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:
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