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Steam News3 June 20261mo ago

[v0.7.0] - The Super Update

[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.

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

22 fixes12 additions13 changes3 removals
  • UI and audio
  • Fixes
  • Gameplay
  • Balance
  • Server
  • Store
changedWeapon 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.
fixedThis 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.
changedExisting System OverhaulsImproved Respawn Algorithm
changedExisting System OverhaulsLobby System Improvements
changedExisting System OverhaulsMajor Weapon and Movement Balance Pass
changedExisting System OverhaulsOverhauled Weapon Ammo System

GUN X GUNNER changes

changedWeapon 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.
fixedThis 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.
changedImproved Respawn Algorithm
changedLobby System Improvements
changedMajor Weapon and Movement Balance Pass

[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

Steam News / 3 June 2026

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