What changed in Paint the Town Red in 2018

145 updates · 15 main milestones · Mar 6, 2018 to Dec 22, 2018

  1. 40 events
    Changed shader on Arena cloth to add subsurface scatteringvisuals
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    Increased distance enemies will stand from targets when attackinggameplay
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    Post processing effects now work in a layered systemvisuals

    Allows for effects to better blend.

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    Fixed LOD not updating for enemies correctly for clientsbug fix
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    Fixed stairs on Disco being difficult to walk upbug fix
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    Fixed animation bug with dancing characters in Workshop levelsbug fix
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    Fixed bug with initial player not getting set to correct position for Arena wavesbug fix
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    Fixed faucets and taps going crazy after getting knocked offbug fix
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    Made 'Hard Hitter' modifier always KO enemiesgameplay
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    Fixed issue with added Bouncers in Discobug fix
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    Made Arena Challenge 3 selectable from in-game level select menunew content
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    Fixed bug where some menu button actions could run multiple timesbug fix
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    Fixed enemies snapping to standing pose from pre-combat animation on knockdownbug fix
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    Added Speedrun.dll for easier data readingmodding

    More explicit details on variables and memory offset addresses will be provided soon.

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    Fixed Sandbox UI having the go to exit messagebug fix
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    Improved overall networking performance for multiplayernetworkMilestone

    Enhanced bandwidth usage and feel for clients.

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    Level loading process changed to be fasterperformance
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    Fixed bug with enemies on Arena waves not playing walking animation on entrancebug fix
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    Fixed Arena errors when ending a wave with a player deadbug fix
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    Enemies no longer change direction to hit you mid-swinggameplay

    If you attack them while they're attacking someone else.

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    Menu loads in background during splash screenperformance
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    Fixed bug causing some Modifiers to not be selectablebug fix
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    Added a death pose for players in multiplayernetwork
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    Static weapons now have collision for clients in Workshop levelsnetwork
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    Workshop levels will now cache pathfinding data after the first loadperformance

    Subsequent reloads of the level will be faster.

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    Fixed Esc key not closing player created level list in Multiplayer menu properlybug fix
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    Fixed Logic Zones not triggering props and lights on clientbug fix
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    Fixed enemies looking at player on clients during pre-combat animationsbug fix
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    Fixed bug preventing all weapons from being removed with No Weapons modifierbug fix
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    Increased player camera snap on hitsgameplay

    An intensity option will be provided in a later build.

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    Fixed Workshop levels capturing characters in reflection cubemapsbug fix
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    Fixed enemies standing up when killed in certain animationsbug fix
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    Fixed bug locking UI options after backing out of selecting a player created level in Multiplayer menubug fix
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    Fixed packet order issue with initial player relation for enemiesbug fix
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    Fixed default values not working on some props in Level Editorbug fix
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    Reduced texture and audio memory usageperformance
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    Removed forced start timer in multiplayer lobbynetwork
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    Fixed katana and dagger being held backwards by enemiesbug fix
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    Fixed rare bug preventing Arena wave transitionbug fix
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    Fixed some clipping issues in Pirate Cove buildingbug fix
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  2. 7 events
    Introduction of Pursuer Mechanicnew content

    Pursuers are immortal entities that warn players when they spend too long in one level, adding urgency to gameplay.

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    Introduction of Challenge Roomsnew content

    Players will encounter gated rooms that seal them in until they complete a task, offering rewards like Gold and powerful weapons.

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    Introduction of Shard Lordsnew content

    Players will face elite enemies known as Shard Lords, which drop powerful shards for permanent upgrades.

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    Shops in Beneath Modenew content

    Each level will feature shops selling weapons for Gold and permanent upgrades for Energy, providing strategic options.

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    Ongoing Balance and Progression Tweaksbalance change

    The team is working on tweaking balance and progression for a better gameplay experience.

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    Completion of Beneath Mode FeaturesgameplayMilestone

    All features for Beneath are implemented, with some still using placeholder art and sound effects.

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    Future Bug Fixes and Performance Improvementsbug fix

    Post-release plans include addressing bugs and improving multiplayer and performance.

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  3. 33 events
    Improved Gun Block Positiongameplay

    Changed block position of guns to actually look like they're blocking.

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    Level Editor: Triggerable Logic Prop for Musicui ux

    Added new triggerable Logic prop to change Music in the Level Editor.

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    Fixed Bullet Damage Potentialbug fix

    Fixed bullets being destroyed before completing their full damage potential.

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    Spears Can Pin Enemiesgameplay

    Spears and similar weapons can now temporarily pin enemies to walls.

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    Burn Damage on Enemiesvisuals

    Enemies' voxels now show some burn damage.

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    Liquid Decals Addedvisuals

    Spilled liquid now leaves decals in the environment.

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    Weapons Can Break on Impactgameplay

    Weapons can now break when thrown or hit into objects depending on weapon type and impact.

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    Improved Thrown Weapon Torquegameplay

    Improved thrown weapon torque.

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    Level Editor: Invisible Paint Addedui ux

    Added invisible paint option in the Level Editor.

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    Shockwave Affects Props and Bodiesgameplay

    Shockwave now moves weapons, props, dead and unconscious bodies.

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    Impact Decals from Bulletsvisuals

    Bullets now leave impact decals in the environment.

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    Collision Damage to Enemiesgameplay

    Knocked down/out enemies now take damage when colliding with the environment.

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    Level Editor: Fixed Prop Position Propertybug fix

    Fixed prop position property being incorrect after creation.

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    Custom Music Packs Addednew content

    Players can now create and use Custom Music Packs in Workshop levels.

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    No Arterial Spray on Dead Bodiesgameplay

    Arterial spray will no longer occur when hitting dead bodies.

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    Fixed Enemies Recovering from KObug fix

    Fixed enemies recovering from KO while in the air.

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    Fixed Cigar Box Tetheringbug fix

    Fixed cigar box cigars being tethered to box.

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    Sharp Weapons Stick to Environmentgameplay

    Sharp thrown weapons can now stick into static environment geometry.

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    Bullets Break Some Weaponsgameplay

    Bullets can now break certain weapons like bottles.

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    Level Editor: Logic Zones for Playersui ux

    Logic Zones can now be set to kill players.

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    Level Editor: Fixed Navmesh Extents Calculationbug fix

    Fixed platforms not being included in calculation of navmesh extents.

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    Level Editor: Custom Music Packsui ux

    Custom Music Packs can now be used in the Level Editor.

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    Level Editor: Optional Fall Damageui ux

    Added optional fall damage for the player in the Level Editor.

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    Level Editor: Upload Approval Checkboxui ux

    Added checkbox on upload to approve your level for use on other platforms.

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    Level Editor: Target Prioritizationui ux

    Enemies will prioritize targets at the same height as them in multi-story areas.

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    Bullets Move Unused Weaponsgameplay

    Bullets now move unused weapons they hit.

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    Fixed Ragdoll Recoverybug fix

    Fixed enemies recovering from ragdoll upside-down.

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    Weak Weapons Can Breakgameplay

    Weak unused weapons can now break when hit.

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    Level Editor: Duplicate Roomsui ux

    Added ability to duplicate rooms in the Level Editor.

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    Level Editor: Logic Zones for Enemiesui ux

    Logic Zones can now be set to kill enemies.

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    Blood Decal Colour Variationvisuals

    Added slight variation to blood decal colour.

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    Level Editor: Fixed Enemy Reset Positionbug fix

    Fixed enemies that fall outside play area being reset to invalid position.

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    Level Editor: Disable Fall/Collision Damageui ux

    Added level setting to disable fall/collision damage for enemies.

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  4. 13 events
    Fixed Punching Bag Material Errorbug fix
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    Increased Quality of Level Preview Screenshotsui ux

    Level Editor: Increased quality of level preview screenshots.

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    Custom Texture Pack CreationmoddingMilestone

    The ability to create texture packs with your own character texture replacements is now available.

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    Fixed Modifiers from Level Editor Testing Not Being Disabledbug fix
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    Fixed Pirate Cove Chair Material Issue When Staticbug fix
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    Fixed Memory Leaks Related to Workshop Level Preview Imagesbug fix
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    Fixed Not Being Able to Create a Full Length GIFbug fix
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    Upload Custom Character Textures for Workshop LevelsmoddingMilestone

    Ability to upload custom character textures for use in Workshop levels.

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    Fixed Animation Loop Bugsbug fix
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    Fixed Mirror Ball Shader on OpenGL & Vulkanbug fix
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    Fixed Smite Counting Down Before Being Able to Shootbug fix
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    Fixed Right Elbow and Knee on Enemies Being Rotated Incorrectlybug fix
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    Fixed Smite Camera Effects Fading in Backwardsbug fix
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  5. 14 events
    Engine update with DX9 support removalperformance

    DX11, OpenGL and Vulkan are now available.

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    Fixed bullet damage and impact issuesbug fix
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    Static props for weapons in Level Editornew content

    Added option for weapons to be unusable static props.

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    Vision cone and proximity trigger options for charactersgameplay

    Added vision cone and proximity trigger options for characters.

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    Fixed gfycat upload bugbug fix
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    Fixed lighting issues on Pirate Covevisuals
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    Edit properties for multiple selected props and weaponsgameplay

    Added ability to edit some common properties for multiple selected props and weapons.

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    Improved distance fog in Pirate Cove and Arenavisuals
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    Improved performance with static propsperformance

    Performance improvements when playing Level Editor levels with lots of small weapons set as static props.

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    Enemies can randomly move before combatgameplay

    Added option for enemies to randomly move around pre-combat.

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    Fixed ragdoll force on enemy deathbug fix

    Fixed ragdoll force when enemies die when body parts explode.

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    Fixed Arena Challenge 2 lightingbug fix

    Fixed Arena Challenge 2 being at night.

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    More button props added in Level Editornew content
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    Tweaked Disco lighting bloomvisuals
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  6. 7 events
    Save Created Levels to Steam Cloudnew content

    Option to save created levels to the Steam Cloud.

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    Bullet Damage and Ragdoll Impact Improvementsbalance change

    Fixes and improvements to bullet damage, impact, and ragdoll impact force.

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    Edit Multiple Props and Weapons in Level Editorquality of life

    Ability to edit properties on multiple selected props and weapons in Level Editor.

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    Static Props for Weapons in Level Editorperformance

    Weapons can be treated as static props in Level Editor to improve performance.

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    Custom Character Textures Workshop Supportnew content

    Ability to create and upload custom character textures to the Steam Workshop.

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    Use Workshop Textures in Created Levelsnew content

    Ability to use custom character textures from the Workshop in created levels.

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    Enemy Sight and Proximity Triggersgameplay

    Enemies can now use sight and proximity triggers to begin combat.

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  7. 11 events
    Corridor Generation Using Pathfindinggameplay

    Corridors connecting rooms are generated using a pathfinding algorithm to ensure varied connections.

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    Dynamic Room and Enemy Placementgameplay

    Levels will feature randomised types, counts, and placements of enemies and items based on player progress.

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    Upcoming Update AnnouncementchangesMilestone

    An update is planned to improve the game state before the release of Beneath, including engine upgrades.

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    Introduction of Level Generation Basics for Beneathnew content

    Overview of how levels in Beneath are created using randomly placed rooms and corridors.

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    Corridor Generation Using Pathfinding Algorithmgameplay

    Rooms are connected using a pathfinding algorithm to create varied corridor layouts.

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    Level Generation Overview for Beneathnew content

    Introduction to the technical aspects of level generation in Beneath, including room and corridor placement.

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    Upcoming Update AnnouncementchangesMilestone

    An update is planned to align the game with the upcoming release of Beneath, including significant engine upgrades.

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    Shops Integrated into Levelsgameplay

    Shops will be placed in levels where players can spend gold earned from defeating enemies.

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    Shops Integrated into Level Designnew content

    Shops will be placed in levels where players can spend gold earned from defeating enemies.

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    Randomized Room and Enemy Placementgameplay

    Levels will feature randomized layouts, types, counts, and placements of enemies and items based on player progress.

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    Flow and Difficulty Ramp in Levelsgameplay

    Levels are designed to ramp up in difficulty with increasing numbers and types of enemies as players progress.

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  8. 12 events
    Increased Punch Distancegameplay

    Punch distance increased when looking down to easily hit small or knocked out enemies.

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    Level Editor Content Expansionnew content

    New textures, props, and environment assets from Beneath available in the Level Editor.

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    Introduction of U.H.D.F. Frontline Facility Omeganew content

    New pre-run area where players can prepare for runs and see permanent progress.

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    Access to Restricted Areas in Facilitygameplay

    Players will gain access to restricted areas of the facility as they progress and increase in rank.

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    Introduction of U.H.D.F. Frontline Facility Omeganew contentMilestone

    New pre-run facility where players will start and progress through the game Beneath.

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    Fall/Impact Damage Featuregameplay

    New feature allowing players and enemies to take damage from falls and impacts.

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    Level Editor Content Expansionnew content

    Facility content and additional props from Beneath will be available in the Level Editor.

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    Configurable Fall and Impact Damagegameplay

    New gameplay feature allowing configurable fall and impact damage for enemies and players in custom levels.

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    Introduction of Fall/Impact Damage Mechanicsgameplay

    Players and enemies can now take damage from falls and impacts, enhancing combat dynamics.

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    New Enemy Interaction Mechanicsgameplay

    Players can now be knocked around by certain enemy attacks, adding new dynamics to combat.

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    Increased Punch Distancegameplay

    Punch distance increased when looking down to make it easier to hit small and knocked out enemies.

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    Streamlined Pre-Run Setupquality of life

    Pre-run setup such as class selection is conveniently located near the entrance of the facility.

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  9. 8 events
    New Enemies in Beneathnew contentMilestone

    Over a dozen distinct new enemies with unique attacks and behaviors, including the Crystal Crab and Bore Worm.

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    Introduction of Beneath Modenew contentMilestone

    A new rogue-lite mode featuring procedurally generated levels, new enemies, weapons, and power-ups.

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    New Enemies in Beneathnew contentMilestone

    Over a dozen new enemy types with distinct attacks and behaviors, including the Crystal Crab and Bore Worm.

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    Introduction of Beneath Modenew contentMilestone

    Beneath is a rogue-lite mode featuring procedurally generated levels, new enemies, weapons, and power-ups.

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    New Weapons in Beneathnew contentMilestone

    Around 30 new weapons including upgraded versions of existing weapons and entirely new ones like the Crossbow.

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    New Powers for Character Classesnew contentMilestone

    Introduction of 6 character classes, each with unique powers and abilities, enhancing gameplay dynamics.

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    New Weapons in Beneathnew contentMilestone

    Around 30 new weapons including upgraded versions of existing weapons and entirely new ones like the Crossbow.

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    New Powers for Character Classesnew contentMilestone

    Beneath introduces 6 character classes each with unique powers, enhancing gameplay dynamics in multiplayer.

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