In this update8
Full notes
Full Holy Shoot update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Compatibility
- Gameplay
- Balance
- Performance
Holy Shoot changes
Holy Shoot EA Major Update Is On It's Way! (May 14th)
We heard you and hell just got rebuilt.
Holy Shoot EA 2.0 is our largest update to date, overhauling progression, combat flow, UI, build variety, and overall run structure. This update touches nearly every major system in the game.
It introduces a new Skill Tree system, customizable loadouts, in-run perks, realm selection, controller support, new minimap, reworked balance, improved enemy behavior, and extensive polish across the game. This update forms the foundation for future development.
Here’s what’s new in the Major Update:
Skill Tree & Perk System Overhaul
Progression systems have been fully redesigned.
Completely redesigned Skill Tree structure and progression flow
Expanded build customization options
New unlockable tools including Auto-Turrets, Ghosts, Grenades, and more...
New stealth-related mechanics and perk updates
Second Chance revive mechanic added
General balance adjustments across perks and costs
Combat Entrance System
A new pre-run system has been added that lets you fully configure your build before entering combat.
Full pre-run build configuration before entering combat
Loadout management for Ghosts, skills, and consumables
Character selection with trait previews
Realm selection with unlock-based access
This system gives players more control over how each run starts and allows for proper build planning before combat begins.
Combat & Gameplay Changes
Core combat systems have been updated and rebalanced.
Elemental perks integrated into the Skill Tree (including Lightning path)
Enemy AI improvements for movement, aggression, and behavior consistency
Updated difficulty scaling based on run progression
New boss phase system with dynamic behavior changes
General combat pacing, enemy variety, and balance adjustments
Minimap
A new minimap design
Real-time minimap for battle rooms and layouts
Room connections and path visibility
Tracking of points of interest (Altars, Weapon Chests, etc.)
Landmark tracking system integration
UI and UX improvements for clarity during runs
Technical Updates & Controls
Major technical improvements have been made.
Key rebinding system!!!
Engine upgrade to the latest version
Expanded controller support across menus, Skill Tree, and Combat Entrance (WIP)
Fixes & Polish
Additional improvements and fixes across the game:
UI and HUD improvements across multiple systems
Combat readability improvements
Perk and ability interaction fixes
Navigation and room generation fixes
General performance and stability improvements
Additional localizations
Closing
This update is a major step in rebuilding core systems and improving long-term structure.
Thank you for your feedback and support during development. We will continue improving and expanding the game based on player input.
Play. Progress. Survive.
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Source
Changelog.gg summarizes and formats this update. How we read updates.
