Update log
Full High Fructose update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- UI and audio
- Gameplay
- Maps
- Balance
- Performance
🔥 TLDR – Big Update Highlights
Major Glory Kill overhaul – now player-controlled and skill-based
Key rebinding is now supported
More settings options
Separate volume sliders for Music and SFX
HUD can now be hidden
Movement update
Momentum is preserved when jumping
Full air control
Bunny hopping added (Quake-style, optional but very fun)
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⚙️ Settings & Quality of Life Updates
This update adds a bunch of long-requested flexibility:
Full key rebinding support
Expanded Settings menu
Separate sliders for Music and Sound Effects
Option to hide the HUD for a cleaner, more immersive experience
Small things, but they go a long way toward making the game feel better to play.
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🔪 Glory Kill Targeting Update
I just finished a major overhaul to how glory kills work, and I’m really excited about this one.
The Problem
Previously, glory kills would just… happen automatically when you killed the right enemy type for a recipe.
You had no control
You often didn’t even realize a glory kill was available
It could trigger on the wrong enemy at the worst moment
Not great.
What Changed
Glory kills are now active, intentional, and skill-based.
When a glory kill window opens, eligible enemies are outlined:
Orange = normal timing window
Red = strict timing window
You aim at the enemy you want to execute. When your crosshair lands on them:
They light up with an intense glow
A clear UI prompt shows which button to press
You choose when and who to glory kill. No more surprises. You’re fully in control. This gets to be really fun when you realize you can select a glory kill target across the map... and then you can teleport to them to the execution. Opens up a lot of movement possibilities.
Why It Matters
This turns glory kills into a tactical decision instead of a background system. You can pick targets based on positioning, threat level, health, or crowd control needs.
It feels more deliberate, more readable, and way more satisfying.
I also spent a lot of time fixing edge cases where glow effects would break during hit reactions or damage animations. The shader system now holds up even in total combat chaos.
The inspiration was that classic “aim and execute” feel — but still tied into our recipe completion mechanic. The result feels much better in moment-to-moment play.
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🏃 Movement Update
I did a big pass on movement after testing showed some friction, especially around jumping and air control.
The Fixes
Jumping no longer kills your momentum Sprint → jump → keep your speed. No more mid-air “brick wall” feeling. Running jumps finally feel like running jumps.
Full air control Your inputs now matter the entire time you’re airborne. High speed no longer locks you out of steering, and you can actually correct your trajectory mid-air.
The New Thing... Bunny Hopping
This one’s optional, but very fun.
If you time your jumps right, you can chain them together to move faster than sprinting,.. Quake inspired but works a little bit differently.
How it works:
Sprint and jump
Jump again within ~0.2s of landing
Each successful hop adds ~7% speed
Caps at 50% faster than normal sprinting
Miss the timing → speed resets
It takes a little practice, but once it clicks, it feels amazing. You can absolutely fly across the map.
Why This Matters
Movement is just better across the board
Source
