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

Spelunky 2

Patch Notes: 1.17.0f

Patch notes 1.16.1 (W64) → 1.17.0f (W64)

  • Fixed issue where certain items where being detached from elevators, falling platforms, etc.
  • Added a new hazard in certain special zones
  • Hidden easter egg somewhere
  • The second jump of Vlad's cape can now be shortened if the player releases the jump button
  • Prevented players from pushing blocks while they're entering a door, making players fall through the level
  • Prevented jetpack from remaining enabled when the player dies or loses consciousness
  • Reduced treasure hitboxes slightly so they should be easier to dodge for no-gold runs
  • Prevented gold bars from going through shields right after splitting
  • Fixed Hired Hands' stomps to small monsters
  • Prevented Hired Hands from picking up stored items in a certain room
  • Prevented Hired Hands from trying to pick up underlava entities
  • Added lava and lasers detection in Hired Hands' wander state
  • Improved Hired Hands' shield handling so they will try not to crush players nor other Hired Hands
  • Prevented shields from moving floor embedded entities
  • Shields now protect horizontally against thorn vines
  • Fixed shield position after crossing a layer door
  • Fixed issue where pushblocks were sometimes crushing other pushblocks
  • Prevented monkeys and leprechauns from attaching to the player just after crossing a door
  • Prevented equipables from being affected by the lava if the player is crossing a door
  • Fixed held entities' depth on shooting too quickly while climbing
  • Fixed input file update which was setting all input actions to UP
  • Spring traps will now break cookfires
  • The Udjat Eye's chest key should no longer appear inside the vault
  • Improved Madame Tusk's shop chances to spawn
  • Fixed issue where certain back layer flipped rooms weren't being tagged as such, making certain traps or monsters not spawn or rotate properly
  • Prevented Jiang-shi and assassin Jiang-shi from getting stuck on a one-tile tight corridor
  • Prevented sword-like weapons from directly exploding mechs and fire frogs on killing them
  • Fixed issue where floor-embedded equipables could be set on fire by nearby lava
  • Fixed issue where pot of golds could be brought between levels
  • Reviving and skipping the tunnel scene now always uses the correct Jump action button
  • Fixed issue where equipables couldn't flip when the wearer was webbed
  • Restored red lantern's soft swaying
  • Fixed most used character in the player profile
  • Prevented selecting duplicated characters using the quick navigator
  • Fixed soft-lock when carrying a golden monkey to the ending scene
  • Fixed liquid culling issue
  • Improved text font rendering
  • Certain textures should now be smoother
  • Fixed some journal typos
  • Fixed typo in credits
  • Fixed translation in the Brazilian language
  • Fixed lots of blocked paths
  • Added a shop basement/attic room with three treasures in it
  • Fixed last frame of eggplant child's pushing animation
  • Fixed journal laser trap sprite which was out of date
  • Removed small artifact from firefly sprite
  • Added some more savegame error logging
  • Updated "Low Scorer" achievement description

Update on Online Multiplayer!

Hey, everyone! Wanted to give you all an official update on the progress of online multiplayer and apologize that it's not ready yet. We're making progress, however - BlitWorks has already finished two of the three major improvements that were planned and our current estimate for when online will be ready is early December.

ːspel2caverːːmattockː

Now, as for why it's taken so long! The truth is, we were hoping online would be available on Steam by now, but there are a couple of reasons why it's taking longer:

We're taking a more methodical approach that involves deeper optimizations.



From the beginning, our strategy for online has been focused on providing a great experience long-term, with cross-platform play and rollback. Unfortunately, while we were expecting some issues, the disconnects we were seeing on PS4 after we launched there were much more severe than we anticipated. Some players could play fine and a lot of players couldn't really play at all. BlitWorks has already pushed a number of significant improvements to online on PS4, but ultimately, some deeper changes of the internal game logic and the rollback were required to get it to where we want it to be. These changes require more testing before they can be released.

"Why are you talking about PS4 so much on a Steam update!" Good question! First, these improvements to the rollback will also affect online on PC. But second, it's critical that we address these PS4 issues first so that when online comes to PC we're not dealing with too many problems at once. That's what I mean by a "methodical approach".

We've been doing a lot of regular post-launch support, which has taken time, too.



If you've been following our patch notes, you'll see what we've been making lots improvements to the offline game - fixing bugs, adding options, removing blocked paths and other scenarios that feel too unfair, greatly increasing the number of reducing the amount of moles in the first area of the game, etc. Not only is Spelunky 2 a more complex game than 1 by magnitudes, but its launch was also much bigger, which means that there's been a LOT of feedback! It's something we're really grateful for and we feel like the best way to show that is to listen thoughtfully and patch steadily.

But this work does slow down the development of online somewhat, since there's a lot of overlap in the relatively small team working on Spelunky 2. But hopefully you've found it to be worth it! In the end, all of this work is going toward the same place, because Spelunky 2 is a game where the different modes and systems are all very interconnected. So rest assured that anything we're doing, whether it's for PS4 or Steam, single-player or multiplayer, local or online, will improve some aspect of the game that you're interested in!

Hopefully that clears up some of what's been going on behind-the-scenes! To reiterate, our current estimate is that online multiplayer for Steam will be ready in early December. We'll keep you updated on that as our work continues.

As always, thank you! And Happy Spelunky-ing! ːgoldidolː

Patch Notes: 1.16.1

Patch notes 1.16.0b (W64) → 1.16.1 (W64):

  • Removed jetpack flame interactions (new interactions were a discarded internal test never meant to go live)

Patch notes 1.16.0 (W64) → 1.16.0a (W64):

  • Equippables will no longer cauase players to fall through the level

Patch notes 1.15.0 (W64) → 1.16.0 (W64):

  • The hitboxes from spark traps are now smaller
  • Fixed moon challenge broken generation on large levels
  • Increased horizontal margin of Olmec's second phase bombing
  • Olmec now only shoots bombs up to 3 times during its 2nd phase (resets when floaters are broken)
  • Olmec's phase 2 will now trigger even when falling over a push block
  • Fixed issue where Olmec's floaters could potentially be pushed to the sides by other floors
  • Prevented climbing gloves from grabbing to ceilings
  • Corrupt savegames are now stored as savegame.cor so they can be sent as bug reports
  • The jetpack flame now interacts with some entities
  • Prevented giant frogs from killing ghosts
  • Giant Spiders won't cause webbed monsters to incorrectly deal damage
  • Average time now only takes into account finished runs without using shortcuts
  • Hired Hands can now pick up dead mounts
  • Fixed damage when being thrown by a vendor while underwater
  • Prevented some temple monsters from spawning rewards after being revived
  • Gold parachutes will now drop a limited amount of gold
  • Prevented Merchant from congratulating players while stunned or killed
  • Fixed cobra AI when spawning from a pot
  • Ghost-like entities and jellyfish are now immune to curse
  • Fixed crash when the dice game dispenser disappears
  • Udjat eye socket can no longer be crushed
  • Added poisoned death cause
  • Prevented arena crates from spawning on lava
  • Fixed crash when a door became unavailable while entering
  • Moved grubs behind hard boss
  • Prevented certain purple altar from triggering certain head's opening rubble multiple times
  • Paste bombs can no longer be picked up in the air
  • Fixed some weird Pitcher's Mitt's throws
  • Prevented sleeping cavemen from waking up if the player is not moving
  • Fixed pet visual deformation on picking them while waking up
  • Fixed underwater detection in levels with inverted gravity
  • Fixed Terra asking for a golden key in the Dwelling shortcut
  • Prevented telefrag when a player is crossing a door
  • Prevented laser traps from shooting through Olmites' towers
  • Red lanterns will now break up when displaced from its initial position
  • Tossing bear traps will now inflict tossing damage
  • Removed pitcher's mitt effect from arrows when colliding with a corpse
  • Necromancer spell's effect will now disappear when freezing the necromancer
  • The sorceress will now cancel her attack when frozen
  • Fixed sorceress' attack effect on losing her target
  • Fixed webgun shot visibility on entering through a door while riding a mount
  • Fixed some HUD powerup icon artifacts
  • Progress is now saved as soon as a character is unlocked or the shortcut progress is advanced
  • Certain ghost-like entities will now also unlock by proximity
  • Added a brief time margin to a certain boss' portal before it starts absorbing players
  • Equipables now correctly disappear when players enter doors (such as tunnel exit doors)
  • Mech now ignores whip damage
  • Falling platforms should no longer break on ethereal entities (such as the ghost)
  • Added light to Mech's eyes
  • Prevented bear trap from creating gold nuggets on spawning from a present
  • Fixed hoverpack when it is enabled and the player's mount die
  • Improved text box preview on changing the options while the preview is on the screen
  • Hedjet glow will now hide when pausing the game, along with the rest of the UI
  • Changed credits title
  • Fixed issue where savegames with incorrect checksum were being loaded, leading to crashes

Patch Notes: 1.15.0

Patch notes 1.14.0 (W64) → 1.15.0 (W64):

  • Olmec will now throw bombs in phase 2 only if the player is below him
  • Reduced Olmec's floaters life to 1HP
  • Added layer doors to the right part of Olmec's level
  • Added leaderboard blocking: see filters/depot_filters files after accessing in-game leaderboards
  • Physics should no longer crush the player as easily as before
  • Trying to quickly pick something up should now be more responsive
  • Bombs can now be tossed while the player is holding one in their hands
  • Players can now grab ladders and ropes while attacking
  • Fixed Vlad's cape behavior on the quicksands
  • Dismounting in the air after the mount's second jump while wearing Vlad's Cape won't make the mount jump a third time
  • Pressing down+rope should now send ropes downward without having to crouch first
  • Fixed issue where the attack could be spammed while climbing
  • Players should no longer be able to change directions while attacking while falling
  • Fixed some weird issues when tossing stuff diagonally with the pitcher's mitt
  • Fixed issue where players could shoot when leaving through the exit door while on a mount
  • Fixed issue where dropping a bomb with the pitcher's mitt was being done with too much force (even breaking regenerative blocks)
  • Fixed issue where the bear trap's gold nugget seemed to fly after triggering the trap
  • Prevented a hard boss from processing a specific projectile if it doesn't see the projectile
  • Track Star achievement will now try to re-unlock on just beating 30 seconds mark
  • Fixed jetpack
  • Fixed powderkeg journal's unlock on whipping it
  • Ghist shopkeeper journal's entry will no longer unlock if entering uncursed
  • Fixed mummy's journal entry unlock on killing it with a bomb
  • Fixed Duat's dust wall rendering
  • Prevented duplicate characters when using the random option on the quick select
  • Fixed Arena's crash when multiple players played with the same characters
  • Fixed lasers' infinite generation issue in the last game theme
  • Fixed issue with music not playing properly when reaching Olmec through the first shortcut
  • Profile Win% now takes all kinds of wins into the equation
  • Fixed issue when pushblocks spawned right in front of arrow traps
  • Shields will now protect from firebug flames
  • Paste bombs should no longer bounce off of corners
  • Fixed punish ball interaction with pipes
  • Fixed issue where Dice shops could sometimes soft lock
  • Prevented soft-locks on being thrown by a vendor or yeti with the punish ball
  • Fixed issue where certain corners could mess with the jetpack and other stuff
  • Players will no longer be considered vegan if they consume the elixir
  • Prevented vendors from angering when touching a level generated cobweb
  • The player ghost is now able to flip and shake during the dash
  • Prevented magmamen from spawning on a tile of lava where they immediately fall down
  • Made cursed pots a lot less likely to be accidentally destroyed on Neo Babylon
  • Fixed punish ball behavior in the Tiamat's special exit
  • Star challenge generation should now be guaranteed
  • Prevented some projectiles from tossing stuff backwards
  • Adjusted grabbing point for climbing gloves and climbable entities
  • Hard Boss will no longer destroy metal or light arrows stuck to walls
  • Fixed first theme boss rolling up the side of the level
  • Fixed floating orbs' collisions
  • Fixed issue where spikeballs damaged players before moving
  • Fixed coop crash when flag carrier wasn't the first player and Hired Hand carried the idol to the exit
  • Fixed UFO's sound in the character selection screen on starting a new game
  • Fixed issue when lasers collided with armored Olmites
  • Teleporter backpack's base price is now 12000 (down from 15000)
  • Hoverpack's base price is now 12000 (down from 20000)
  • Black Market items are now sold at base price (cheaper)
  • Landmines placed or triggered by players will now enrage vendors
  • Fixed Yeti Queen incorrectly spawning in the Yeti King's floor
  • Prevented some NPC conversations from being triggered from different rooms
  • If a partially blocked door can be entered, it can now be entered from both layers
  • Increased gold coins' shape slightly so they can be pushed away with the whip
  • Fixed issue where falling platforms would sometimes break on pets without dealing damage
  • Fixed issue when the true crown triggers the teleport while inside a pipe
  • Fixed loyalty of cloned players
  • Added "back" button hint on the main menu
  • Prevented yeti king from freezing the players while they are crossing a door
  • Fixed flying arrows with rotation
  • Localized some extra texts
  • Tossing a cursed pot against a specific enemy during his attack now correctly curses him as well
  • Fixed crash when a land mine was brought to the ending sequence
  • Fixed some crashes in the Dice shop
  • Capped leaderboard resource usage
  • Fixed black market issue where the middle row shops were using the wrong floor
  • Equippables will now ignite on any magmaman contact
  • A certain minister generation should now be guaranteed
  • Renamed Bear Trap to Totem Trap
  • Renamed Snap Trap to Bear Trap
  • Removed a couple of sprite artifacts
  • Optimized CPU usage of AI
  • Changes to prepare audio system for multi-context update
  • Audio system optimizations
  • Invalidate input on opening any popup to prevent auto-selection
  • Prevented posse rooms in Duat
  • Prevented secondary rooms from spawning inside challenge rooms
  • Fixed tile for the small sapphire and small ruby

Patch Notes: 1.14.0

Patch notes 1.13.1a (W64) → 1.14.0 (W64):

  • Achievements should now be working again
  • Reduced memory usage at during initial load


Patch notes 1.13.0b (W64) → 1.13.1a (W64):

  • Prevented pets from entering through closed doors.
  • Fixed crash when a pet touches a specific closed world door.
  • Fixed "Start with bots" and "Quick Select" button icons on the keyboard
  • Fixed blocked path in a certain tidepool level when playing coop with a dead player
  • Mounts should once again fit into gaps easily
  • Fixed single-gap taming animation
  • Fixed some interactions that made Vlad's Cape hover not trigger correctly
  • Fixed issue where a certain veteran hunter would miss a crucial shot
  • Olmec bombs will no longer spawn in a way that end up on top of its head
  • Fixed infinite jetpack fuel on brushing up against the corner of terrain while flying
  • Entities tossed with the pitcher's mitt will now lose their flying effect on contact with shields
  • Fixed bug where high-speed entities could go through shields
  • Fixed unintended speed up when brushing up against the corner of terrain while pressing the jump button after stomping a monster
  • Fixed issue climbing down on top of some floors (falling platforms, conveyor belts, elevators, etc.)
  • Fixed issue pushing blocks over certain floor tiles (conveyor belts, falling platforms, etc.)
  • Fixed multiple damages when being thrown against a nearby wall by a vendor, NPC, or yeti
  • Treasure coming out of pots and chests can now be whipped out of the way slightly sooner
  • Hard boss will now prioritize the attack animation over the damaged one
  • Cold lavamanders won't burn ropes anymore
  • "Celeritas" now takes precedence over "Major"
  • Made whip backwards' hitbox slightly taller so arrows and some enemies can be backwhipped
  • Cleaned up a LISE sprite
  • Workarounded slowdowns and stuttering when some USB devices were plugged in

Patch Notes: 1.13.0b

Patch notes 1.13.0a (W64) → 1.13.0b (W64):

  • Fixed issue where floating with the Vlad's cape didn't let the player climb or grab on to ledges
  • Fixed crawling down to ledges


Patch notes 1.12.1e (W64) → 1.13.0a (W64):

  • Fixed lots of blocked passages
  • Small physics tweak that should make the player less likely to be unjustly crushed
  • Players can now fall through platforms and attack immediately
  • Players can now fall through platforms while attacking
  • Players can now jump while climbing even if they were in the middle of an attack
  • Players can now enter doors during their attack animation
  • Vlad's Cape now auto-deploys after the second jump if holding the button
  • Players can now toss presents, crates and treasure chests while climbing without falling afterwards
  • Fixed issue where jumping after throwing while climbing immediately triggered the hoverpack
  • Fixed issue where jumping after attacking while climbing immediately triggered the jetpack, hoverpack, cape and teleporter backpack
  • Turkeys can once again fall through platforms while holding the jump button
  • Fixed issue where equippable were triggering if tossing something at the same time as jumping
  • Fixed tossing animation while wearing a jetpack, cape or Vlad's Cape
  • Jumping away from a tree or from a regular wall while wearing gloves should be more responsive
  • Attacking while jumping will no longer force the maximum height jump
  • Telepack is no longer triggered when receiving damage while climbing, hanging or riding a mount
  • Poison ticks no longer trigger the telepack
  • Completing the sun challenge will now only kill enemies inside the challenge (sorry, Waddler)
  • Prevented camera from affecting transitioning entities
  • Fixed flip in falling platforms
  • Added one more treasure to Yang's hideout
  • Bomb bags and bomb boxes now react to lava
  • Fixed pause button icon in the controller settings
  • Paused time now gets added to the total time immediately
  • Added new background art to the hard ending
  • Replaced hardcoded text to a dynamic text in the journal's progression sticker
  • Prevented backpack from activating while being webbed
  • Lasers will now affect players when they are climbing, hanging, or pushing
  • Black market items won't be free anymore if a shopkeepers dies due to a non-player attack
  • Increased max score to 99999999
  • Fixed internal sisters' order (saving a specific sister should now correctly appear in Olmec)
  • Increased the run visual timer to 9 : 59 : 59.999
  • Prevented secondary players from carrying untamed or forbidden mounts through levels
  • Items tossed with the pitcher's mitt will now lose their flying effect on contact with water
  • Items tossed against laser beams using the pitcher's mitt now lose their flying status
  • Bombs tossed using the pitcher's mitt now have the same speed as regular stuff
  • Prevented spear traps from appearing in the entrance room in a specific theme
  • Balance: Added gold on top of snap traps as bait so they're easier to spot
  • Fixed AI issues when the player travels on a pipe or enters a pipe holding a Hired Hand
  • Removed ice caves breath from LISE
  • Prevented Pilot's coffin from spawning in seeded and daily runs
  • Dialogs' and descriptions' text box size now also changes depending on players settings
  • Opening the game menu now clears the current description and dialog texts
  • Mounts' hitboxes slightly widened so they should be harder to miss and easier to ride
  • Prevented Hired Hands from dropping held items from ledges
  • Prevented Hired Hands from entering stay put state if they are forced dropped from the player
  • Parachutes now detach once the wearer gets rebound upwards
  • Killing a certain shopkeeper will now free its purchasable items
  • A certain shopkeeper now unlocks in the journal on entering to its shop
  • Vendors no longer drop treasure when killed after being revived
  • Ironman, Speedlunky, and Low Scorer achievements will now unlock on any ending
  • Hired Hand are now able to detect spear traps
  • Mantraps no longer deal regular damage when touched while they're eating something else
  • Fixed issue with deathmatch starting powerups
  • Tweaked certain equipables' position while crouching
  • Added more logging at multiple locations
  • Fixed issue where high speed arrows were sometimes not triggering arrow traps
  • Renamed "score" leaderboard to "depth" to better reflect that level takes precedence
  • Fixed looking direction if the flip state is canceled before the animation has completed
  • Fixed issue where octopus could stunlock and kill you in mid air
  • Killed players' clones can now be sacrificed
  • Prevented killed players' clones from appearing in the next level
  • Made it safer to drop an arrow near a purchasable equipable
  • Added platform to the Udjat eye's socket to ensure drill can be enabled if the floor disappeared
  • Prevented Best Time from updating when using shortcuts
  • Fixed punish ball position on reviving with the ankh
  • Fixed visual glitch of an NPC when being webbed, frozen, or bubbled
  • Fixed issue when a player receives damage in mid air while mounted and wearing a telepack
  • Fixed bag cloning
  • Fixed vendors speed on being eaten by a mantrap
  • Vendors will now drop their weapon when eaten by a mantrap
  • Fixed axolotl head states on entering a door
  • On-sale items that went out of the shop are now purchasable
  • Prevented vendors from picking up weapons while being inside a mantrap
  • Fixed HUD's Udjat Eye visual glitch
  • Minor improvements to collision detection
  • Fixed case where a caveman could spawn asleep while also riding a mount
  • Prevented idol from being delivered to the exit door if it is being carried by a caveman
  • Removed curse and poison of players when becoming a constellation
  • Ankh animation will once again correctly play all its pulse sounds
  • Snail attach sound will no longer play at the start of the basecamp
  • Some basecamp creature now spawns at the floor instead of mid-air
  • Snap trap should no longer play the damaged sound after triggering
  • Fixed crash related to mantraps
  • Fixed crash related to hired hands
  • Pets can now enter through special worlds' doors
  • Fixed crash when the ghost jellyfish spawns after the player has already been killed
  • Fixed a potential crash on jellyfish
  • Fixed multiple crashes in Arena
  • Fixed soft-locks due to an infinite sticky trap stunlock

Patch Notes: 1.12.1e

Patch notes 1.12.0b (W64) → 1.12.1e (W64):

  • Updated FMOD to address a memory leak
  • Fixed stuttering in some HDD setups
  • Prevented journal from opening using TAB when the SHIFT key is pressed
  • Display non-remappable buttons to the keyboard controls screen as help
  • Fixed issue where non damaging visual FX were bigger than damaging ones
  • Attacking but not dealing damage will now use a hopefully clearer VFX
  • Language switch is no longer saved unless the player applies it
  • Prevented the ankh from removing the leader flag, which was causing a crash on moving to the second layer after reviving
  • All players in a local coop will now move to the entrance along with the ankh's revived player
  • Low Scorer achievement will now unlock even if the player skips the ending scene
  • Challenges will now cancel if the ankh is used
  • Players can no longer skip the ending before getting the bonus score
  • Fixed coop camera when first player dead and the second player sacrifices himself in the CoG altar
  • Fixed issue where the current seed was showing during character selection and other screens
  • Fixed leaderboard filter text that was too long on certain languages
  • Fixed temple level generation (crush traps should no longer spawn next to pushblocks)
  • Tuned monsters spawn chances in Dwelling
  • Added more room variety in the last Dwelling level
  • Fixed some blocked levels generation in multiple themes
  • Fixed crash when finishing the game with a mount
  • Fixed entities' looking direction on being pick-up while webbed
  • Fixed movement when leaving a ladder due to monster collision or weapon recoil
  • Fixed oversight that made paste bombs attached to corpses not blow up on contact with lava
  • Fixed an issue with saves not saving on Proton (checked on arch tkg-5.1.8)
  • Minor performance optimizations
  • Fixed crash when cavemen equipped jetpacks or capes
  • Olmec floaters can no longer be pushed by shields
  • Golden scarabs are no longer collected during leaving doors invulnerability frames (helpful for no money achievements)
  • Dice tossed against a laser beam will now bounce back with half the force
  • Explosive stuff now have some invulnerability frames on creation (prevents rare hoverpacks spawned from mosquitoes from immediately being blown up, for example)

Thanks for a Great Launch! (Update)

It's hard to believe that it's already been two weeks since Spelunky 2 came out on Steam! We've been busy watching streams, reading posts, putting out patches, and catching up on our sleep. Thanks so much for making our launch and post-launch so exciting - it exceeded all of our expectations! We appreciate everyone who's playing and talking about the game, whether you're offering feedback, writing reviews, or sharing your stories and funny memes. It's making our post-launch work extremely gratifying!

And on that note, let's get to some common questions and what we've been up to these past two crazy weeks since launch!

ːspel2caverːːspel2ankhːːspel2cavelː

Online Multiplayer



While we still can't give a firm date for when online co-op will be turned on, we can talk about the work that's being done to get us there. First and foremost, the flurry of early patches that are being deployed to fix bugs and improve the game's overall performance will affect online, as well. Performance issues, especially in certain areas, are responsible for a lot of the severe rollbacks that we've seen on PS4. BlitWorks is also in the process of building tools to make it easier to investigate the "hard desyncs" that cause disconnections.

Spelunky 2's online multiplayer is server-based (with rollback) and not P2P - in the long-run, this should provide a much more stable experience, especially with 4 players. But that does mean that, before we turn it on for Steam, we'll want to deploy some smaller regional servers to improve the quality of the experience for players playing each other close by (particularly in Australia and South America).

Finally, we know that players are excited to play Arena Mode online at some point, and that's definitely planned, although, as you might have guessed, we won't be able to work on it until after online co-op is available and feeling good. In the meantime, we'll keep balancing that mode based on the feedback from players battling each other locally.

Support for Win7/8, Linux, etc.?



Officially, we won't be able to support older versions of Windows or Linux in the near future, since that would make it much harder for us to issue patches and stabilize the game. However, thanks to help from the community, Spelunky 2 should (again, not officially) be able to run on Windows 7 and Proton-TKG 5.18 right now, as long as your graphics card supports DirectX 11.

Thanks to Filip Kowalski for discovering the Windows 7 crash issue and BlueTJ for discovering that Spelunky 2 could run on Proton-TKG 5.18.

Dwelling and Other Common Frustrations



Yes, we hear you loud and clear! You LOVE MOLES and you want to see more of them! MORE MOLES! MORE MOLES! ːangryshopː

Just kidding! We know Dwelling is causing players frustration and I think there's some fair criticism there, so we're testing some changes to the spawn rates of enemies and traps, particularly in 1-1 and 1-2. Some tweaks to 1-4 should make it more interesting, as well! Look for those changes to arrive in a patch some time soon.

I will say that, from reading the feedback, I'm getting the impression that some players are trying to kill every enemy they come across in Dwelling, when it's often better to avoid them or, even better, let them kill each other or trigger traps for you! Moles are great for setting off arrow traps, for example. If you're having trouble getting out of the first area, try some new strategies!

Another common complaint is having to wait for the lava during a certain sequence in Volcana (if you've done it, you'll know what I'm talking about). We'll look into this, too, but I can't say if/how it will get addressed. In general, we have to be somewhat careful about how we go about changing the game based on player feedback. Ultimately, Spelunky is a game that is designed to have some sharp edges in it, and there's always the risk of removing fun along with the frustration.

But feel free to keep sharing your thoughts! We want to let you know that it's all being considered.

Localization



We can't wait to get the game localized into more languages and will do so once we have a little more time. We'll let you know when new languages are available.

Thanks Again!



That about wraps up this update! Thank you once again for making Spelunky 2's Steam release such a memorable one. It was definitely a dream come true to be able to bring you a sequel to one of the earliest "neo roguelike" games (I just invented yet another roguelike term!). We're thrilled that so many of you are enjoying it!

And in case you missed it, we released Eirik's Spelunky 2 soundtrack to Steam shortly after launch and you can get the bundle discount even if you already own the game! Check it out:

https://store.steampowered.com/bundle/16377/Spelunky_2__Soundtrack_Bundle/

Happy Spelunky-ing! ːgoldidolː

Patch Notes: 1.12.0b

Patch notes 1.12.0 (W64) → 1.12.0b (W64):

  • Fixed issue where using jetpacks and capes, while now allow attacking and tossing, also prevented other actions, such as climbing or grabbing a ledge


Patch notes 1.11.1 (W64) → 1.12.0 (W64)

  • Pressing the bomb and rope buttons at the same time won't toss both if lacking resources
  • Osiris' portal will now increase its size after a few seconds to prevent soft-locks
  • Using an exit door while carrying an idol will now automatically deliver it
  • Sun Challenge generation is now guaranteed
  • Fixed issue where players could sometimes stick a paste bomb to themselves
  • Fixed issue that made players not able to flip and grab a ledge
  • Attacking and throwing stuff should no longer shut jetpacks/capes off
  • Prevented Arena Champion achievement from unlocking in Hold the Idol mode
  • Ending characters are no longer unlocked during seeded or daily runs
  • Improved stomps
  • Heat soundbank memory on load
  • Savegame partial rework, hopefully fixes some very rare issues with saves not updating
  • Fixed crash on using the telepack while starting to hang from a corner
  • Prevented some special headwear from teleporting the player during the ending scenes
  • Fixed ending scene on disconnecting the controller when the player is stunned
  • Fixed keyboard keys naming (remapping the keys could be required).
  • To use a controller once the game is using the keyboard will now require pressing A button in the controller instead of pressing any button or moving any stick
  • Kali will no longer gift the compass when the player already has a similar item
  • Added margin to thorny vines to be able to sprint-cross single gaps while wearing boots
  • Fixed issue where playing seeded/daily would make the next adventure run use a certain seed
  • Prevented rider from unmounting from a mount while they're transitioning
  • Fixed cursed and poisoned status of the mounts on being carried to the next level
  • Fixed case where giant spiders were creating webs a bit lower than intended
  • Reduced firebug spawn chance on certain large rooms
  • "Time to win" now cannot be greater than "timer" in HTI rules
  • Fixed journal's recounts for some entries in the People section.
  • Fixed monster kill report when the monster has just damaged the player
  • Lava pots will no longer spawn magmamen during the ending sequence
  • Fixed issue where arena level selection screen broke after changing the initial character selection
  • Prevented boomerang from breaking held fragile items
  • Fixed issue where Neo Babylon mushrooms hats were sometimes being destroyed instantaneously
  • Fixed slight visual glitch on the HUD player heart
  • Fixed issue where a placeholder texture could be rendered during the main menu
  • Beating your previous tutorial race best time now immediately saves the result

Patch Notes: 1.11.1


  • Leaderboard days now skip (← prev day) (→ next day) which should be more natural
  • Added special rattle sound to coffins when they contain a new unlockable character
  • Pressing right in the newest leaderboard shows top score of the current ranking
  • Fixed case where one controller could be assigned to two players
  • Reset own position when changing leaderboard category or date
  • Added pause and journal remap option for controllers
  • Fixed coffin revive issue during coop/online
  • Tweaked stomp margin while falling
  • Fixed soft-lock when starting a 4 players coop game without having unlocked any other character
  • The game will now pause when a controller is disconnected
  • Achievements "You got this", "Mama's little helper" and "Mama's big helper" should now eventually unlock to those who didn't successfully unlock them the first time
  • Implemented new Low performance setting (Official minimum requirements still apply as before, however this setting should allow lower end hardware to better handle the game, specially on tougher levels like Volcana)
  • Frames will be skipped instead of slowing down the game if the game is unable to run at 60FPS
  • Fixed some menu soft-locks
  • Fixed slowdowns when using a bluetooth controller (thanks Underdog for your help on figuring out this one!)
  • Fixed issue where the "forgiven" message wasn't showing during a dark level event
  • Shop items can now be bought while running
  • Added special timer sound to large bombs
  • "Enter" and "<>" buttons can now be assigned in the remapping screen
  • Fixed keyboard input when using the numpad keys