In this update8
Full notes
Full GUN X GUNNER update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Fixes
- Gameplay
- Balance
- Server
- Store
GUN X GUNNER changes
[3/31/26 - 6/1/26] - 62 Days in Development
Weapon recoil + spread systems finalized, now feeling better than ever. Most UI has been improved or replaced. "Missing" content has been filled in, tons of QoL features, transitions with animations, and many bug fixes.
This update took a lot longer to get out than expected, but with a goal to polish up all the rough edges, the extra time was needed as many new features cascaded into many more issues to be fixed. That said, in this version's playtest, several game breaking bugs still exist that prevent me from going public with it. The next update will be a much quicker turnaround.
Existing System Overhauls
Bullet Decal Overhaul
Improved Respawn Algorithm
Lobby System Improvements
Major Weapon and Movement Balance Pass
Overhauled Weapon Ammo System
Overhauled Weapon Replication System
Recoil Overhaul
Status Effect Redesigns
Menus
Collection Menu for Augments Added
How to Play Menu Added
Lobby Menu Overhaul
Main Menu Overhaul
Selection Screen Overhaul
Settings Menu Added
TAB Menu Overhaul
New Round Banner now shows this round's damage
New Features
3 New Onyx Equipment
3 New Onyx Weapons
3 New Status Effects (bleed - cured by healing, burn - cured by boosting, and slow)
Kill Feed
New KO Counter and Round-End Flow
Rounds now end when half the lobby is KO'ed
Post-Round Recap
Reactive Crosshair
Round End Timer
Startup Intro Movie
Weapons now rest in player's hands correctly
VFX/SFX Changes
Added Boost VFX
Empty Mag SFX
Improved Explosive VFX and SFX
Added Spatial Sound
Added Status Effect VFX (burn, bleed, slow)
Added new Weapon Switch/Stow Sound Effects
Additional Adjustments
Aim Speed Reduction on ADS
Map03-Arena Overhaul
Steam Data Display Overhaul on Kill Feed, Lobby, Post Round Recap, and TAB Menu
Bug Fixes
ADS input while menus are open
Aim and shoot between rounds after being KO’ed
Bullet hole decals not appearing correctly
Client ammo count now updates correctly
Client crosshair spread not updating
Client weapon switching visibility issues
Clients now properly receive all selection types
Duplicate "floating" weapons no longer remain visible
Empty player slots now hide correctly on various screens
Explosives only dealing 1 damage
First-person / third-person weapon visibility issues
Game HUD incorrectly showing between rounds
Held weapon desyncs
Life Hack augment client functionality
Lobby player display bugs
Player list not populating for clients
Players entering a partially alive / nonplayable state after elimination
Reload behavior is more consistent between server and clients
Round start desync between players
Scoreboard only showing 2 players
TAB menu no longer gets stuck open on packaged builds
Weapon ammo / reload desync bugs
Weapon logic/data mismatch during switching
Weapons no longer fire/recoil without properly consuming ammo
Major Playtest Bugs
Client Secondary's not loading / firing
Infinite Ammo perk non functional
Invisible player bug
Selections not resulting in the proper gear gained
“Awaiting player selections” banner persists after round start if auto selection feature was used
Weapons sometimes lingering after death
Spawning in the ground
Framerate drop each respawn
On Deck - Next Update:
Starter Kits (Select a bundle at the beginning of the match, containing 1 of each selection. This should help kickstart the flow of the game).
Single bullet vs full ammo reload (segmented reload bar, will feel better for the slower shooting weapons)
Weapon swap prevention if no weapon is in the other slot
Full Spectator Mode with player viewpoint toggle
Player Connection Feed (Notifies all players when a player has joined or left)
Overflow reroll prevention
Source
Changelog.gg summarizes and formats this update. How we read updates.
