Tango Fiesta cover
Tango Fiesta screenshot
PC Mac PS4 XONE Steam
Genre: Shooter, Real Time Strategy (RTS), Strategy, Indie

Tango Fiesta

UPDATE 14 - BUST GHOSTERS!

Brand new this week - 6 new enemies to fight, 2 new weapons, a new boss to conquer and a brand new spooky world to do it all in! We promised you it’d be a big one, and we like to think we delivered!

The latest addition to Tango Fiesta - Ghoul Squad - sees your heroic adventures take a turn for the spooky as you fight your way through zombies and ghosts to defeat Old Ramishar, an evil spirit intent on merging the dark spirit world with our own. It won’t end well… for him!


Old Ramishar is a nasty piece of work, and will summon zombies to aid him!

We’ve not stopped there. With three tpyes of undead zombie, and three types of evil ghost to contend with, you’ll have your work cut out.

Zombie


The Zombie is slow, tough, and claws at your flesh for the juicy brains inside!


Bloat


The Bloat is slower, tougher, and even more hungry than the Zombie!


Ghoul


The Ghoul is fast and a real threat, still pretty hard to take down!


Ghost


The Ghost is spits yucky ectoplasm at you from range. Fast but weak, they can move through scenery!


Spectre


The Spectre is a bit bigger and likes to give you a goo-covered lick… but you really don’t want to let them!


Revenant


The Revenant is a bit slower, but raises any ‘dead’ zombies within range… they can become very dangerous very quickly!


So how are you going to fight all of these new threats? Well we’ve got two killer new weapons for you to unlock and fight with!

Neutron Napsack


this bad boy is pure power - deal constant streams of damage, chain it across multiple enemies, but whatever you do - don’t cross the streams! Well… maybe try it just once?


Ghost Trap


Deploy with care - freezes anything in a radius on the spot for a few seconds… including you and your team mates!



Enough with the cool pictures, here’s the full changelog...

ADDED


- Added Neutron Napsack to arsenal. Just don’t cross the streams in co-op!
- Added Ghost Trap to arsenal. Stop those bad guys in their tracks.
- Added unlock criteria for both weapons.
- Added Ghoul Squad! An entire new world for unlock. 3 levels and a Boss!
- Added new boss, Old Ramishar. RIP.
- Added Six new enemies
- Ghost, Spectre, Revenant
- Zombie, Bloat, Ghoul
- Added new environment sounds for GameShow & Ghoul Squad.
- Added new music for Ghoul Squad
- New rounds of sound-effects added
- Added chain lightning effect, as a side-effect of the Neutron Napsack
- Added new Gunshop sound effects and VO

FIXED


- Fixed issue with Gordon not behaving correctly and unable to deal damage. The muppet.
- Fixed some odd collision issues with props that were occurring in rare cases.
- Fixed issue with Character select.
- Fixed sound issues with some of the weapons.

UPDATED


- Updated combat pipeline for bullet spawning and muzzle flashes.
- Accurate barrel positions for bullet spawning on all weapons.
- Enemy weapon balancing.
- Gun shop pricing information updated.
- Gun shop weapon statistics updated in purchase bubble.
- Reworked the weapon system to become more versatile, and to improve the overall pipeline.
- Updated level generation rooms for Coastal, Jungle and Gameshow.
- Updated Coastal & Gameshow music.
- Updated Boss Music for Commando & Gameshow.
- Updated graphics for Killionaire tile-sets and prop listings.
- Updates to sound-effects.
- Updated level select to handle new levels.
- Updated the gun-shop to an updated layout, and new weaponry.

KNOWN ISSUES


- Weapons now display ‘over’ characters holding them regardless of angle of shot.
- Objective Arrows stay over dead Zombies, making the Enemies Remaining portion of gameplay slightly confusing during Ghoul Squad levels.

So, what’s next? One big change is afoot - we’re moving to a fortnightly update schedule for game content. We’ll be trying to keep up the weekly info-bursts, and next week’s will go into the whys-and-wherefores of the decision, but know this - Tango Fiesta is going from strength to strength! Can’t wait to see what you think of this week’s Ghoul Squad content. Tell us in the forums!

See in you in hell....

NOT-UPDATE 13 - Judgement Day

Somewhere... somehow... someone's going to pay. We just hope it's not us.

A massive apology this week - we're unable to release our weekly patch! We were planning on dropping in so much great content, but a couple of crippling and very unexpected issues have meant we just don't think we can release the update in its current - very untested - state.

I've done a video diary this week anyway seeing as I didn't get a chance to last week (thanks Gamescom! Thanks broken PC's!) and you can watch it here to see what we've been up to...

Dev Diary

THE ISSUES



So what's been plaguing us this week?

One issue has come about through our decision to update the weapon system. The aim (Get it? Aim!) was to make it more future proof, and allow us to be more generous/stronger/ better/faster with new weapons for you to play with in the future, and we just haven't had the time to iron out all the wrinkles. Because the weapon system is used by the player, the enemies and some bosses, it would affect everyone all the time if we released it in a sub-par state, and that's just not cool.

The main reason for this being unfinished is our second bug. Basically, the Mac build refused to work and we had to spend about two solid days figuring out why. It was a bit of a nightmare, but we had to do it because half of our dev team runs OSX, and they were unable to do any useful work without it. Not only that, but you guys running the game on what is already not-quite-parity with PC would have been very unhappy. So again, not releasing until that was fixed was paramount.

It has been fixed though, which is great but...

...this OSX build bug has done is mean we couldn't polish the weapon system off properly, and again because it's so integral, we don’t want to plop it in your lap without at least the amount of testing we do internally on other features.

What I'm hoping this means is that next week should be a bit of a bumper week - we've got lots done and very nearly ready to show in the downtime we've had, but it's so frustrating because we just haven't had the normal time we'd expect to implement it all to a satisfactory level.



I'm really gutted about this. It's the first time we've simply said 'no' to our normal weekly schedule since we launched on Early Access 13 weeks ago, but we hope you're all having fun playing as Dr Henk and throwing Molotov Cocktails around in the meantime.

Our sincerest apologies, and see you next week.

UPDATE 12 - BRAND NEW PLAYABLE CHARACTER!

Did somebody call for a doctor?

Well, if not, who you gonna call?

We've been very busy this week, what with being at Gamescom over in Cologne and showing our lovely game to the press, but that's not stopped us! We've a got a brand new character, and a brand new weapon and a bunch of polish and fixes for your lovely folks out there.

Enough with the hints. Say hello to Tango Fiesta's brand new hero, Dr Henk!


He's a doctor of Parapsychology don't you know!

He's not terribly fast, and he's not terribly tough, but he's damn smart and very good with his hands - being a mad scientist and all - so he reloads faster than you'd think possible and frankly this means when you give him some shotguns he becomes incredibly useful in a fight. Borderline unbalanced even!

We've also sneaked in the Molotov Cocktail, so finally you guys and gals have a choice of throwable weapon to enjoy - this smashing piece of kit sets fire to a pretty big area though so be careful where you drop it. Seriously.

Enough chit chat, to the changelist!

ADDED


- Quit prompt now confirms if you want to quit, active in mission results & pause menu
- Final VO added for remaining Killionaire bosses
- New Playable character! Dr Henk!
- New Weapon Added! Molotov Cocktail
- Weapon stats are now tracked
- New Explosion effect for Molotov
- New HUD assets for Dr Henk

FIXED


- Announcer now says 'mission start' at the correct time
- Announcer now says the theme title at the intro correctly

UPDATED


- Music and SFX tweaks and updates
- Gunshop updated to add in the Molotov
- Slams for the mission results now happen faster
- Some tiles for Killionaire made darker
- Lockjaw behaviour updated

But that's not all - we've done a lot of behind-the-scenes preparation for the world, bosses, levels, enemies, weapons and general fun times that go with Dr Henk, so you've got a lot to look forward to!

In fact, you could say it's a scarily large amount of fun you'll be having in next week's update.

Your free time doesn't stand a ghost of a chance... but Dr Henk's getting too old for this s**t...

PATCH 11.5 - MORE POLISH AND STABILITY

We couldn't resist!

After a weekend off, we saw some bugs cropping up in the forums so we spent the day fixing a bunch of them!

We're hard at work making sure you get a chunky content update again this Friday, but just wanted to knock a few of the bigger ones on the head. Especially because they were blocking progress through the game in some cases.

Also, we kinda forgot to say but we've released the first wave of Tango Fiesta's Trading Cards, Badges and Emoticons - so get playing and await the random drops! :D

We're at Gamescom this week, so things are going to be... interesting in terms of keeping the work going strong, but we hope you enjoy this small update, let us know what you think, and look out for our regular update again on Friday!

ADDED


- Added pagination to the leaderboards
- Added some leaderboard info to the base of the leaderboard

FIXED


- Fixed issue with Killionaire boss weapons not unlocking when defeating the relevant boss
- Fixed bug where bosses attacking each other could not kill each other, but would increase the score display
- Fixed rare occurence where the boss-fight would never complete, while playing in single player.
- Fixed missing backgrounds in the settings and leaderboards screens
- Fixed missing headers in character and weapon select
- Fixed missing background fade for control mapping
- Fixed spawn zone issues
- Fixed bug with Killionaire bosses not triggering game-over state correctly when defeated
- Fixed bug with sounds that continue playing on death, during the Killionaire boss fights
- Fixed chainsaw sound from Lockjaw continuing after mission complete

UPDATED


- Updated level-generator so that (once again) prop rooms can no longer overlap
- Updated level-generator to prevent bug which could cause props being loaded off of the placed tiles.
- Updated score values for each of the bosses.

Patch 11 - STABILITY AND POLISH

We're a machine! It's what we do!

We’ve been hard at work this week, adding tons of fixes, tweaks and polish to the game. We’ve spent a considerable chunk of time working on general multiplayer online stability, there’s new music and sfx, and generally things have been tweaked and balanced to be even more fun than before.

Some of this is in response to the bugs we encountered in the Who Wants to Be a Killionaire? update, and others are in preparation for next week’s big update - more on that soon!


Mucking about with a mate - actually Stu our Producer at Mastertronic is Bionic Cop here

Sadly, though we’ve had a valiant effort (and are very very close indeed) we’ve still not solved the issue whereby players can’t join a hosted game if it’s the same host as last time. The best fix is to boot out of Tango and then back in - we’re so close, we nearly had it, but time waits for no man… let alone no goddamn weekly update :D

So what are these lovely changes that we’ve introduced - read on intrepid Tango Fiesta-nator!


ADDED


- Added new boss fight music for Dutch Courage & Killionaire
- Added new weapon sound for Payne's weaponry
- Network lobby listing now auto-refreshes every 2.5 seconds
- New error messages added to the network lobby browser, detailing why you were unable to join a lobby

FIXED


- Fixed issue being caused by Conchita spawning with the new weapons in Killionaire
- Fixed issue with the Mission Results splash screen not responding when restarting the game on mission failure
- Fixed issue with legacy save files conversion process causing the countdown to get stuck, and prevent levels being loaded
- Fixed issue with the Killionaires not being blocked by walls
- Fixed issue where bosses would remain active on the mission results screen
- Fixed issue with the chainsaw not firing the sounds at the correct times
- Fixed bullet offsets for when the killionaires use their respective weaponry
- Bosses now react correctly to specialised weaponry (flamethrower, snowflake, shocker)
- Fixed z-index on a number of props which were incorrectly flagged for z-adjustment
- Fixed issue with the wrong skin sometimes being set on spawn in killionaire (wrong weapon shown)
- Fixed accuracy of arrows
- Fixed an issue which would sometimes occur when finishing a revive over online multiplayer.
- Fixed bug which was showing the wrong number of lobbies found in search results.
- Fixed issues which were being caused in the lobby search and host game options

UPDATED


- Updated Lockjaw's behaviour
- Killionaire shotgunner weapon stats tweaked
- Direction arrows inner-bounds reduced to prevent UI overlap
- Direction arrows now rotate to point to the target
- Game debug info footprint reduced to prevent UI overlap
- Sound effects updated and tweaked
- New sound effects added for Snowflake & General payne
- Updated password entry prompt in lobby selection
- Updated status messages for joining lobbies. Now also includes connection timeout bar when establishing a P2P connection
- Improved lobby failsafe management for joining a new lobby if previously being in a different one.


More co-op fun!


EVEN MORE co-op fun!

And with that, we bid you adieu! Look out for news about our next planned update - it’s SCARILY exciting!

PATCH 10 - BRAND NEW WORLD, WEAPONS, ENEMIES & BOSSES

Who loves you and who do you love? Assuming your answer was “The team at Spilt Milk Studios” then we can still be friends. We know we love you. How do we prove it? With our tenth weekly update since we launched Tango Fiesta on Early Access.

This week’s update is a bit of a treat - it includes new enemies, bosses, weapons, traps and a whole new world to blast through!


Who Wants to Be A Killionaire?

We’ve introduced the most content we’ve ever released this week - last week’s new playable character Conchita finally has a themed world to run around and cause mayhem in! This futuristic gladiatorial gameshow is a lethal man-mad maze of tricks and traps. Watch out for spikes, iced floors and brand new bad guys with varied and fiendish new weaponry!

But what are the specifics, you ask? Well, allow me to elaborate!

NEW BOSSES!




From left to right we’ve added Snowflake, General Payne, The Shocker, Lockjaw, Dr Fahrenheit

Snowflake


This former-body-builder-turned-Killionaire is a lot hotter in combat than his cold heart would have you believe. He wields Dr Frosty with skill, and will freeze your assets as soon as look at you!

General Payne


This ex-Special-Forces-Commando is one of the meanest Killionaires ever to have graced the screen. He’s a mean son of a gun and loves his gun almost as much as he likes shooting people with it.
NOTE: His design is directly inspired by the boss of Mastertronic, Andy Payne. He’s had a tough few months, as have Mastertronic (our lovely publishers) so for this week only he’s been given 9999HP. Which is a lot. Yatcha Queen alone has 6000HP,. for example.

The Shocker


This mysterious and very stylish former New Romantic has had their heart broken one too many times. Now you have to fear the way The Shocker uses The Shocker. Shockingly, you’ll be in for a shock!

Lockjaw


A total radge. With a chainsaw. He’s frankly terrifying and I worry about unleashing him on you. I apologise in advance.

Dr Fahrenheit


He uses his flamethrower to toast marshmallows as well as his enemies. His appearance is likely to give a certain spark to any fight!

And here are the weapons that they’ll be using to make your day a tougher one than normal...

NEW WEAPONS!



The Shocker




If you are unlucky enough to get hit by this fairly slow moving bad boy it zaps you good, causing damage and messing with not only your movement but also your trigger finger!

Dr Frosty




This chilly customer will freeze you solid! Not exactly a problem on its own, but when thrown into the mix with other bad guys with other weapons, it can be a bit of an issue to be immobile for a short while!!

The Burner




Flames. In your face. Never a good thing. Also pretty handy for destroying the environment. I we don’t just mean in a uses-petrol-and-thats-bad kind of way,

Mark & Hamill Chainsaw




Best left alone, unless you are chopping logs. Or your enemies. Requires you to get up close, but then why wouldn’t you want to see their faces as you make this a part of them?

Of course we’ve been working to fix existing issues as well as all the above, and we’ve no doubt missed a few things we’ve added, so the (probably) full list is below!

ADDED


- Added new game world, Who Wants to Be A Killionaire
- 5 New bosses added
- 6 new bad guys
- 4 new weapons added and available to unlock, including the relevant Austrian-accented shopkeeper’s updated VO
- New damage effects
- New trap: spikes! They hurt.
- New trap: ice! A slippery customer.
- New Music for Killionaire
- New sound effects for all guns, enemies, and environment

UPDATED


- Updated the origin spawn location of the blood trails when enemies are defeated to be more inline with their bodies.
- Updated mouse aiming controls
- Improved level generation algorithm to handle larger levels at faster speed
- Updated gun-store to add new guns and pagination
- Sound effects levels tweaked

FIXED


- Fixed animation issues with not being able to aim in all directions until you had fired your weapon
- Fixed feet animation constantly resetting when firing your weapon
- Fixed enemy death animations not always triggering correctly
- Fixed issue where you would start the game with the wrong weapon being displayed
- Fixed issue where the animation wouldn't trigger if you aimed in a direction, released the stick, then aimed in that direction again
- fixed issue with obstacles not blocking movement

LAST BIT!


We have to say this has been a very tough week indeed! So much new stuff going in, and the first real full-on test of all the tools we’ve spent so long building. They held up really well and things wouldn’t be going at the current pace without them… but even so there are a few things missing that we’d have liked to get in this update (like sound effects sand VO for the bosses). It’s a shame, but rest assured we’ll be adding that all as soon as possible.

It’s also worth noting again that the new level isn’t yet available to play with in Online Multiplayer. We just didn’t want to risk you guys not having fun so we’re holding back to test it more.

Let us know what you think about the update! Help us balance the bad guys and new guns so they’re tons of fun and add more to the game than we ever imagined!

PATCH 9 - Brand New Playable Character!

It won’t show on this shirt!

We’ve added a lot of great new stuff this week, and we hope you enjoy playing with it all. First and foremost, as we’ve been teasing, we’ve introduced a brand new playable character!

Meet Conchita!


She’s five feet three inches of pure dynamite!

This short-fused sister is about to explode, just as soon as you download the update and get playing! She’s our smallest character yet which means she’s light on her feet, nimble, quick, can sprint for ages and sure knows how to handle herself. She’s slightly more accurate and faster on the reload than her giant ‘roided up male counterparts, but this is all balanced by having less health and doing slightly less melee damage too.

Let us know if she’s your new favourite!

We’ve also spent some time overhauling the results screens so that’s a LOT closer to how we want it in the final game, and…. we’ve introduced a level select and a snazzy way to choose a level too! Feast your eyes on this hi-tech solution to your progression-related woes:


Can’t get more 80’s than VHS, baby!

We’ve also added some new multiplayer-only ‘secret’ objectives which should add a bit of back-stabbing-flavoured spice to your games.

ADDED


- New Level select screen added post-character selection
- New playable character, Conchita, and matching UI!
- Two new bonus objective types for multiplayer
- Let Off Some Steam
- Double Cross
- Chance that these will activate on completing the 3rd objective in a level
- Added new sound sets for Conchita
- Added save file indicator for when the game is saving

UPDATED


- Mission results screen updated to become more dynamic
- Mission results screen updated to handle correct character choices
- Hero stats have been tweaked
- Updated Coastal music layers
- Props and tiles now react differently to explosions and bullets, on a prop dependent basis
- Updates to the Coastal and Jungle level room layouts and generation system

FIXED


- Fixed weird offset that was occuring on Bionic Cop's confirmation panel
- Fixes to the grenades
- Fixed issue with legacy save-files not converting correctly to newer formats
- Fixed issue where the number of times being downed in a level wasn't been tracked correctly

Conchita’s also going to be the feature character (and has helped us prep for) next week’s update… Who Wants to Be a Killionaire! We’re hoping to introduce a whole new world of challenges, traps, enemies, bosses and weapons - let’s see how much we can do in just one week!

We’ll be back. And not just in a re-run...

PATCH 8 - Leave anything for us?

The biggest addition to Tango Fiesta this week is something you've all been waiting for - a brand new Objective type, the Radio Mast!

You'll have to fight your way to it, and then shut it down - but haccking the damn thing triggers an alarm and enemies are called in from afar to protect this valuable communications tower.



If you're in co-op you'll have to cover each other while the hacking takes place, but in singleplayer the challenge lies in making sure the area is clear and then choosing your moments to retaliate.

Speaking of co-op, if you're playing locally you can now have new players dropping in at any point in the game, with full character and weapon select functionality too - twice the fun, half the hassle!

Of course we've not rested there! We've also added some new tricks and traps to make your heroics even more... heroic! Land mines now appear occasionally, and pose a threat to both you and your hapless foe. If you spot them in time, you can use them to your advantage... but be careful because they really pack a punch!

BEFORE:


AFTER:


Not only that, but we've added explosive barrels, and those parked Jeeps you may spot around the place now do just what you'd expect - they explode too!

We can't wait to hear what you think in the forums and over on twitter, so let us know how these changes affect the game!


FULL CHANGELIST:



ADDED


- Added Join in progress gameplay when offline (unstable online, we're patching this in later)
- Added new objective type, the Radio tower.
- Added landmines into the game.
- New sound effects added into the game
- Explosive Barrels added
- Explosive jeeps added

UPDATED


- Music layers now activate over the level time-span, instead of all at once.
- Radio guy now plays a sound when calling in support
- Updated pause menu to allow drop-out when in local co-op
- You can now backout of weapon-selection in between worlds.
- Updated death animations for enemies
- SFX tweaks
- Environment explosions now damage props correctly
- ATK sprite updated
- Radio Towers & Radio Support now use legitimate spawn locations
- Changed parachute stance to new parachute anim


FIXED


- General performance updates when playing online [client side]
- Fixed Miller artwork not being rendered correctly
- General fixes to the animation system, including fix for the feet not behaving properly
- Fixed ambient sounds being played in the wrong level
- Fixed hunter explosion not damaging the player
- Fixed the weight on the radio support, should no longer slide forever when killed.


Hopefully you enjoy it all!

WHAT'S NEXT?



Well, over the next fortnight we'll be introducing content from our very own gladiatorial futuresport gameshow - Who Wants to Be a Killionaire! And of course, as with each new world we introduce, we'll be giving you new bad guys to fight against, new weapons to fight with, and new characters to fight as!

Meet Conchita!



She's a bad ass chick who gets caught up with John Strong when they're both forced to compete in Who Wants to Be a Killionaire! She's rough, she's tough, and if you so much as look at her wrong, she'll call your bluff... with her fists!

And then, because I can't resist, one more tease... with some context...

"Uplink underground, uplink underground. If you say that one more time, I'll uplink your ass, and you'll be underground!"

Patch 7 - Death Wish?

Do you eat Green Berets for breakfast? You'll wish you did, because this update brings two new enemy types to the table, and they've already skipped a meal!

The Champions!





He (far left) can spawn as an improvement to enemy type except the Hunter, and is tougher, meaner, more aggressive and more deadly than the standard enemy types. To meet him is to fear him. To kill him is to revel in lots of gold, ammo and health! Also, we've made sure the player knows which bad guys are going to drop health or ammo, and added a rich bad guy who drops more cash than anyone else. It keeps the combat interesting, depending on how greedy, healthy or generous with your bullets you are :D (just remember it won't be the same every time!)


The Radio Guy!





This guy keeps his distance and then calls in backup - of any kind! Watch out for Champion versions too, as they're more liekly to spawn in Champion versions of their own making... it can escalate quckly!


Other than the new bad guys, we've been focusing on multiplayer fixes, tons of cool new particle effects, weapon and enemy balancing, new seeds for the Island level set, and of course addressing your wonderful feedback.


ADDED


- Lots of particles!
Added new explosion effects for hunters, huts and grenades.
Added new effect for travelling through water and bushes
Added new particle effect for destroyed bushes in Jungle
Added weather effects for Jungle (Dust & Rain)
Added particle effects for picking up pickups (health/ammo/cash)
Added impact cloud effects for parachute/freefall, and Yatcha impact
Added environment hit particle effect
Added particle effects for Yatcha & Gordon death effects
Added particle effects for Revive Completion and Suicide.

- New enemy subsets, Support, Medic, Champion & Prospector
Only respective badges will drop relevant things.
Medic drops healthpacks
Support drops ammo
Prospector drops cash
- Champions have increased health, and a faster rate of fire.
- All unbadged enemies now only drop 1 bar of gold.
- Added prompt above player to say when they're reloading, for the duration of the reload
- Added weapon select between worlds (after bosses) in all game modes
- Added character and weapon selection into online play
- New ambient Music in the Jungle & Coastal Levels
- Game now displays status messages if there was an error joining an online lobby


UPDATED


- Hunter death explosions now do damage
- Updated effects on explosions
- Updated weapon sound effects and tweaked volume settings
- Changed z-indexing of the water & bush skirts.
- Removed 'Invisible' lobby setting for online play.
- Updated Host Game UI to play all sounds on all UI interactions
- Made the header for the field clickable in Host setup
- Gamepad can now be used for all Host Game setup interactions (except entering a password)


FIXED


- Fixed z-indexing of particle effect on ammo & health pickups
- Fixed gamepad issue on Windows where you are unable to sprint and fire at the same time (Requires input mapping Reset in Settings)
- Fixed bullets not pausing when the game was paused
- Fixed the UI disappearing for clients after the first level.
- Explosions no longer act like a vacuum when knocking back enemies
- Fixed burst weaponry not entering the 'need reload' state correctly
- Fixed UI not appearing for clients when level progression occurs
- Fixed bug with online hosting where you couldn't host a game if you set a password.

And now a treat for those of you who've been nice enough to read all the way to the bottom - a sneaky peek at some nasty-looking characters who'll be coming in an update near you, soon!

Patch 6.5 - Quick as a Flash

We've responded to the issues spotted with yesterday's big update, thanks to everyone in the forum for reporting them to us so quickly!

The following things have been fixed, and the update is live!

FIXED:



- Keyboard & mouse players can now interact with the inter-world level select screen without any issues, so you guys can all progress through the game properly now!

- We've fixed smoke columns at destroyed objectives so it doesn't linger into the next level.

- Shotgunner Enemies were travelling at crazily high speeds once players progressed beyond Yatcha Queen and into the New Game Plus loop. Now fixed! Enemies still get harder on successive game loops, but are no longer doing impresions of The Flash.