HomeGamesUpdatesPricingMethodology
Steam News29 May 20251y ago

v. 1.1.2

Hello. This update brings several controller fixes among a few other ones. I managed to also squeeze some much needed extra frames for late-game performance.

Full notes

Full Horde Hunters update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello. This update brings several controller fixes among a few other ones. I managed to also squeeze some much needed extra frames for late-game performance.

What changed

0 fixes2 additions11 changes0 removals
  • Performance
  • Gameplay
  • UI and audio
  • Events
  • Store
changedHello. This update brings several controller fixes among a few other ones. I managed to also squeeze some much needed extra frames for late-game performance.
addedAs you may have noticed this week doesn't have a weekly prize anymore. I'm halting the weekly competition prizes for the time being. It was a fun few weeks for sure although it very much ended up being a race between 2 players; JHG and blank. Congrats to you both for really min-maxing the game. In the meantime I've cooked up a special competition for a new demo version but more on that in a separate post.
changedChanged the end title when aborting a run
addedController: You can now hover disabled menu items in all buildings and pressing the cancel key should jump you to the "Done" button
changedEnemy spawn interval slightly increased on endless late-game
changedDuring elite challenge missions enemy spawn numbers reduced significantly

Horde Hunters changes

changedHello. This update brings several controller fixes among a few other ones. I managed to also squeeze some much needed extra frames for late-game performance.
addedAs you may have noticed this week doesn't have a weekly prize anymore. I'm halting the weekly competition prizes for the time being. It was a fun few weeks for sure although it very much ended up being a race between 2 players; JHG and blank. Congrats to you both for really min-maxing the game. In the meantime I've cooked up a special competition for a new demo version but more on that in a separate post.
changedChanged the end title when aborting a run
addedController: You can now hover disabled menu items in all buildings and pressing the cancel key should jump you to the "Done" button
changedEnemy spawn interval slightly increased on endless late-game

As you may have noticed this week doesn't have a weekly prize anymore. I'm halting the weekly competition prizes for the time being. It was a fun few weeks for sure although it very much ended up being a race between 2 players; JHG and blank. Congrats to you both for really min-maxing the game. In the meantime I've cooked up a special competition for a new demo version but more on that in a separate post.

General

  • Changed the end title when aborting a run

  • ControllerYou can now hover disabled menu items in all buildings and pressing the cancel key should jump you to the "Done" button
  • Enemy spawn interval slightly increased on endless late-game

  • During elite challenge missions enemy spawn numbers reduced significantly

  • Gear screen will show synergy icons better for weapons and items

  • Some performance improvements. Also hit numbers are automatically toggled on/off at below or over 60fps

  • "Weekly" or "Weekly competition" is now simply named "Competition"

Bugs

  • Controller: Shop upgrades menu allowed left/right movement making the selection a bit wonky sometimes especially with the analog stick

  • Controller: Shop upgrades would sometimes skip a menu item when switching between the menus a lot

  • Controller: Power-ups would scroll when using the bottom menu buttons

  • Controller: Power-ups would sometimes get "lost" when switching between the menus a lot

  • Elite challenge missions had some issues still with elites running away scared for a long time while the mission area got smaller

  • Mining gets cancelled when using the spoon item

  • Bandit Camp, Library and Tower would play the event end/fail sound when not visible on screen anymore creating some confusion whether you failed a mission somewhere. The timers would also not properly reset if going off screen

  • Power-up buy button only showed the number of skulls needed when having enough to buy

  • Weapon penalties did not reset properly between runs

Source

Steam News / 29 May 2025

Open original post

Changelog.gg summarizes and formats this update. How we read updates.