HomeGamesUpdatesPricingMethodology
Steam News8 October 20259mo ago

Patch Notes V0.1.5 & V0.1.6 & V0.1.7

Auto Jurassic Knights has transitioned from a polished prototype into a living, connected game.

In this update15

Full notes

Full Auto Jurassic Knights update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

6 fixes7 additions84 changes5 removals
  • Performance
  • Fixes
  • Balance
  • UI and audio
  • Gameplay
  • Store
changedAuto Jurassic Knights has transitioned from a polished prototype into a living, connected game. These updates bring asynchronous multiplayer , attack animations, improved combat logic, and better performance across the board. Battles look sharper, play smoother, and feel more alive than ever.
addedFixed:Mergeable VFX not spawning when shop units appear in the first roll of a new round,
changedFixed:Summon priority so ability-based summons (e.g. Skullcradle Remnant) trigger before distress gun summons,
changedFixed:Melee vs Ranged offset – melee VFX now correctly track the distance of enemies that jump back,
changedFixed:Melee attack range to be consistent for both player and enemy teams,
changedFixed:Stat buff stacking inconsistency when multiple buffs applied within the same moment,

Auto Jurassic Knights changes

changedAuto Jurassic Knights has transitioned from a polished prototype into a living, connected game. These updates bring asynchronous multiplayer , attack animations, improved combat logic, and better performance across the board. Battles look sharper, play smoother, and feel more alive than ever.
addedMergeable VFX not spawning when shop units appear in the first roll of a new round,
changedSummon priority so ability-based summons (e.g. Skullcradle Remnant) trigger before distress gun summons,
changedMelee vs Ranged offset – melee VFX now correctly track the distance of enemies that jump back,
changedMelee attack range to be consistent for both player and enemy teams,

Auto Jurassic Knights has transitioned from a polished prototype into a living, connected game. These updates bring asynchronous multiplayer, attack animations, improved combat logic, and better performance across the board. Battles look sharper, play smoother, and feel more alive than ever.

V0.1.5

Devlog: Changes & Fixes,

Gameplay & Combat Logic,

Fixed:

  • Mergeable VFX not spawning when shop units appear in the first roll of a new round,

  • Summon priority so ability-based summons (e.g. Skullcradle Remnant) trigger before distress gun summons,

  • Melee vs Ranged offset – melee VFX now correctly track the distance of enemies that jump back,

  • Melee attack range to be consistent for both player and enemy teams,

  • Stat buff stacking inconsistency when multiple buffs applied within the same moment,

  • Bounty Hunter K’s kill counter now displays accurately,

  • Nyra’s ability interaction – multi-target supplies now trigger only once per turn,

  • Commando Carno extra attacks now properly trigger “when ally ahead attacks” abilities,

  • Sister Bastion Veil ability now applies to herself (if not frontline) and grants full immunity, including burn/scorch,

  • Quarter Witch Briar pushback issues: on-hurt effects now trigger before push, pushback has smoke trail/impacts, slowed speed, and no longer breaks faint summons,

  • Steel Helmet now visually explodes and is removed when triggered,

  • Ability timing priority – Paleclaw Finisher’s battle start executes before others (priority tags supported),

  • Bomber Fern damage now passes to next unit if target dies, uses explosion VFX,

  • Commander Zesk now triggers 3 times as intended,

  • Finisher Tier 5 Sniper projectiles now distribute correctly instead of stacking at once,

  • Infinite battle loops prevented with turn timer/draw condition,

  • Mordar mortar targeting now respects enemy jump-back,

  • Rifle/sniper projectiles now travel to adjusted positions of jumped-back targets,

  • Frontline jump-back tooltips and hitboxes update dynamically,

  • Summon overlap bug fixed when many units spawn (esp. Witch Briar),

  • Rationspire Moarn buff values corrected in description and functionality,

User Interface & UX,

Fixed:

  • Ally/enemy text size in descriptions,

  • Ironhide and Bestiary text overflow,

  • Team names not staying within box,

  • Supply descriptions not updated,

  • Deserter Pike showing wrong ability,

  • Berserker Mor description updated with “behind me”,

  • Victory/Game Over screens: confirm box message, equipped item scaling, level bar alignment, banner unit sizes,

  • Scrollbar width/spacing,

  • Blurry/grainy level bar & tier icons, reimported correctly,

  • Coin icon replaces dice for shop roll,

  • Gold icon text color updated to tan,

  • Settings menu separators corrected,

  • Music randomizer toggle functions properly each round,

  • Tooltip hitboxes for jump-back units,

  • Background scroll menu sound effect,

  • Mouse cursor doubled in size,

  • Team name selection screen visuals,

VFX & Audio,

Added:

  • Distinct stat-upgrade VFX for Attack-only, Health-only, and both,

  • Custom attack VFX for dual-wielders with offset positions,

  • Sniper Gale & Paleclaw Finisher bullet VFX with smoke trails and target icons,

  • Quarter Witch Briar pushback smoke trail,

  • Explosion VFX for Steel Helmet destruction,

  • Money impact VFX when gaining/spending gold,

  • Echocaller Vi ability constellation VFX,

  • War Matron Serra stew projectiles on death,

  • Flare Marshall Wyatt mortar-style signal flare spawn,

  • Bomber Fern explosion ability VFX,

  • Impact-based VFX tied to ground type (snow, dirt, water, etc),

  • Blood Herald Nask buff VFX and stat animation feedback,

  • On Pick/Drop SFX variables for supplies,

Fixed:

  • Sniper smoke trail duration reduced,

  • Berserker Mor mortar originates from correct jumped-back position,

  • Rifle projectiles travel fully to jumped-back targets,

  • Default sound balance: 50 music / 50 SFX (SFX effectively doubled),

  • Tier unlock sound assignment corrected,

Supplies now use same outline shader as characters

Systems & Optimization,

Added:

  • Ability to re-organize at any battle stage (logic restructured),

  • Ability priority tags,

  • Match History screen with previous teams and opponents,

  • Feedback button linking to Google Form,

  • Wishlist button linking to Steam page,

  • Internal data optimization via BP_Game_Data reference,

  • Project converted to C++ with SQL communicator plugin test for team export,

Fixed:

  • Damage number stacking – rapid hits now combine totals before fading,

  • Flare summon timing aligned with explosion,

  • Niagara UI re-added for packaging stability,

  • Installer now shows Proelium Games instead of Unknown Publisher

V0.1.6

Devlog: Asynchronous Multiplayer & Attack Poses Update,

We’ve added asynchronous multiplayer! This means every player’s team data is now sent to our servers, allowing battles against other real player teams. You can play on your own schedule while still competing with others, as the game now dynamically pulls opponent data from uploaded player teams. All units now have attack poses when they are attacking. We will soon add poses for other actions in the game!

Gameplay & Combat Logic,

Fixed:

  • Enemy Eggberts had 3/1 stats instead of correct 1/3,

  • Mordar’s first mortar not targeting jump-backed enemies correctly (second attack worked fine),

  • Mordar’s attack and ability mortars overlapping when targeting same unit; added slight delay for clarity,

  • Bale the Demoted triggering ability without valid conditions (now checks ally count correctly),

  • Bale the Demoted not gaining stats on turn end,

  • Talonrest Quarterbeast’s doubled buffs (e.g. +1/+1 crates) now display correctly as +2,

  • Melee units attacking multiple times without returning to idle state between attacks,

  • VFX appearing in front of frontline when on backline characters,

  • Tier VFX now added to the turn timer, and no VFX plays if no tier unlocks,

  • Victory/Game Over screen army order now reflects last shop formation,

  • Victory/Game Over screen UI scaled down and moved up for visual balance,

  • “Yes/No” buttons now use correct red gradient shader,

  • Empty victory and health icons darkened for visibility,

  • Coin icon blocking roll button hitbox interaction,

  • Randomized death flying angles for more variation,

Visuals, VFX & Audio,

Added:

  • Tier aura effect on the Tier Clock,

  • Tier icons scaled down by 10% for better proportion,

  • Flare explosion now loops until unit spawn completes,

  • Assigned buff sound for self-buff VFX (uses CHAR_UPGRADE_02_1),

  • “Not enough gold!” popup when attempting a purchase without enough gold,

  • Animation when Gulletback swallows a character,

  • Render order updated so characters display above UI buttons,

  • Self-buff VFX now assigned consistent sound,

UI & UX,

Added:

  • Player Nickname field in settings,

  • “Watch Tutorial” button in settings,

  • Option in settings to choose between TAA and TSR (default TAA),

  • “Borderless Full Screen” mode added and set as default,

  • Steam Wishlist button now opens within the Steam overlay,

Systems & Optimization,

Added:

  • Priority and ordering logic for ability triggers, with delay between transitions,

  • Team re-organize logic now rechecks after every phase transition,

  • Niagara UI plugin re-added and applied where needed,

  • Data access restructured for improved gameplay performance,

Fixed:

  • Backline VFX depth sorting so they render behind frontline characters,

  • Mortar targeting, flare timing, and looping consistency verified across phases

V0.1.7

Gameplay & Combat Logic,

Fixed:

  • Summoning too many tokens at once could break rounds, overlapping units and causing soft-locks. Logic adjusted to handle simultaneous summons correctly.,

  • Commando Carno’s extra attacks made enemies re-enter attack pose incorrectly when not attacking.,

  • Ally Ahead Attacks and Ability Trigger text now scale properly to take up their full UI box.,

  • Tier clock no longer blocks unit interactions.,

  • Turn numbers now display correctly within the turn clock.,

  • Coin no longer blocks the roll button hitbox.,

  • Vi and Mira duplication interaction fixed (was giving incorrect buff values like +30/+10).,

  • Scout Bailey’s ability now throws the sniper icon at each enemy like a true sniper attack.,

  • Game now prevents empty teams from being uploaded to the database.,

  • Losing internet connection during end turn no longer freezes the game; it resumes gracefully after reconnection.,

Visuals, VFX & UI,

Fixed:

  • Many VFX were rendering underneath characters inconsistently; now properly layered.,

  • Elvie’s healing now correctly shows thrown health VFX and target stat feedback.,

  • Tier VFX on turn timer now consistent with active tier state.,

  • White hover outlines on units now show consistently.,

  • Pause menu buttons and text now align correctly, preventing overflow.,

  • Task Manager and system title now display as “Auto Jurassic Knights.”,

Systems & Optimization,

Fixed:

  • Game-breaking bug from summoning multiple tokens at once resolved (better spawn queue handling).,

  • Async matchmaking system now filters out incomplete or outdated team uploads to prevent broken enemy setups.

Source

Steam News / 8 October 2025

Open original post

Changelog.gg summarizes and formats this update. How we read updates.