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Steam News7 June 202629d ago

Katanaut Patch 1.133

Hey all! As per usual, while I was working on porting to consoles, I came across some wild performance hacks that also work great on PC.

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Hey all! As per usual, while I was working on porting to consoles, I came across some wild performance hacks that also work great on PC. This patch is lumping in some of those performance increases which should wildly help lower end PC's, and also maximize FPS for everyone across the board. Also lumping in a few bugs and QOL feature reported on the Katanaut General Discussion <3

What changed

1 fix0 additions2 changes1 removal
  • Performance
  • Events
  • Store
changedHey all! As per usual, while I was working on porting to consoles, I came across some wild performance hacks that also work great on PC. This patch is lumping in some of those performance increases which should wildly help lower end PC's, and also maximize FPS for everyone across the board. Also lumping in a few bugs and QOL feature reported on the Katanaut General Discussion <3
changedCore - Enemy hitboxes are a little taller now so your hits land more consistently - Combo alerts now play one at a time instead of all stacking on top of each other, so when one upgrade sets off two or three combos at once you can actually read them
fixedBugs: - Fixed combo unlock alerts showing the wrong icon when you had more than one matching perk equipped. It was grabbing whichever one it found first instead of the one you actually built around. This was purely cosmetic.
removedPerformance: - Did an optimization pass on the enemies, so big crowds and busy rooms should run a good bit smoother now. - Some extra rendering and memory cleanup under the hood for better performance overall. - Reduced CPU cost of enemy collision/sight checks. - Gutted a lot of effects across the game that were no longer being used but loaded into memory. - Optimized various common effects using pooling. - Lowered memory churn / garbage-collection pressure during intense fights

Katanaut changes

changedHey all! As per usual, while I was working on porting to consoles, I came across some wild performance hacks that also work great on PC. This patch is lumping in some of those performance increases which should wildly help lower end PC's, and also maximize FPS for everyone across the board. Also lumping in a few bugs and QOL feature reported on the Katanaut General Discussion <3
changedCore - Enemy hitboxes are a little taller now so your hits land more consistently - Combo alerts now play one at a time instead of all stacking on top of each other, so when one upgrade sets off two or three combos at once you can actually read them
fixedBugs: - Fixed combo unlock alerts showing the wrong icon when you had more than one matching perk equipped. It was grabbing whichever one it found first instead of the one you actually built around. This was purely cosmetic.
removedPerformance: - Did an optimization pass on the enemies, so big crowds and busy rooms should run a good bit smoother now. - Some extra rendering and memory cleanup under the hood for better performance overall. - Reduced CPU cost of enemy collision/sight checks. - Gutted a lot of effects across the game that were no longer being used but loaded into memory. - Optimized various common effects using pooling. - Lowered memory churn / garbage-collection pressure during intense fights

Core - Enemy hitboxes are a little taller now so your hits land more consistently - Combo alerts now play one at a time instead of all stacking on top of each other, so when one upgrade sets off two or three combos at once you can actually read them

Bugs: - Fixed combo unlock alerts showing the wrong icon when you had more than one matching perk equipped. It was grabbing whichever one it found first instead of the one you actually built around. This was purely cosmetic.

Performance: - Did an optimization pass on the enemies, so big crowds and busy rooms should run a good bit smoother now. - Some extra rendering and memory cleanup under the hood for better performance overall. - Reduced CPU cost of enemy collision/sight checks. - Gutted a lot of effects across the game that were no longer being used but loaded into memory. - Optimized various common effects using pooling. - Lowered memory churn / garbage-collection pressure during intense fights

Thanks for playing and for sending in the reports, they genuinely help me track this stuff down.

Hope you all have a great weekend!

See you soon.

  • Eugene | Solo dev

Source

Steam News / 7 June 2026

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