented hired hands from attacking targets that are being held
  • Fixed hired hands remaining motionless on losing the path to the player
  • Prevented hired hands from staying motionless on thorny vines
  • Prevented hired hands from trying to pick up entities placed on thorny vines
  • Hired hands will now drop the shield on being whipped
  • Hired hands will now drop the shield if they are about to crush a player
  • Prevented hired hands from fleeing from passive ghists
  • Improved detection and handling of falling damage (including falling on lava and some other dangerous places)
  • Improved hired hands' upward whip attacks
  • Prevented hired hands from changing their looking direction while attacking
  • Improved hired hands' attack to try to prevent them from touching the target during the attack
  • Prevented hired hands from shooting robots and body armored olmites
  • Improved hired hands' totem/lion trap handling
  • Improved hired hands' mosquitoes handling
  • Improved AI ceiling spikes' detection
  • Fixed hired hands not crossing a door while the player is already crossing it
  • Hired hands in lost state will now pick items up as well
  • Hired hands will now try to stomp monsters that can throw or shoot
  • Moved hired hands' safe point in Olmec to the entrance
  • Hired hands can now pick items up while resting in Olmec's lair
  • Improved hired hands' conveyor belt handling
  • Hired hands will now try to stomp mummy cats
  • Hired hands will now stay away from floating orbs
  • Cancelled hired hand's attack to a dangerous mount if it starts being tamed
  • Fixed certain child's state when he receives damage while he is sleeping in a certain place
  • Hired hands will now look for rebel hired hands while in stay put mode
  • Hired hands will now grab and throw paste bombs attached to their bodies
  • Hired hands will now stomp frozen players
  • Deathmatch AI will now search for sliding wall switches as well
  • Prevented deathmatch AI from trying to attack players on pipes
  • Fixed case where the AI was unable to attack players on a one-tile gap


Minor / Visuals:

  • Killing easy boss with land mines no longer voids "Pacifist"
  • Fixed controller input mapping on switching slots in the character selection scene
  • Fixed a lot of wrong death causes
  • Fixed player rotation on passing from a rope to a ladder
  • Fixed player ghost suddenly disappearing in special tunnels
  • Fixed pet state in the tunnel after certain golden world
  • Added ceiling to doors during the tunnel transition on certain froggy themed levels
  • Prevented hit effects in Lahamu on attacking her with a sword-like weapon after killing her
  • Prevented thin ice platform from getting on fire by attacking it with a powerpack
  • The "So close" message will now appear only if the next zone still remains undiscovered
  • Fixed grub color values on evolving
  • Changed mounts journal's background
  • Centered Waddler image in the journal
  • Fixed on sale backpack looking direction on angering a vendor
  • Slightly improved popups look
  • Fixed old sister breath position on Ice Caves
  • Fixed run recap name and killed-by count for medium and small ghosts
  • Fixed names in the run recap for some traps
  • Fixed timed powderkeg not unlocking the powderkeg journal entry
  • Timed powderkeg's journal entry will now unlock on moving the idol
  • Fixed Kali's message on sacrificing
  • Fixed camera transition when players went in or out of the training grounds
  • Fixed weapon's depth after attacking and jumping at the same time while climbing
  • NPC dialog sounds are now still played even if dialogs are turned off
  • Aligned certain king's face
  • Fixed beehive tile
  • Fixed more artifacts in textures
  • Fixed Nekka's push animation
  • Fixed Au's long fall animation
  • Fixed Lamassu's face during the flying animation
  • Fixed some capital letters and typos in texts
  • Tweaked or added a couple of new room layouts in both the jungle and a certain froggy-themed world
  • Some more blocked path fixes

Patch notes: 1.20.4d

Hotpatch 1.20.4d:

  • Fixed corpses not exploding on being slashed
  • Prevented plasma cannons from exploding on touching lava while being held
  • Fixed teleport while using the jetpack
  • Fixed jetpack auto-activation after attacking in the air while holding the jump button
  • Players can once again jump while inside honey
  • Fixed issue where liquids were being rendered empty after a screen/window resize while the game was paused
  • Fixed a certain blood moon's boss death sprite


Gameplay:

  • Players can now go down through a platform while throwing anything
  • Prevented player from changing its looking direction on attacking while climbing up
  • Prevented mounts from changing their direction while the riding player is attacking with a sword-like weapon
  • Fixed short jumps on attacking with any weapon and jumping at the same time
  • Fixed short jumps on dismounting a riding mount
  • Fixed projectiles spawning directly inside floors on shooting while riding inside a floor
  • Backwhip will now affect liquids as well
  • Fixed auto-pickup on stealing a pickable item
  • Fixed Yang's turkeys not being able to go to the next level if Yang dies without being angered
  • Prevented mounts with a monster rider from damaging players when they step over a hanging player
  • Fixed laser trap shot not impacting on a player stuck to the trap floor tile
  • Fixed stomps when the player just fired a weapon
  • Fixed hoverpack activating on jumping at the point of a ledge
  • Fixed players not attaching to moving floors when the floor movement disabled the hoverpack usage
  • Fixed weird physics when the punishment ball was being held and the holder was also being held or riding a mount
  • A held backpack will now auto-equip on dropping the current backpack
  • Prevented held player from affecting his holder on attacking
  • Held players will now be stunned only on dropping or throwing them
  • Teleporting into a fragile floor won't kill the player anymore
  • Prevented riding entities from being unmounted on receiving poison-tick damage
  • Slightly increased attacking boomerang's shape
  • Stunned mantraps can now receive damage when tossing a corpse against them
  • Added torches to a certain underlava door during dark levels
  • Prevented spark traps from affecting embedded items
  • Spark traps that spawn near the entrance level now start at their max size
  • The plasma cannon will now explode on being crushed or on falling to the lava
  • Slightly increased fish shape so players won't miss them when throwing a rock against them with the pitcher's mitt
  • Prevented players from being blamed if a die goes out of a dice shop
  • Prevented dice shop item spawner from spawning an extra item if the bet machine disappears
  • Prevented skull drop trap skulls from damaging the player on losing their speed
  • Prevented duplicated backpacks if the player crushes a vendor and an on-sale backpack at the same time
  • Prevented caveman from continuously picking up an item dropped by a force field
  • Prevented robots, mechs, and body armored olmites from removing the poison coating of arrows
  • Fixed body armored olmites being poisoned by poisoned arrows even if the arrow was being deflected
  • Fixed case where Yang was being angered instead of shopkeepers on breaking a vault's wall
  • Fixed player bag content on being retrieved from Waddler's storage
  • Fixed mosquitoes not getting stuck to shields
  • Mosquitoes will now detach from floors on being pushed away
  • Fixed leprechaun and monkey not being able to stun held players
  • Fixed infinite rolling die on picking it up before it stopped rolling
  • Prevented elevator from dragging down bats and other flying entities
  • Fixed Snake glitch if it sits on one block and the player pushes a push block near, towards it
  • Fixed Robot glitch if it sits on one push block and the player pushes the push block towards another floor
  • Fixed blood position on sacrificing blooded entities
  • Equaled shapes between purchasable and regular backpacks
  • Prevented bubbled entities from crossing floors
  • Sitting Anubis will now be crushable
  • Prevented mechs from being cursed
  • Vertical force fields will now burn ropes as well
  • Fixed Yang's weird walking in the Black Market


Crashes:

  • Fixed crash on disappearing Vlad's cape wearer
  • Fixed crash when the AI target disappears


New features:

  • Added vibration preview in settings
  • Added Nintendo Switch buttons to the button prompt option
  • Added a new option to change the text boxes' opacity
  • The most beloved shopkeeper of all time has returned :ear:


AI:

  • Fixed hired hands being unable to dismount under certain circumstances
  • Prevented hired hands from trying to pick up entities on a platform with a ladder
  • Improved behavior of hired hands in Olmec's level
  • Hired hands will now protect players from rebel hired hands
  • Prevented hired hands from tide pool prison from detecting the player outside their cells
  • Prevented hired hands from attacking dangerous mounts while they are being tamed
  • Hired hands will now ignore treasures when they are on stay-put mode
  • Prevented hired hands from throwing the Qilin to attack monsters
  • Prevented hired hands from shooting or throwing from the shop's outside to an inside monster


Minor / Visuals:

  • Fixed some cases where the player profile last run stickers were being incorrectly replaced
  • Prevented shield from moving loaded arrows
  • Fixed hoverpack activating in the endings
  • Added button prompt to a certain temple door when you are carrying a certain weapon but you're not wearing a certain item
  • Prevented base camp NPCs from grabbing ladders on jumping to congratulate the player
  • Prevented base camp NPCs from hanging from ledges
  • Fixed ending's constellation stars size
  • Fixed crossbow arrow opacity when it is embedded into an ice block
  • Fixed initial penguin animation
  • Fixed witch doctor skull light when it is not visible
  • Fixed mine deactivation sound on carrying it between levels
  • Ghost players will now stop to talk with Terra as well
  • Fixed death double sound on killing a monster with any sword-like weapon
  • Fixed Kali's message on receiving the Kapala after being healed from curse
  • Fixed case where the witch doctor's mark remained in players' heads even if the witch doctor was not targeting them anymore
  • Fixed light arrow platform's light
  • Fixed robot invulnerable effect on being attacked by a turkey
  • Fixed hard boss not appearing in the tunnel recap after being defeated
  • Fixed gold chain's rubble
  • Fixed the big monster of a certain blooded moon world's size on the frame he is killed
  • Disabled controller vibration before the main menu
  • Added kill sound to the punish ball
  • Fixed some translations
  • Removed some artifacts

Patch Notes: 1.20.3a


  • OST is now available on Spotify!
  • Fixed rare case where mounts were being crushed
  • Getting unjustly crushed by a sliding wall should now be considerably harder
  • Vendors and NPCs will now anger if the player drops their backpack on them
  • Prevented thrown entities from being crushed when thrown on a ceiling while the thrower is riding a mount
  • Fixed online progress being wiped on closing the game after a run
  • Capes and jetpack now deploy when pressing jump and attack buttons at the same time
  • Cape will now remain deployed on shooting a weapon
  • Added previous Palace of Pleasure's laser trap back (pointing to the correct end this time)
  • Fixed jungle sisters and thief reappearing alive after being killed
  • Fixed jungle sisters not enraging on killing them with one single hit
  • Completing a level in coop while a secondary player is riding a still on-sale or a Yang-delivered mount no longer brings said mount with you
  • Prevented frozen vendors from spawning their weapons on throwing a bomb inside the shop, on webbing them or on breaking a shop tile
  • Killing the merchant with one hit will now make her disappear with a smoke bomb as well instead of leaving a corpse
  • Vendors and NPCs now detect active floors and are able to jump over them to chase the player
  • Prevented spring traps from trying to move a shooting UFO or a walking bee
  • Shields now protect against hard boss' fireballs
  • Fixed case where the water was not affecting some entities thrown by the pitcher's mitt
  • Fixed caveman boss state after being flashed while he was jumping
  • Fixed weird caveman boss' bouncing
  • Fixed held entities' depth on throwing a bomb and, then, jumping while climbing
  • Fixed the conveyor belt when a player, hanging from a falling platform, landed on it
  • Fixed climbing hermit crab state after being frozen
  • The mole will now retreat if it collides with a shield while it is exiting from the floor
  • Prevented powder kegs from exploding when an on fire entity "touches" it on a corner through the floor
  • Slightly increased bats' hitboxes while hanging so boomerangs won't miss them when thrown very close to them
  • Prevented sticky bombs from attaching to a bow's arrow of a player being held by the thrower
  • Explosions now affect held creatures and fragile items
  • Fixed wild mounts state after riding them twice very quickly
  • Spark traps will now also affect unequipped backpacks
  • Prevented spark traps from igniting torches while inactive
  • Opening presents by using up+attack now tosses the content forwards so they can more easily be skipped
  • Players can now carry a golden monkey through pipes
  • Shop lamps can now be cloned
  • Excalibur and broken Excalibur now affect armored Olmites
  • Fixed lavamander's light when bubbled while turning incandescent
  • Fixed visuals of the last part of a vine when a new one started just below
  • Improved plague event performance
  • Prevented a certain monster-dropped jetpack from exploding due to subsequent explosions
  • Fixed issue where player coop coffins were sometimes not spawning in a certain purple world
  • Bear traps can now crush corpses
  • Fixed the Udjat socket button icon after enabling it
  • Prevented auto-jump on holding jump button to turn off a hoverpack being too close to the ground
  • Fixed run recap survived-death message on sacrificing in a specific location
  • Prevented bombs and ropes usage when a riding player is crossing a door
  • Fixed sorceress' attack state on being webbed or bubbled
  • Prevented pushblocks from dragging flying entities
  • Fixed backpack not activating when pressing the jump button twice very fast
  • Improved Arena pre-match screen and in-level countdown
  • Fixed flying arrow state after colliding with honey or sticky traps
  • Duplicated pickup items can now be picked up in multiplayer mode
  • Fixed crash in the last level when only one player was alive and it disconnected (and other possible related crashes)
  • Untamed frozen mounts can now be picked up
  • Chained spike balls and falling platforms can now kill floating orbs
  • Fixed horizontal speed on throwing something with the pitcher's mitt while the player's riding mount is crouching on a tight corridor
  • Added close message to the tutorial's journal
  • Fixed case where the spike ball trap and the falling platform were pushing entities instead of damaging them
  • Fixed random crash
  • Players can now look up and down while using the hoverpack
  • Prevented gold monkey from spawning potentially infinite treasure on picking up and dropping it continuously
  • Fixed ink effect while being inked while a previous effect was already disappearing
  • Fixed rare case where the ending scene was not triggering and players kept walking forever
  • Prevented metal arrow from sticking on the top of Olmec when Olmec is jumping
  • Fixed witch doctor skull creation when being revived by a necromancer
  • Laser traps now also detect mounts' riders
  • Fixed frozen hang spider state on bouncing on a floating orb
  • Fixed bug on angered Vendors and NPCs which was preventing them from jumping when they had a platform above them
  • Fixed some cases where the ankh was being triggered at the same time as a transition, causing some blocks
  • Prevented Arena's monsters from moving during the initial countdown
  • Bombs will no longer switch ownership so easily
  • Dirk, Au and Pilot coffins will now always spawn (containing a hired hand if they were already unlocked)
  • Prevented monkeys from jumping over and over if they hit a shield during the first jump from a vine
  • Added new option in Arena to set how much damage the whip inflicts (Warning: This will change the save game binary format)
  • Added simple cosmetic minigame to the credits
  • Improved torch fire in title scene and character selector
  • Added cosmetic shooting stars to the base camp sky
  • Reduced constellation's stars size in the base camp
  • Constellation's lines are now visible when using the telescope
  • Prevented invisible digging moles from triggering arrow traps
  • Prevented players from being moved by conveyor belts while webbed
  • Fixed wooden log trap's death message
  • Fixed boomerang state if the original thrower disappears
  • Explosions will now compromise the integrity of purchasable backpacks
  • Fixed Tusk's dice shop spawn when having previously missed the thief
  • Fixed shield not reflecting some sorceress' daggers
  • Changed Arena colors to use the team colors
  • Converted hold the idol's seconds counter into a countdown
  • Landmines will now explode on touching lava
  • Fixed certain cloned follower's held item on changing level while the original follower remains sleeping in a certain place
  • Prevented falling platforms and sliding walls from getting on fire
  • Prevented ghist from killing players ignoring the invulnerability frames of crossing a door
  • Throwing a rope while crouching will now always create the rope on the next tile
  • Fixed movement of spike ball trap, sticky trap, and tentacle trap under some circumstances
  • Fixed held's visibility on exiting from a layer door in coop without actually crossing it
  • Fixed main menu issue when players got disconnected from online matches
  • Prevented parachute from deactivating on throwing something while deployed
  • Fixed some blocked paths
  • Fixed some little texture artifacts
  • Fixed case where a spark trap was generating too close to the entrance in certain looping levels
  • Hired hands won't jump from the player's arms until reaching a secure position
  • Fixed some cases where the AI was jumping directly to danger (thorny vines, lava, spikes...)
  • The AI will now check falling damage while wandering as well
  • The AI will now take into account some dangerous entities (like acid bubbles)
  • Fixed AI's spear trap handling
  • Prevented AI from trying to go through breakable floors from just above
  • Improved whip usage for the AI, giving more margin on attacking monsters to prevent getting hurt
  • Hired hands won't fight giant fish anymore
  • Fixed monster about to wake up detection for the AI
  • Improved AI security on handling blocks about to regenerate
  • The AI will now take into account the player position before breaking any breakable tile
  • Fixed some easy jumps for the AI
  • Fixed hired hands' state while underwater
  • Hired hands can now be picked up while in shops
  • Waiting hired hands now follow players as soon as they leave a shop
  • Prevented hired hands from using an exit door
  • Prevented hired hands from trying to pick up a riding monster
  • Fixed hired hand jump over some stuck dangerous monsters
  • Improved AI target handling after detecting some danger in the path to the current target
  • Improved how hired hands handle plasma cannon to prevent some catastrophes
  • Fixed unarmed crossbow handling for the AI
  • Prevented hired hands from using weapons or shields inside shops
  • Hired hands will now fight untamed dangerous mounts
  • Hired hands will now pickup tamed mounts
  • Fixed case where a hired hand was not following another hired hand on waking up while the other hired hand was in the other layer

Patch Notes: 1.20.2a


  • Fixed issue where stomping an enemy on a tight corridor could sometimes crush the player
  • Fixed issue where mounts were sometimes being crushed when trying to squeeze into tight gaps
  • Killing a certain miniboss in a certain blood moon zone will now drop a jetpack
  • Removed powerpack reward from a certain special Kali's altar in that same zone
  • A non-flying boomerang thrown by a player will now enrage vendors and NPCs
  • Paste bombs can now stick to floating orbs
  • Prevented players from riding a mount when they are bubbled
  • Ghosts no longer change hitboxes on being flashed by the camera
  • Fixed rare case where the Moon challenge could not spawn
  • Prevented mounts from jumping when their rider was using the mattock
  • Prevented hoverpack from turning off on being inked
  • Prevented hard boss from moving inside the level walls
  • Fixed issue where witchdoctors' voodoo attack could damage a player after they've revived with the Ankh
  • Tutorial can now be played in local coop
  • Waddler's storage floors will no longer activate on items until the items stand still
  • Dice shop prize list will now be deterministic among seeds
  • Added invulnerability frames to both Humphead's Hired Hand and present
  • Fixed issue where some pieces of rope weren't correctly being tagged as being from the player
  • Fixed gravity for stunned entities thrown by the pitcher's mitt on recovering from the stun
  • Fixed possible crash when Olmites were on top of a pushblock
  • Prevented tutorial signs' buttons from disappearing when the buttons prompt option was disabled
  • Fixed issue where only one floating orb breaking sound was playing at the same time
  • Fixed Jiangshi assassin rotation on being frozen
  • Fixed sword-like weapons rotation on attacking while climbing up
  • Added platform to the basecamp surface eggship while playing coop
  • Added wake-from-stun sound effect to mounts
  • Long timers can now correctly show times up until almost 100 hours
  • Reset grub's speed on starting to evolve
  • Fixed boulder's death cause
  • Fixed a set of extremely rare collision bugs
  • Added a couple of fields to the struct made available for AutoSplitting, exposing information about resets and door triggers. The layout should remain backwards compatible
  • Added command argument to use the old flip mode `-oldflip` for people having performance regressions after the 27th of January patch
  • Improved renderer initialization, this should fix being unable to boot the game after the 27th of January patch. If it doesn't, see previous change
  • Fixed case where the AI got stuck in a loop trying to attack an enemy
  • Fixed some issues in the AI path calculation
  • Prevented AI from getting stuck on thorny vines
  • Fixed AI being unable to jump over some thorny vines
  • The AI will now take into account if the Hired Hand fits through the hole when treating with shields and push blocks
  • Improved how the AI attacks to prevent attacking with the rear part of the whip to tiny entities (like bear traps)
  • Improved falling platform handling for the AI
  • Prevented AI from shooting or throwing when it is too close to the player
  • Prevented AI from trying to break some fragile floors using the eggplant, scepter, clone gun, teleporter, camera, or webgun
  • Improved falling damage prevention for the AI
  • Prevented AI from jumping into lava under certain circumstances
  • Prevented AI from just falling into death without reacting under certain circumstances


Online beta changes:

  • Some special crowns will now drop from players upon death
  • Fixed issue when the Ankh gets triggered while a player is entering or leaving a door
  • Fixed issue where wrong layer is rendered after player dies while the next target is in another layer
  • Fixed an issue which caused players in an ongoing run not to show as playing together in friend list
  • Fixed an issue that prevented joining through a Steam invite while the game was closed