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Full Hellrifters update
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What changed
- Gameplay
- Balance
- Events
- UI and audio
- Maps
Hellrifters changes
The biggest content update I have shipped to the Hellrifters Demo so far. Your squad isn't just cannon fodder anymore. They also play insensible soccer!
Squad members now play like a real team, with each class taking on its own role in the kick-and-pass flow. Body pieces are no longer just a side effect of combat but a central way to resolve situations. And when the squad pulls it off, the camera stops to show you the highlights.
Squad Personality: Each Class Has Its Own Role
Every class now has its own AI profile and stats that determine how it participates in kicking pieces, passing, and engaging enemies. The squad now plays like a proper lineup where different members take on different jobs.
If a character finds a piece but has no target in range, they pass it to another squad member who does have one within striking distance. Pass speed scales with passing distance. Characters also recognize hazards automatically while chasing pieces, and certain classes are willing to break enemy corpses apart by running over them, creating new kickable pieces in the process.
Each character profile is shaped by several parameters:
Range: how far a character detects kick targets
Accuracy: how accurately they kick
Kick Power: affects both kick force and the damage multiplier of kicked pieces
Kick Intelligence: how likely they are to prioritize high-value targets (e.g. bosses)
Bravery: how close to enemies or hazards they're willing to go for a piece
Max Distance from Leader: whether they keep kicking out in the field or return to the squad
Kick Highlight: Cinematic Moments
When the squad turns a fight around with a kick, the game now takes the camera along. Critical kick kills can trigger two types of highlight events:
Light Mode: a quick zoom follows the kicked piece toward its target. Triggers on kicks against small enemies.
Cinematic Mode: full slow-motion and a hard zoom on the moment the piece lands. Triggers on kicks against medium enemies, and at a 10% chance also on small ones.
All of it is tunable from Options: Hybrid (default), Light only, Cinematic only, or the feature fully off. Cooldown is adjustable too.
Kick Mechanic Improvements
Premium Upgrade Combat Boots "These Boots Are Made for Smashing!": characters can break enemy corpses into pieces by running over them. Corpses linger 5x longer on the field when they enter a character's kick area, giving you time to reach them.
Kicks now emit a lighting effect, and kicked pieces glow 2x brighter than regular damage-mode pieces.
Piece damage velocity threshold raised by 50%, so slow pieces no longer deal damage.
Bullet Magnifier is now Power Magnifier: affects both bullet and kicked-piece damage and size.
Tactical Modes: Battle Mode & Move Mode
The squad now has two distinct modes you swap between depending on the situation:
Battle Mode: characters actively fire their main weapons, chase pieces across the field, kick, and pass.
Move Mode: characters stop firing and regroup with the squad, swap to pistols, and gain a +30% speed boost on top of their base speed. They don't chase pieces and don't auto-shoot explosive objects. You can override pistol use at any time by holding the fire button, which makes the squad fire their main weapons toward the crosshair.
Switching between modes is instant. Main weapon reloads pause and resume where they left off when you return to Battle Mode.
Supporting mobility mechanics:
Jetpack: characters left behind auto-teleport to the leader. If their fuel runs out mid-flight, they swap to pistols to reach safety faster.
Squad Cohesion: if the leader carries a pistol while followers have main weapons out, followers swap to pistols on the fly to keep up, and switch back to their main weapons as soon as they're close enough.
Bullet Time: all characters automatically use the pistol speed boost without the main weapon penalty. Characters in Move Mode automatically swap to their main weapons if they have ammo loaded.
Per-character Auto-teleport: each character has their own auto-teleport range. Stragglers teleport on their own without forcing the rest of the squad along. Switching to Move Mode also auto-teleports anyone who has lagged too far behind.
Controls: mode toggle on Spacebar or the left shoulder button on gamepad. SPACE / L1 toggles between auto-shoot and manual shoot.
Demo Meta Progression Update
The demo now has a Quick Demo Mode: a quick 5-minute Arena run for testing the game's core mechanics with the full squad already unlocked. This mode doesn't earn progression XP in the demo, and the onboarding is partially stripped.
Players need to test Quick Demo once to unlock Rift Campaign, one of the game's main modes.
Battle Arena unlocks once you have all 4 demo characters in your squad (the mode is too punishing with an incomplete squad).
Readability & Feel
Camera pulled in slightly closer to the characters for better situational readability.
Enemy indicators reworked: the first warning triangle is gone, the warning ring is brighter, and the close-range escalation triangle stays.
Onboarding events are more dynamic: the jetpack tutorial triggers when the player first takes damage, and the Battle/Move mode tutorial when any character drops below 80% health.
Characters now have unique animations for pistol use and piece chasing.
Enemy walking animations speed up from Dominance bonuses.
Visual Polish
Reworked vignette, shader improvements on characters and terrain, lighting fine-tuned.
Blood decal saturation balanced for better readability.
Balance
Weapon ammo capacity increased by roughly a third.
Campaign Level 3 eased up on a few waves.
The Hellshrine tutorial triggers when the player is nearby or destroys it.
Ammo, armor durability, and health level-up upgrades now also fill the current stat value, not just raise the max capacity.
Shooter enemy projectile speed lowered from 15.0 to 12.0.
Spitter enemy projectiles stay airborne longer, with a smaller splash effect.
UX & Quality of Life
Level Up menu works significantly better on gamepad: focus is clearer and now jumps automatically from category selection to the upgrades.
Tactical mode toggle added to the button info.
Throwable special ability item effect is now more visible.
Devil's Deal popup can no longer overlap with the Level Up menu.
Game Over screen now fits more of the premium upgrades you picked up.
Bug Fixes
Battle Bunny's attack rate upgrade now properly halves the cooldown.
Reload Speed Basic Upgrades actually speed up reload time now.
A large batch of gamepad fixes.
Source
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