Full notes
Full Guns N' Boxes update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Server
- Gameplay
- UI and audio
- Performance
- Balance
- Maps
Hello,
We have some honest exciting news to share today. The singleplayer campaign mode is now live! Update 20 is live for Windows and Mac. This is probably the biggest one we've done so far. We couldn't be more proud, and we'll love to tell you all about it. To commemorate, we will be running a sale for 2 weeks starting now! It's now the perfect time to pick up the game. The campaign mode is a whole new game, inspired by our love for fast action games and roguelikes. In it, you break free from the arenas you were forced to fight in, and must make your way through everchanging levels to defeat the mastermind behind the deadly game show 'Guns N' Boxes'. https://www.youtube.com/watch?v=j8vp2Fk_O0Q It's a challenging but rewarding experience. After clearing the singleplayer, compete for best time in online leaderboards with global and friend rankings. (This is also an invitation to beat our best times. Good luck) If you're a Twitch Streamer, enable Twitch integration and have Twitch Chat join your runs, changing elements as you play. Help or harm? You decide! All stages have received a graphic quality upgrade and they're looking better then ever. This is true for multiplayer as well. Please check the patch notes below for the full list of changes. Our Discord server: https://discord.gg/gunsnboxes Follow us on Twitter for news and other game development updates: https://twitter.com/lightarrowgames
Patch Notes
Added the singleplayer campaign (1st half)
Added cloud save functionality
Added Twitch integration
Added dash sfx
Added ui sfx
Added V-Trigger gun
Added sniper sfx
Added reload sfx for some weapons (others to follow)
Added option to toggle aiming with the left analog stick on controller
Added option to toggle fps display on the main menu
Added particles to multiplayer crown
Improved Moonwing accuracy
Improved level generation time
Improved audio latency
Updated stage graphics and names
Updated stage music (& fixed looping issues)
Updated bullet hit particle effect
Overhauled game lighting
Balanced music volumes
Countdown is now the default multiplayer game mode
Removed Banana gun
Weapons and bullets now show a silhouette behind walls
Players now emit light (singleplayer only)
Weather presets no longer loop (no more day-dusk-night-rain cycle) and are now handled with more variations
Menu buttons are no longer selected while fading in
Low quality settings no longer affect texture quality
Bow arrows no longer clip through walls on impact
Fixed issue where the game would solftlock when completing a multiplayer battle
Fixed rare issue where the forest's thunder flash would stay on screen between rounds (this is because there's no longer thunder on the forest)
Fixed issue where knockback would apply forward on low framerates
Fixed issue where player would join and confirm a character on the same frame in the multiplayer lobby
Fixed issue where vsync options would be swapped
Fixed issue where some decorations would render on top of players
Fixed issue where some decorations would have incorrect lighting
Fixed max powerups spawned simultaneously
Fixed issue where the Celsius fire would prevent other sound effects from playing correctly
Fixed Discord rich presence not updating properly
So, what's next?
This update marks an important milestone but there's still much to do. The second half of the campaign is in development and will launch later on. Feedback from the first half will help us balance it. Our focus now shifts back to the online multiplayer. We will be switching to a dedicated server approach and improve our overall net
Source
Changelog.gg summarizes and formats this update. How we read updates.
