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Steam News4 May 20262mo ago

1.4 Update

Eye of the Commando 1.4 is live! 1.4.0.b if we're being picky, but yeah! What are the biggest changes? New Scoring for Raid Mode Previously raid mode was simply scored of number of kills.

In this update6

Full notes

Full Eye of the Commando update

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

What changed

12 fixes2 additions7 changes2 removals
  • Balance
  • Gameplay
  • Store
  • Events
  • Fixes
changedNew Scoring for Raid ModePreviously raid mode was simply scored of number of kills. A single point for each enemy, even the tough ones, even late in the run. Everyone was equal. Simpler times indeed. No longer! Instead, most enemies are still worth a single point, with captains being worth more, but this value increases as you push deeper into the raid and the threat rating goes up. In addition, the Danger mechanic allows you the player to choose to increase enemy toughness and damage in return for a higher score. More experience and medals? No, that doesn't change. Just score.
addedRaid Mode Radio TowersRaid mode is still deeply WIP, the goal is to fill the procedural jungle with lots of options and secrets and stuff, where eventually the player can realize that there is opportunity in some of the patterns. One of the cool things added are Radio Towers (sort of? More like radio stacks) that the commando can use to phone home.
changedRaid Mode Radio TowersYou can request an air drop of support, you can refresh the shop inventory, and you can even ask to change up the music for the current phase of the raid! Using these radios will almost certainly alert the enemy to your presence, but you want that, right? Then you can shoot them.
changedSpeaking of the Music...Purchase the soundtrack on Bandcamp!
fixedRaid Mode Changes / Bug FixesRemote Turret does less damage
fixedRaid Mode Changes / Bug FixesBow does more!

Eye of the Commando changes

changedPreviously raid mode was simply scored of number of kills. A single point for each enemy, even the tough ones, even late in the run. Everyone was equal. Simpler times indeed. No longer! Instead, most enemies are still worth a single point, with captains being worth more, but this value increases as you push deeper into the raid and the threat rating goes up. In addition, the Danger mechanic allows you the player to choose to increase enemy toughness and damage in return for a higher score. More experience and medals? No, that doesn't change. Just score.
addedRaid mode is still deeply WIP, the goal is to fill the procedural jungle with lots of options and secrets and stuff, where eventually the player can realize that there is opportunity in some of the patterns. One of the cool things added are Radio Towers (sort of? More like radio stacks) that the commando can use to phone home.
changedYou can request an air drop of support, you can refresh the shop inventory, and you can even ask to change up the music for the current phase of the raid! Using these radios will almost certainly alert the enemy to your presence, but you want that, right? Then you can shoot them.
changedPurchase the soundtrack on Bandcamp!
fixedRemote Turret does less damage

Eye of the Commando 1.4 is live!

1.4.0.b if we're being picky, but yeah! What are the biggest changes?

New Scoring for Raid Mode

Previously raid mode was simply scored of number of kills. A single point for each enemy, even the tough ones, even late in the run. Everyone was equal. Simpler times indeed. No longer! Instead, most enemies are still worth a single point, with captains being worth more, but this value increases as you push deeper into the raid and the threat rating goes up. In addition, the Danger mechanic allows you the player to choose to increase enemy toughness and damage in return for a higher score. More experience and medals? No, that doesn't change. Just score.

In addition: Capturing flags gives you a permanent small score bonus. So now there's even more incentive to push deep into NITRO territory, make those flags freer than ever, and rack up points.

Raid Mode Radio Towers

Raid mode is still deeply WIP, the goal is to fill the procedural jungle with lots of options and secrets and stuff, where eventually the player can realize that there is opportunity in some of the patterns. One of the cool things added are Radio Towers (sort of? More like radio stacks) that the commando can use to phone home.

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You can request an air drop of support, you can refresh the shop inventory, and you can even ask to change up the music for the current phase of the raid! Using these radios will almost certainly alert the enemy to your presence, but you want that, right? Then you can shoot them.

Speaking of the Music...

Have you taken a listen to the OST? It's on Bandcamp and it is, I quote,"Impossibly stacked"You like helping indies because you're the type of person who reads deeply into indie game patch notes, please take a look and listen and support the killer composers who are doing excellent work.

Purchase the soundtrack on Bandcamp!

Raid Mode Changes / Bug Fixes

  • Remote Turret does less damage

  • Bow does more!

  • Bow changed to give multiple arrows per s-ammo spent. You can fire and stay in the bow stance between turns! But you can't move with it.

  • Radio tower interactables for supply drops, shop refreshes, jukebox mode.

  • Scoring system overhaul, capturing flags and raising Danger increases a global score multiplier.

  • Enemy flying drones appear in higher threat levels.

  • Red ninjas can teleport around in higher threat levels, look out. Think "Ninja, vanish!" combined with how they jump at you in the bonus level of Shinobi arcade. You know, 1985, when all of you were alive and young, right?

  • Added some new trophies, including Pecs of Steel. Thank you, Hippie Jesus.

  • Boss! Oh shit yeah a boss, he might get his own header, yeah lets

Raid Mode Boss WIP

Every four State of Raid alerts, I want to introduce a boss to the raid. Right now there's just one, so you fight him a few times, but eventually there will be more. Your first enemy is Colonel Strafe Roxxor, a veteran of terror and airborne rocket delivery, who also has a wave gun in his off hand. Bosses will show up at the 4th, 8th, and final State of Raid encounters, and you must defeat them to continue.

Campaign Mode / General Changes / Bug Fixes

There's a loooot of stuff here, too many tiny details to list, but hey the grenade guys no longer have their feet stuck in the ground, that's a win.

  • Knife rolling has been cleaned up, less things should block a proper knife roll.

  • Flamethrower subweapon is better at defeating enemy projectiles, but not perfect.

  • Rocket launcher subweapon now fires a rocket that travels three tiles per turn. This is kind of a nerf but also kinda cool, would love your feedback on this.

  • That bad guy who can shield his allies should no longer shield himself if he's totally alone.

  • Save and Load jankiness has been fixed, thank you to those who reported bugs there. There should be much less jankiness in there now.

  • Combinator has been vastly improved, recipes make more sense, you can't combine stuff if the output slot already has something in it, and the combinator will reject your subweapons entirely, for now. Eventually, even specialer recipes will show up for truly secret items.

  • Sewer enemies who used to be attached to the ground or ceiling are now double-attached to the ground or ceiling and shouldn't chase you around.

  • Tiny improvements to enemy pathfinding and movement behavior, they should be stuck less often, and enemies very far away from you should approach with greater hustle and frequency.

What's next?

Expect a proper roadmap from me, as soon as this week. There's more to do for the Campaign as well as the Raid Mode, and I'll have greater detail on that in short order.

Game is on sale this week (4 May - 9 May 2026)

Weeklong deal for all AdventurePro Games LLC projects! Which is this one, and Dungeonmans. Please tell your friends.

Source

Steam News / 4 May 2026

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