Full notes
Full Bomb Rush Cyberfunk update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey everyone, Dion here. We had a crazy good launch so here's a big thank you from the team to you for playing our game. Looking at the numbers we can see people spend 10 to 12 hours on a comfortable playthrough, double that for a 100%. But we are also happy to see people going wild with mods to get even more out of the game.
What changed
- Gameplay
- Maps
- UI and audio
- Fixes
- Store
- Events
In this first patch we focused on fixing mostly technical issues. Still, we managed to sneak a new app onto your flip phone: Micro Boy. I'll tell you right now it doesn't give you anything in the game, but you can't really have a flip phone without a good mini game on it in my opinion.
Other than that some ease of use of the game has been improved as well. Rest assured we plan to tackle the information shown on the map and pause menu among other things in an upcoming patch.
Additions
Added Micro Boy mobile game to the flip phone apps
Added a cypher spot to the Hideout
Added Knxwledge - hwbouths to the Bomb Rush Cyberfunk Soundtrack
Added album art to the Bomb Rush Cyberfunk Soundtrack
Added Paul Koster to Environment Artists in Credits
Added Localization teams to Credits
Added Benni the taxi driver's missing voice in taxi menu related cutscenes
Added OpenGL Core backend to Windows build
Added support for changing the movement controls and phone movement controls
Added a more explicit boost gate door to the intro of the chapter 3 dream
Fixes
Fixed the transition from Versum Hill to Millennium Square sometimes soft locking
Fixed combo multipliers not resetting when entering a Robo-post mid combo
Fixed certain building edges in Mataan considered safe to respawn on
Fixed the police heat sensitivity being overly high in chapter 6
Moved garage unlocks to be one chapter earlier so discovered movestyle colorways can be used earlier
Fixed getting REP for redoing a graffiti spot after another crew has gone over it again
Fixed movestyle garages not working when playing as the FRANKS
Fixed a graffiti spot on a high billboard in Brink Terminal that did not save
Graffiti at the end of races no longer disappear upon reload
Completed Combat Encounters are not set as REP target anymore
Fixed Felix's last 2 outfits unlocking before finding the collectables for them
Fixed a lot of faulty grind lines that were breaking combos
Fixed many issues with missing colliders in the environment
Fixed Nice achievement now also works with BMX and Inline Skates
Fixed the artist and title names on several small graffiti pieces
Fixed VSYNC setting getting saved incorrectly
Players should no longer be locked out of boss battle environments when they fall out of the level
Oldhead, Base and Jay show correct number of outfits in character select
Players should no longer be able to fall out of the chapter 5 dream intro
Map on phone should no longer show graffiti spots that are not yet available
Fixed Rise’s second challenge activating before the first challenge is completed
The game no longer halts execution when the game does not have focus
Increased speed at which you can skip a cutscene
Ensured player loads into the right scene after a crash during scene changes so that cutscenes and character/movestyles/phone app unlocks are not missed by any chance
Shader change for certain VFX used by enemies including turrets that caused crashes for certain players on older hardware
Fixed several memory leaks causing crashes
Source
Changelog.gg summarizes and formats this update. How we read updates.
