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Steam News28 November 20257mo ago

Version 1.7

Balance & Gameplay Changes Stamina now drains much slower when not in combat. The player now accelerates when walking/running over time to make long expanses of space faster to cross and give more movement options.

Full notes

Full Biodacity The Mansion update

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

What changed

3 fixes8 additions34 changes2 removals
  • Balance
  • Gameplay
  • UI and audio
  • Performance
  • Fixes
  • Maps
changedBalance & Gameplay Changes
changedStamina now drains much slower when not in combat.
changedThe player now accelerates when walking/running over time to make long expanses of space faster to cross and give more movement options.
addedAdded a knockback effect that will move the player in a certain direction.
changedMade many changes to the “Convert” enemy Restructured the enemy to fit in my new project's attack code. Each attack is self-contained which prevents bugs and allows easier coding of attacks. Previously, the “Convert” had a bite attack and a swing attack (With 2 animations.) Now, it has a bite attack, a low swing, a high swing, and a flank attack. In addition to this, each attack smoothly blends animations with the walkcycle. Each Convert variant (Male, Female, Military, Male 2, Full Converted, and Crawling) has slightly different damage/range/cooldown/speed/overall stats for each attack.
fixedMade many changes to the ‘Baby BioMutant’ Enemy Restructured the enemy to fit in my new project's attack code. Each attack is self-contained which prevents bugs and allows easier coding of attacks. Baby Spit now does way less damage (it was doing way too much before.) The early-game variant now does significant less, while the late-game variant still does less overall but now more than the early game one. Fixed some movement code to make it look a bit smoother. Nerfed the speed on both variants. Added more sfx for the spit attack. Added a new Bite attack when close to the Baby biomutant. The late game variant bite does more damage and stuns the player.
Knife damage has gone1114.5Knife damage has gone increased, buffNerfed the M1911 damage250155Nerfed the M1911 damage decreased, nerf

Biodacity The Mansion changes

changedBalance & Gameplay Changes
changedStamina now drains much slower when not in combat.
changedThe player now accelerates when walking/running over time to make long expanses of space faster to cross and give more movement options.
addedAdded a knockback effect that will move the player in a certain direction.
changedMade many changes to the “Convert” enemy Restructured the enemy to fit in my new project's attack code. Each attack is self-contained which prevents bugs and allows easier coding of attacks. Previously, the “Convert” had a bite attack and a swing attack (With 2 animations.) Now, it has a bite attack, a low swing, a high swing, and a flank attack. In addition to this, each attack smoothly blends animations with the walkcycle. Each Convert variant (Male, Female, Military, Male 2, Full Converted, and Crawling) has slightly different damage/range/cooldown/speed/overall stats for each attack.

Balance & Gameplay Changes

  • Stamina now drains much slower when not in combat.

  • The player now accelerates when walking/running over time to make long expanses of space faster to cross and give more movement options.

  • Added a knockback effect that will move the player in a certain direction.

  • Made many changes to the “Convert” enemy

    • Restructured the enemy to fit in my new project's attack code. Each attack is self-contained which prevents bugs and allows easier coding of attacks.

    • Previously, the “Convert” had a bite attack and a swing attack (With 2 animations.) Now, it has a bite attack, a low swing, a high swing, and a flank attack. In addition to this, each attack smoothly blends animations with the walkcycle.

      • Each Convert variant (Male, Female, Military, Male 2, Full Converted, and Crawling) has slightly different damage/range/cooldown/speed/overall stats for each attack.

  • Made many changes to the ‘Baby BioMutant’ Enemy

    • Restructured the enemy to fit in my new project's attack code. Each attack is self-contained which prevents bugs and allows easier coding of attacks.

    • Baby Spit now does way less damage (it was doing way too much before.) The early-game variant now does significant less, while the late-game variant still does less overall but now more than the early game one.

    • Fixed some movement code to make it look a bit smoother.

    • Nerfed the speed on both variants.

    • Added more sfx for the spit attack.

    • Added a new Bite attack when close to the Baby biomutant. The late game variant bite does more damage and stuns the player.

  • Made many changes to the boss/brute enemy

    • Restructured the enemy to fit in my new project's attack code. Each attack is self-contained which prevents bugs and allows easier coding of attacks.

    • Added a new Ground Scream attack that will knock the player back.

    • Made the attack hitboxes more balanced. All swing attacks are now faster.

    • Completely reworked the final boss fight arena.

  • Made many changes to the “Biomutant” enemy

    • Restructured the enemy to fit in my new project's attack code. Each attack is self-contained which prevents bugs and allows easier coding of attacks.

    • Reduced the damage it does but made hitboxes more consistent

  • Nerfed the stun effect from 3 seconds to 2 to avoid heavy stunlocks.

  • Made some damage more consistent.

  • Crouching logic improved.

  • Slightly nerfed fall damage.

  • Knife damage has gone from 11 -> 14.5

  • Added new item locations. (Pool, lab)

  • Nerfed the M1911 damage from 250 -> 155.

  • Slightly nerfed both shotguns.

  • Added a new extra for reaching B rank, to make better ranks more fun to get for a new advantage. I also felt like the extras system was underused.

  • Weapon training manuals were supposed to increase reload speed by 10%, but actually increased it by 12.5%. Given a buff to be 15% instead.

Visual Changes:

  • Changed the player walk idle from being the Convert idle to a normal human idle. (Should've done this in the first place.)

  • Changed the lighting of many levels for better looks, better performance, and faster light baking.

  • Fixed some Post-Processing issues where effects were doubled up.

  • Changed some area’s lighting to be a more consistent light level so that the brightness slider shouldn’t need to be changed more than once.

  • Changed where some guns are positioned relative to the camera.

  • Changed the whole Lab Area/Areas

    • Added trays of dead biomutants.

    • Modified the lighting.

  • The main menu was reworked.

  • Added a new post processing mode for cutscenes. (Main Menu/First cutscene)

  • Lightning now casts a blue post processing effect when the player is outside to witness the lightning.

  • Lightning now flashes the skybox in different bursts of light to create a better effect.

  • Changed the final boss fight.

  • Actually made the 3d text look realistic. (Was always supposed to)

  • Changed the UI text to look a bit better.

  • Some texture files had bright color backgrounds, which should not be viewable but was causing bleeding when viewed from far away.

  • Weapon sway now works like actual sway and bob, looks much better. Lowered camera view bob intensity because the weapon bob can compensate for it.

  • BabyBioMutant spit overlay goes away faster for less screen clutter.

  • Fixed headbob.

  • Shows Near Death state in healthbar now.

  • Made changes to the Forest scene.

Audio Changes

  • Changed some MC audio to have reduced noise and more consistent volume levels.

  • Changed some sound effects to have reduced noise and more consistent volume levels.

  • Changed the code for the audio Muffler.

  • save OST is now trigger based rather than proximity based.( duh)

  • Added a sound effect when opening the Yes/No/Achknowledge menu

  • Thunder now echoes.

  • Doors now have full spatial audio. (Only were half spatial before)

Performance & Prop Changes:

  • Split the Mansion A and Basement A into two separate levels instead of a single scene.

  • Split the opening cutscene and forest level into two for performance reasons and for compartmentalization, allows better customization of cutscene lighting conditions. (It should’ve already been like this.)

  • Removed grouped props from prefabs that didn’t match with the environment or were unnecessary.

  • Changed/Combined repetitive meshes to reduce draw calls.

  • Changed/Reduced amount of random props to reduce draw calls and make props more environmentally relevant.

  • Changed leaf and tree color to better match the environment.

  • Changed Camera clip distance to be lower than 140.

  • Changed all lights to be behavior better with Unity’s baking system.

  • Changed many props to be combined (Repeated boxes, props, books.) To reduce draw calls and OC calls. Slightly improves performance but not really noticeable.

  • Removed a type of tree used because it wasn’t matching lighting conditions.

  • Changed the default FOV to be lower and reduced the max FOV. Looks better stylistically.

  • Closed off Mansion B balcony, was not really used for anything and only made more objects visible outside.

  • Reduces texture sizes in cases where the fidelity was barely noticeable (Example: Normal And Specular maps provide enough detail for albedo to be downscaled.) Should improve performance.

  • Beauty Door tri-count 10,000 -> 3,000 (This was especially egregious,no other props were this bad.)

  • Changed mindscraper death particles to be less performance heavy and emit significantly less. No more stuttering when the mindscraper dies.

  • Loading should be slightly faster.

Source

Steam News / 28 November 2025

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