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Steam News24 June 20251y ago

Changelogs #25.06.24 - Alpha

More experiments are going on as usual. Also, as many of you already noticed, we have rolled back the 4 vs. 4 player limit in Touchdown between patches; it is now 5 vs. 5 again.

In this update5

Full notes

Full Code ZIN: Esper Arena update

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

What changed

2 fixes6 additions41 changes1 removal
  • Gameplay
  • Balance
  • Fixes
  • Compatibility
  • Maps
changedMore experiments are going on as usual. Also, as many of you already noticed, we have rolled back the 4 vs. 4 player limit in Touchdown between patches; it is now 5 vs. 5 again. We have also replaced the player smoother with a better one, which in return improved the hitbox rollbacks for hit registration, but it is minimal.
fixedGameplayFixed walljump launching you up due to “landing” just as it starts
changedGameplayCrowd control immunity is implemented into recovery dodges
removedGameplayRecovery dodge no longer has a minimum time check to execute it from a crowd control
changedGameplayRecovery dodge now refunds you 75% of the health you lost on the hit instance you recovered from
changedGameplayCrouch and emotes now let you get out of the animation with just movement in panic, without forcing you to jump out
strong cut after dash movement speed0.81.15strong cut after dash movement speed increased, buffstrong cut after dash damage2030strong cut after dash damage increased, buffjump attack damage3225jump attack damage decreased, nerfrefill movement speed1.21refill movement speed decreased, nerf

Code ZIN: Esper Arena changes

changedMore experiments are going on as usual. Also, as many of you already noticed, we have rolled back the 4 vs. 4 player limit in Touchdown between patches; it is now 5 vs. 5 again. We have also replaced the player smoother with a better one, which in return improved the hitbox rollbacks for hit registration, but it is minimal.
fixedFixed walljump launching you up due to “landing” just as it starts
changedCrowd control immunity is implemented into recovery dodges
removedRecovery dodge no longer has a minimum time check to execute it from a crowd control
changedRecovery dodge now refunds you 75% of the health you lost on the hit instance you recovered from

More experiments are going on as usual. Also, as many of you already noticed, we have rolled back the 4 vs. 4 player limit in Touchdown between patches; it is now 5 vs. 5 again. We have also replaced the player smoother with a better one, which in return improved the hitbox rollbacks for hit registration, but it is minimal.

Gameplay

  • Fixed walljump launching you up due to “landing” just as it starts

  • Crowd control immunity is implemented into recovery dodges

  • Recovery dodge no longer has a minimum time check to execute it from a crowd control

  • Recovery dodge now refunds you 75% of the health you lost on the hit instance you recovered from

  • Crouch and emotes now let you get out of the animation with just movement in panic, without forcing you to jump out

  • Crouching starts to heal you after 0.3s with a curve that gets faster as you wait. Max heal amount is 40, but it will reduce your maximum health by the same amount it healed you

  • Jump attacks now do one last hit once they touch the ground, allowing us to reduce the mid-air downward hitboxes we needed to hit the ground from air

Game Modes

Practice Mode:

  • Fixed dummy not spawning correctly and staying in T pose

  • Dummy now spawns in a random Beta team location instead of map center (use /tp to relocate them)

Maps

Ironworks

  • Minor visual improvements

Weapons

Broadsword (Item: Durendal / Founders Sword)

  • Increased normal attack 1 movement speed by 9.3%

  • Increased normal attack 2 movement speed by 20%

  • Increased strong cut after dash movement speed to 1.15 from 0.8 and reduced it with a curve rapidly instead of flat out 0.25

  • Increased strong cut after dash duration by 0.155s, making it 0.955s from 0.8s

  • Increased strong cut after dash damage to 30 from 20

  • Decreased strong cut after dash critical multiplier to 1.5x from 1.75x

  • Adjusted jump attack movement speed to diminish over time

  • Adjusted jump attack hitboxes to fit the animations better

  • Decreased jump attack damage to 25 from 32

  • Increased jump attack critical multiplier to 1.4x from 1.25x

  • Decreased dash attack duration by 0.49s, making it 1.25s from 1.74

  • Adjusted dash attack animation to cut off the recovery early

  • Adjusted dash attack speed curve start up to gain speed faster

  • Added crowd control immunity at dash start up for 0.3s

  • Changed dash attack hit instance damages to 10 + 5 + 15 from 14 + 14 + 14, reducing total damage by 12

  • Changed dash attack critical multipliers to 1.2x + None + 1.2x from 1.25x + 1.25x + 1.25x

  • Reduced refill movement speed to 1 from 1.2

Bat (Item: Cyclone)

  • Reduced normal attack damage to 20 from 25

  • Added critical multiplier to normal attack at 1.25x

  • Adjusted jump attack hitboxes to fit the animations better

  • Changed spin attack hit crowd controls to None + Stagger + Throw from Stagger + Stagger + Stagger

Swordgun (Item: Scorpio)

  • Increased base shot damage to 8 from 6.5

  • Increased critical multiplier to 1.25x from 1.2x

  • Adjusted damage drop off to make it 5.6 at very close range and climb to 8 at mid range, then dropping off like usual on long range

  • Made the real time light source while shooting brighter and enabled shadow casting on it

  • Increased stab charge movement and forced movement but made them diminish over time

  • Decreased stab charge forced movement duration to 0.36s from 0.5s

Rifle Cannon (Item: Helios)

  • Decreased max charge ray attack to 21 from 27

  • Increased critical multiplier of ray to 1.5x from 1.4x

  • Increased push back after shots by 33%

  • Decreased explosion damages per change to 5; 10; 15; 20; 25; 30 from 6; 12; 18; 24; 30; 36

  • Decreased explosion delay to 0.46s from 0.58s

  • Decreased explosion max radius to 2.7m from 3.42m

  • Added critical zone to explosions with multiplier of 1.5x and radiuses of 0.1m; 0.2m; 0.3m; 0.4m; 0.5m; 0.6m

Client

  • Settings now ask before resetting, they are still unsaved, and you need to press “apply all” after it

  • Any health above 1 is now rounded to the closest whole number instead of being floored down, anything below 1 will still show up as 1 like before

  • Added version check on login due to out-of-date Steam clients

  • Added dissolve effect to accessories & they now have proper icons

Note: With the upcoming updates, we want to show weapon stats, including effective ranges, directly as part of item information

Source

Steam News / 24 June 2025

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