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Steam News3 August 20266d ago

Bossdome 0.10

Grand Dead Paradise Trial - With a never before seen rendition of S.A.N.E.D. and three new songs to go with it - Defeating him in Bossdome will count as a win Other Bossdome changes - A prompt explaining how to select B

Full notes

Full Halved update

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What changed

1 fix0 additions0 changes0 removals
  • Gameplay
fixedGrand Dead Paradise Trial - With a never before seen rendition of S.A.N.E.D. and three new songs to go with it - Defeating him in Bossdome will count as a win Other Bossdome changes - A prompt explaining how to select Bossdome as a gamemode will now appear after the first initial HARD victory screen - The Altarator will now appropriately move player projectiles as well as the player during its second phase so that they can actually hit it - Optimized the entirety of the Grand Inventor's Caves Trial* - Rebalanced the damage reduction of all bosses as necessary - Added oil to the Grand Abandoned Oil Mines Trial title theme - Cleaned up the columns in Grand Snowhenge Trial and its prelude - "LYCHEE FRUIT" is now rarer in Bossdome for Alex because he already has so much healing - Christopher's limited range weapons have had their targeting conditions altered slightly to accommodate some Bossdome bosses - Disallowed pausing during a Bossdome death scene Major fixes - Fixed an edge case where healing in the same tick as death would temporarily cheat death, still showing the death screen a few moments later but allowing continued play until then and potentially causing multiple deaths and losses added to the counter - Fixed an edge case where Grey would show up in a Bossdome death cutscene and do nothing forever - Fixed timing of music and spatialization of sound effects Item changes - Improved "THE HUMBLE BRICK" proc performance and balance - "LYCHEE FRUIT" will now show leech particles similar to those of Crystallizers and Alex's Slash when life stealing - "EYE OF THE [ Dw3Ll3R ]" has been eliminated from some cases where it would be useless to obtain - "STAFF OF LEPROSY" will no longer spawn "The [?L3peR?]" in a Bossdome prelude (it can still be obtained it just won't spawn him right away) - Buffed "FATHER'S BLESSING" from +5 max HP to +10 max HP - "VIAL OF DROUGHT" now affects all flat time limited player projectiles - Updated some item descriptions for conciseness and punctuation consistency - Items unlocked by beating Bossdome encounters on HARD have had their descriptions updated to be more clear and lore accurate - Some proc sounds have been removed to prevent audio overloads Weapon changes - Attack and reload cooldowns will no longer advance while the game is paused - Christopher's rockets will target the enemy with the most outstanding health rather than the most maximum health and will select randomly among the healthiest if there is a tie - TiN_kAAn's jetpack will no longer consume ammo while doing nothing on the ground - Reduced TiN_kAAn's spinner cooldown to 5 seconds to be more usable without abusing cooldown tech - Alex's pole will no longer time out and move along without any rotation - Some player projectiles have been fixed to properly move with infinite corridors such as the one in phase 2 of The Altarator in Bossdome - Lowered the volume of certain overwhelming weapon sound effects - Weapons will always be reloaded upon starting a new run Level changes - Triangular platforms in Dying Paradise can now be jumped up through - Dying Paradise's patchy background has been updated to cover the proper areas - Miscellaneous interactables will indicate their functions more clearly* - Miscellaneous interactables will only appear when the corresponding Bossdome level has been beaten Boss (Standard) / enemy changes - Touched up and added HARD+ changes to standard bosses - Robot's Best Friend will now correctly continue to spawn explosions on the player after one of the two has been killed - Increased spawn rate and kill reward of enemies in Dying Paradise - S.A.N.E.D.'s prisms movement has been changed to be more predictable - Gave all bosses appropriate knockback resistance - Gave all bosses a more flashy death animations - The Quagmire Construct takes significantly less damage from Alex's shock slam* - Dull Robots in Snowhenge can no longer jump on thin air* - Marble Tankers in Dying Paradise can now be damaged on their cling anchors Visual / textual / UI changes - Cleaned up confirmation pages and end screens - Changes all instances of "campaign" to say "run" instead - Slightly intensified high rain effects - Added some characters to some fonts - Added character name, gamemode, difficulty and pickup information, kills, damage taken and dealt to run ending screens - Added a button option to use the value of the manual zoom slider in the zoom menu without clicking on the slider itself - Player projectiles will no longer appear to take damage - Shock effects will now correctly spread out over their whole victim - Cleaned up pixelated lines - Fixed the scaling to sharpen out the viewport when zoomed in - Removed the control tip for pausing/unpausing since [Esc] for keyboard and (Start)/(B) for controller are very obvious* - Fixed instances of texel misalignment in banner notifications and item collection - Properly centered healthbar text - A few text lines have been updated for lore accuracy *Suggested/brought to my attention by players, thank you!

Halved changes

fixedGrand Dead Paradise Trial - With a never before seen rendition of S.A.N.E.D. and three new songs to go with it - Defeating him in Bossdome will count as a win Other Bossdome changes - A prompt explaining how to select Bossdome as a gamemode will now appear after the first initial HARD victory screen - The Altarator will now appropriately move player projectiles as well as the player during its second phase so that they can actually hit it - Optimized the entirety of the Grand Inventor's Caves Trial* - Rebalanced the damage reduction of all bosses as necessary - Added oil to the Grand Abandoned Oil Mines Trial title theme - Cleaned up the columns in Grand Snowhenge Trial and its prelude - "LYCHEE FRUIT" is now rarer in Bossdome for Alex because he already has so much healing - Christopher's limited range weapons have had their targeting conditions altered slightly to accommodate some Bossdome bosses - Disallowed pausing during a Bossdome death scene Major fixes - Fixed an edge case where healing in the same tick as death would temporarily cheat death, still showing the death screen a few moments later but allowing continued play until then and potentially causing multiple deaths and losses added to the counter - Fixed an edge case where Grey would show up in a Bossdome death cutscene and do nothing forever - Fixed timing of music and spatialization of sound effects Item changes - Improved "THE HUMBLE BRICK" proc performance and balance - "LYCHEE FRUIT" will now show leech particles similar to those of Crystallizers and Alex's Slash when life stealing - "EYE OF THE [ Dw3Ll3R ]" has been eliminated from some cases where it would be useless to obtain - "STAFF OF LEPROSY" will no longer spawn "The [?L3peR?]" in a Bossdome prelude (it can still be obtained it just won't spawn him right away) - Buffed "FATHER'S BLESSING" from +5 max HP to +10 max HP - "VIAL OF DROUGHT" now affects all flat time limited player projectiles - Updated some item descriptions for conciseness and punctuation consistency - Items unlocked by beating Bossdome encounters on HARD have had their descriptions updated to be more clear and lore accurate - Some proc sounds have been removed to prevent audio overloads Weapon changes - Attack and reload cooldowns will no longer advance while the game is paused - Christopher's rockets will target the enemy with the most outstanding health rather than the most maximum health and will select randomly among the healthiest if there is a tie - TiN_kAAn's jetpack will no longer consume ammo while doing nothing on the ground - Reduced TiN_kAAn's spinner cooldown to 5 seconds to be more usable without abusing cooldown tech - Alex's pole will no longer time out and move along without any rotation - Some player projectiles have been fixed to properly move with infinite corridors such as the one in phase 2 of The Altarator in Bossdome - Lowered the volume of certain overwhelming weapon sound effects - Weapons will always be reloaded upon starting a new run Level changes - Triangular platforms in Dying Paradise can now be jumped up through - Dying Paradise's patchy background has been updated to cover the proper areas - Miscellaneous interactables will indicate their functions more clearly* - Miscellaneous interactables will only appear when the corresponding Bossdome level has been beaten Boss (Standard) / enemy changes - Touched up and added HARD+ changes to standard bosses - Robot's Best Friend will now correctly continue to spawn explosions on the player after one of the two has been killed - Increased spawn rate and kill reward of enemies in Dying Paradise - S.A.N.E.D.'s prisms movement has been changed to be more predictable - Gave all bosses appropriate knockback resistance - Gave all bosses a more flashy death animations - The Quagmire Construct takes significantly less damage from Alex's shock slam* - Dull Robots in Snowhenge can no longer jump on thin air* - Marble Tankers in Dying Paradise can now be damaged on their cling anchors Visual / textual / UI changes - Cleaned up confirmation pages and end screens - Changes all instances of "campaign" to say "run" instead - Slightly intensified high rain effects - Added some characters to some fonts - Added character name, gamemode, difficulty and pickup information, kills, damage taken and dealt to run ending screens - Added a button option to use the value of the manual zoom slider in the zoom menu without clicking on the slider itself - Player projectiles will no longer appear to take damage - Shock effects will now correctly spread out over their whole victim - Cleaned up pixelated lines - Fixed the scaling to sharpen out the viewport when zoomed in - Removed the control tip for pausing/unpausing since [Esc] for keyboard and (Start)/(B) for controller are very obvious* - Fixed instances of texel misalignment in banner notifications and item collection - Properly centered healthbar text - A few text lines have been updated for lore accuracy *Suggested/brought to my attention by players, thank you!

Grand Dead Paradise Trial - With a never before seen rendition of S.A.N.E.D. and three new songs to go with it - Defeating him in Bossdome will count as a win Other Bossdome changes - A prompt explaining how to select Bossdome as a gamemode will now appear after the first initial HARD victory screen - The Altarator will now appropriately move player projectiles as well as the player during its second phase so that they can actually hit it - Optimized the entirety of the Grand Inventor's Caves Trial* - Rebalanced the damage reduction of all bosses as necessary - Added oil to the Grand Abandoned Oil Mines Trial title theme - Cleaned up the columns in Grand Snowhenge Trial and its prelude - "LYCHEE FRUIT" is now rarer in Bossdome for Alex because he already has so much healing - Christopher's limited range weapons have had their targeting conditions altered slightly to accommodate some Bossdome bosses - Disallowed pausing during a Bossdome death scene Major fixes - Fixed an edge case where healing in the same tick as death would temporarily cheat death, still showing the death screen a few moments later but allowing continued play until then and potentially causing multiple deaths and losses added to the counter - Fixed an edge case where Grey would show up in a Bossdome death cutscene and do nothing forever - Fixed timing of music and spatialization of sound effects Item changes - Improved "THE HUMBLE BRICK" proc performance and balance - "LYCHEE FRUIT" will now show leech particles similar to those of Crystallizers and Alex's Slash when life stealing - "EYE OF THE [ Dw3Ll3R ]" has been eliminated from some cases where it would be useless to obtain - "STAFF OF LEPROSY" will no longer spawn "The [?L3peR?]" in a Bossdome prelude (it can still be obtained it just won't spawn him right away) - Buffed "FATHER'S BLESSING" from +5 max HP to +10 max HP - "VIAL OF DROUGHT" now affects all flat time limited player projectiles - Updated some item descriptions for conciseness and punctuation consistency - Items unlocked by beating Bossdome encounters on HARD have had their descriptions updated to be more clear and lore accurate - Some proc sounds have been removed to prevent audio overloads Weapon changes - Attack and reload cooldowns will no longer advance while the game is paused - Christopher's rockets will target the enemy with the most outstanding health rather than the most maximum health and will select randomly among the healthiest if there is a tie - TiN_kAAn's jetpack will no longer consume ammo while doing nothing on the ground - Reduced TiN_kAAn's spinner cooldown to 5 seconds to be more usable without abusing cooldown tech - Alex's pole will no longer time out and move along without any rotation - Some player projectiles have been fixed to properly move with infinite corridors such as the one in phase 2 of The Altarator in Bossdome - Lowered the volume of certain overwhelming weapon sound effects - Weapons will always be reloaded upon starting a new run Level changes - Triangular platforms in Dying Paradise can now be jumped up through - Dying Paradise's patchy background has been updated to cover the proper areas - Miscellaneous interactables will indicate their functions more clearly* - Miscellaneous interactables will only appear when the corresponding Bossdome level has been beaten Boss (Standard) / enemy changes - Touched up and added HARD+ changes to standard bosses - Robot's Best Friend will now correctly continue to spawn explosions on the player after one of the two has been killed - Increased spawn rate and kill reward of enemies in Dying Paradise - S.A.N.E.D.'s prisms movement has been changed to be more predictable - Gave all bosses appropriate knockback resistance - Gave all bosses a more flashy death animations - The Quagmire Construct takes significantly less damage from Alex's shock slam* - Dull Robots in Snowhenge can no longer jump on thin air* - Marble Tankers in Dying Paradise can now be damaged on their cling anchors Visual / textual / UI changes - Cleaned up confirmation pages and end screens - Changes all instances of "campaign" to say "run" instead - Slightly intensified high rain effects - Added some characters to some fonts - Added character name, gamemode, difficulty and pickup information, kills, damage taken and dealt to run ending screens - Added a button option to use the value of the manual zoom slider in the zoom menu without clicking on the slider itself - Player projectiles will no longer appear to take damage - Shock effects will now correctly spread out over their whole victim - Cleaned up pixelated lines - Fixed the scaling to sharpen out the viewport when zoomed in - Removed the control tip for pausing/unpausing since [Esc] for keyboard and (Start)/(B) for controller are very obvious* - Fixed instances of texel misalignment in banner notifications and item collection - Properly centered healthbar text - A few text lines have been updated for lore accuracy *Suggested/brought to my attention by players, thank you!

Source

Steam News / 3 August 2026

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