Full notes
Full KILLER INN update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- Gameplay
- Balance
- UI and audio
- Maps
- Performance
Steam post imageSteam post image
KILLER INN and NieR:Automata cross path! Play KILLER INN during the event to get your hands on a variety of exclusive collab items! Collaboration Period:
From May 21, at 10:00 AM PDT / 1:00 PM EDT / 17:00 UTC to June 18, at 10:00 AM PDT / 1:00 PM EDT / 17:00 UTC
Steam post image Custom Lobbies
Players can now browse and join custom lobbies that are in progress
Players can now join in-progress custom matches as a spectator
The custom lobby finder now has a filter tab to select which types of lobbies to show
Players who host custom lobbies now share their unlocked characters with all other players in the lobby
Note: Characters unlocked in this way do not gain XP or progress their reward tracks
Custom lobbies now support custom game rules that can be selected by the lobby host
0.9.3 supports the following custom rules
-Match Start Gold (0-50G, in 50G increments) -Wolf Player Percent -Guardian Health (1000-3000, in 100-point increments) -harbor Open Timer (500~1500 sec, in 50-sec increments) -Match Start Immunity Time (30~300 sec, in 10-sec increments) -Retaliation (enabled/disabled)
Custom matches now grant metagame XP if the match has at least 8 players
Improved the responsiveness of refreshing the custom lobby explorer
Tutorial
The elimination menu now shows gameplay tips based on how you died
New players will now be prompted to play the tutorial the first time the Play menu is opened
The tutorial selection dialog panel now also links to a tutorial video
Matchmaking
Beginner players will now queue into lobbies with other beginner players for their first 20 matches
If there are insufficient beginners online, you will temporarily be placed in the normal queue instead
Matchmaking now attempts to balance player skill level across teams more rigorously
Due to low population levels, we were finding that beginners were frequently being matched against experienced players which could lead to a negative experience for beginners. While there has always been logic in the matchmaker to ensure that players of widely different skill are not matched against each other, with low population counts, beginners and experts were still getting matched against each other far too frequently.
While it is still possible for beginners and experts to be matched against each other when population levels are extremely low, we have altered the logic to be much more explicit – beginners with 20 games or less will only be matched against each other, provided there are enough beginners available to start at least one game. Once you have exceeded 20 games, you will be matched in the general pool.
Metagame
Match participation XP now scales with the time survived per match
We wanted to increase the total XP earned for players who didn’t necessarily win the match. We also didn’t want to penalize people who played for a long period of time in the game but didn’t manage to get into a top spot to earn extra XP. Now, the XP earned increases the longer you play the match and the overall amount of XP earned should be higher per match on average.
Battle Pass
Season 2 begins May 22, 2026 and includes a new battle pass to progress!
Previous battle passes can continue to be progressed, but only one may be active at a time
The battle pass menu has a new tab to select your active battle pass
The main menu appearance has been revised for the latest collaboration event
Claiming battlepass rewards now allows skipping through the confirmation windows much faster
Partial Clues
Even when Wolf players tried to hide their identity and play more stealthily, there was an issue where other players could pick up their Partial Clues and identify them as a Wolf too easily, even before they had killed anyone.
One of the biggest reasons for this was that it was simply too difficult for the Wolf player to notice when they had dropped a Partial Clue in the first place. Even if players were watching the clue corner UI closely to catch the exact moment the number increased, they could still end up dropping Partial Clues without realizing it.
With this patch, sound effects and controller rumble should make it much easier than before to notice when you have dropped a Partial Clue.
We have also improved the UI so that the clues you have left behind are easier to recognize on the map.
The clue corner now pops up a small notification when you drop a partial clue as a wolf
Dropping partial clues as a wolf now plays a sound effect and controller rumble
Wolves can now see their partial clues on the minimap and can use the map to track their nearest partial clue
Clues dropped by you are now marked as "yours" on the minimap and interact panel
Clues dropped by you now appear instantly on the minimap when dropped
Gameplay
Showdown mode now starts at 6 players remaining instead of 3 players
For small player count matches, the threshold decreases (for example at 4 players for a 12-person match)
Ladder sprinting now consumes 50% less stamina than regular sprinting
Dropped guardian keys are now visible through walls
Bad guessing now heals back the victim for all recent damage dealt by the bad guesser
Interface
The safe zone interface has been revised and is now at the top center of the HUD
The guardian status interface has been removed from the top center of the HUD
The appearance of the2D maps have been significantly revised
The career summary now includes an average of your max player level across all matches
Overhead clues no longer appear next to other players if the player is revealed or if the clue is a lamb clue
The player status interface on the HUD no longer includes the character name
Loading tips have been revised to match the utility item revisions
Revised the appearance of the utility item icons on the buff bar
Emotes can now be directly bound to keybinds in the options menu
Player ID numbers are now displayed in all locations that include the player's name
Improved the menu responsiveness of switching workbench tabs
The "Max 3 Quests" shop warning is now on a separate line from the "New Quest" label
Animation
Revised the lever pull animations
Level
Quest distances have been revised to be shorter and much more consistent across levels
This should improve Solarium Wing often feeling much slower for questing than Lunum Wing
Added a wolf bot to Solarium wing's training mode
Audio
Revised the sound FX for various grapple animations
Added sound FX to certain character idle animations
Revised the sound FX when auto-reloading the shotgun
Optimization
Increased server packet send rate for more reliable network synchronization
Optimized various game systems to improve memory performance
Optimized shadow rendering speed to reduce shadow flickering
Optimized object loading time when running into new areas of the level
Characters
Author
VIP now has a 30 second cooldown upon performing a free staff action (including purchasing shred clues for free) before actions become free again
There were some circumstances where the Author could repeatedly heal at the doctor or buy a large number of clues in a short period of time that fell outside the intended goal of this ability. We have revised to include a short cooldown so that purchasing of clues or healing is almost always available when you would naturally approach a Staff member, but cannot be used back to back repeatedly.
Gamer
Gamer Rage damage bonus reduced from 50% -> 25%
Gamer Rage move speed bonus reduced from 50% -> 25%
Hunter
Tracker damage bonus reduced from 50% -> 25%
Ninja
Ninja's Stealthy and Throwing Expert passives now explicitly state they affect damage over time potency
Otaku
Otaku's Deal Finder passive now has a custom shop widget that allows viewing and purchasing the discounted item
Retaliation
Poisoning no longer shows the retaliation icon above the player's head
Retaliation is still allowed, but you will need to pay close attention to know who poisoned you!
Flashbang grenades no longer trigger retaliation
The retaliation icon is a useful indicator to see who may have harmed you so you could freely retaliate, but it also negated the stealth value of poison gases by instantly revealing aggressors. By disabling the icon (but secretly leaving retaliation active) items like poison spray should increase somewhat in utility as a stealth focused early game option for wolves, while still allowing you to retaliate if you notice someone using them against you.
Grappling
Grapple victims are now immune to further grappling for 2 seconds after escaping
We wanted to eliminate cases where you could be grappled by multiple players back to back, leading to cases where you would be effectively stun locked with zero recourse.
Melee
Melee attacks while sprinting now play a lunging sprint attack
Club Disorienting blur effect has been reduced
Club Disorienting duration decreased from 7s -> 4s
Club Stacking damage decreased from 15% (max 60%) -> 10% (max 50%)
Club Spiked bleed decreased from 50% -> 40%
Club Backstab damage decreased from 75% -> 50%
Club Smashing damage decreased from 50% -> 35%
Axe Sharp bleed decreased from 60% -> 40%
Axe Slashing damage decreased from 35 -> 30
Axe Toxic Coated damage decreased from 50 -> 40
Stamina drain on melee attacks Increased from 10 -> 15
The new sprint swing attack has made it easier to catch up to and attack people with melee who may be running, hopefully reducing the number of times you think you are in range, swing, only to come up short.
We have also reduced the strength of numerous melee upgrades, and the strength pill’s melee damage bonus. This should hopefully make the melee weapons more consistent to use, especially in chasing situations, but also less total power overall, in particular in closed spaces.
Poison
Poison throw up animations have been shortened from 6 -> 3 seconds
Poison now begins subtly slowing the player immediately once applied
Poison duration scaling with resistance has been revised
Poison still takes longer to kill you while having resistance, but parts of the sequence that cause you to be unable to take actions no longer also become longer with more resistance
We had always intended poison to be very powerful when the vomit kicks in, while still affording a good amount of time to cure yourself if you noticed you were poisoned beforehand. However, the total slow down and stun duration was far too extreme. We have significantly shortened the slowdown for the vomit sequence and the stun duration. It is still a heavily punishing effect when it kicks in, but should be far less devastating than before.
Utility Items
Pepper Spray has been removed
A new utility item Stunner has been added
For many new players, understanding and learning how to counter instant-kill attacks from knives and Blackout Vapors was a major burden. At the same time, many experienced players were already carrying counter items such as Neck Guards and Gas Masks as standard equipment. As a result, instant-kill attacks often struggled to find opportunities to be effective.
In other words, they were too powerful against beginners, but almost useless against advanced players. To address this issue, we have been working toward a new direction: Simplifying instant-kill counters. With this patch, the new item Stunner has officially been added to the game.
The goal is to make things simple and easy to understand: as long as you have one Stunner, you can feel safe knowing that it will block one instant kill, no matter what type it is.
At the same time, because the Stunner is a single-use item, even advanced players should now have moments where they no longer have one available.
We hope this creates new layers of strategy around how to exhaust an opponent’s Stunner, while also allowing matches to be decided not only through gunfights, but through Knives, Blackout Vapors, and Grapples as well.
If you are carrying a Stunner, it will automatically be activated and block an instant-kill attack form a knife or a Blackout Vapor
Stunner is lost after it is used once
When you are grappled, you can manually use a Stunner to block it Note: You can also choose not to use a Stunner and defend yourself through the minigame instead.
Stunners do not stack within the same inventory slot Note: Each Stunner takes up one slot, and you can carry up to four at the same time
Stunners can appear as a regular world pickup
Stunners can be purchased from all staff types for 50 gold
Stunners cannot be found in utility chests
You can check whether the player in front of you has a Stunner by using Focus Mode. Note: However, you cannot tell how many Stunners they are carrying
Neck guard now also gives +10% body armor
Neck guard now has 2 durability, and breaks once fully used Note: When broken, the neck guard provides no armor or grapple protection, but can be sold for gold
Neck guard cost increased from 50 -> 75 gold
Similar to the Stunner, we wanted the Neck Guard to still have some defensive utility, but give it limited uses, so it would be a resource drain to be permanently immune to rear grapple attacks.
To compensate, we have increased its gold cost and general utility by adding a flat armor bonus.
Infrared goggles cost decreased from 75 -> 50 gold
We wanted to keep the infrared goggles as a utility item that helps you see through walls and protect against flash instead of being an item that helped out with grappling.
Gas mask no longer counters blackout vapor
Cat charm now also gives +10% move speed and +50% ladder climb speed
Cat charm no longer appears as a regular world pickup
Cat charm can now be found in utility chests
We wanted to increase the utility of the cat charm so it would have more direct gameplay impact beyond simply reducing footstep sounds. Due to its increased utility, it has been moved to utility chests.
Consumables
All status-effect consumables now last 90 seconds
Includes: speed potion, stamina pill, strength pill, ghostshield potion, and resistance potion
Strength pill melee damage bonus reduced from 50% -> 25%
We found that the differing durations on the consumables made them annoying to use together, and in some cases lasted quite a long time given their high utility. We have therefore unified all their durations to a middle ground that should increase the speed potion utility while counteracting by lowering the utility of the other consumables.
Miscellaneous
Damage bonuses no longer affect damage over time effects unless explicitly stated as a "potency" bonus
Ninja's passives are currently the only source of general potency bonuses in the game
Damage reduction no longer affects damage over time and now reads as "physical damage reduction"
Curse damage bonus reduced from 50% -> 40%
We wanted to create a clearer distinction between physical damage and damage over time, and reduce the ubiquitous power of overall damage bonuses and damage reduction, by applying them only towards physical damage rather than damage over time as well, except when specified. This shouldn’t dramatically impact balance as the changes tend to cancel each other out, but it should make item descriptions more clear and smooth out the extreme cases of ultra high damage reduction and bonuses.
Metagame
Fixed match awards not being granted if the player disconnects at the same time as dying
Gameplay
Fixed Hunter's tracking damage bonus not applying on her automatic tracking from inspection
Fixed bug where cosplayer would stand up when using hedgehog ability inside a vent
Fixed bug where camera appeared in the wrong position if starting a zipline while crouched
Fixed Serial Killer's Calling Card granting HP when any killer died
Fixed cases where players could climb beyond the top of ladders
Fixed cases where a clue could show a single suspect but not reveal that player's role
Fixed cases where players could become stuck in minigame menus and animations
Fixed spectator mode picking the incorrect player to spectate when manual cycling is disabled
Fixed target quest drones sometimes requiring multiple shots to kill
Interface
Fixed the text on earned accolades to be white instead of teal
Fixed text overflow on certain item descriptions on the item wheel
Fixed the career screen XP text to match the bar progress
Fixed the spectator switch player buttons incorrectly appearing interactable when hovered
Fixed lamb and wolf marking to be rebindable in the options without using the Ctrl modifier
Fixed custom lobby region selection not showing the correct region when the lobby owner changes
Fixed square brackets not displaying correctly in character stories
Fixed text overlap in the EULA and Privacy Policy menus
Fixed the premium battlepass automatically attempting to purchase when accepting any dialog on the battlepass menu
Fixed text overflow on character story rewards
Fixed the clue refinement panel being vertically offset in some cases
Fixed vertical offset of the Support ID button
Fixed the description text for guaranteed chest weapons to specify it will only apply if you don't already have that weapon
Fixed the clue HUD panel sometimes leaving a gap between elements
Fixed overlapping menu navigation buttons on various menus
Fixed misaligned level text on player overhead bars
Fixed the inbox menu's page buttons having an offset clickable area
Fixed misaligned level text on the level up flourish
Fixed incorrect button spacing on the first game start up panel
Fixed middle mouse button not being unbound from Ping after assigning it to another action
Fixed button icon sizing for various keyboard keys
Fixed text overflow in options menu labels
Fixed text overflow in grid menu headers
Fixed MVP icon overlap in the match history list
Fixed long player names overflowing in various clue menus
Fixed text overflow in the custom lobby "transfer host" text
Fixed squad mates' positions being visible at all times on the minimap
Fixed player input becoming stuck when cycling spectators and opening a menu at the same time
Fixed certain HUD buttons being erroneously clickable and potentially causing a game freeze if used
Fixed text overlap when pinging partial clues
Fixed text alignment in the match history screen
Fixed text overflow on key found and key delivered flourishes
Network
Fixed clients failing to reconnect to the match during a network disconnection when using streamer mode
Fixed players being disconnected from the match upon purchasing a clue lead from staff
Animation
Fixed other players appearing to slide around when running and using melee weapons
Fixed animation popping when moving while aiming
Fixed an animation T-pose when bad-guessed on using blackout vapor
Fixed animation popping when opening drawers
Fixed animation popping when aiming a throwable weapon
Graphics
Fixed safe zone impact visual FX not working correctly for melee attacks
Fixed the Ninja Casual skin's hair sticking through the helmet
Level
Fixed physics issue in the harbor occasionally causing players to fall through the level
Fixed players sometimes failing to render near the Lunum wing kitchen area
Fixed the workbench lamp being excessively bright on certain items
Fixed players sometimes randomly dying in the harbor
Fixed some floating item pickups in Solarium wing
Audio
Fixed a rare crash when voice chat was disabled
Fixed incoming voice chat sometimes not working if all outgoing voice chat options were disabled
Fixed the bridge raised sound from playing multiple times
Fixed the out-of-ammo sound playing while the gun still had ammo
Localization
Fixed text character overflow issues in Japanese and Chinese
Fixed Japanese and Chinese line wrapping in incorrect places
Fixed text in the Square Enix Members menu not displaying correctly in some languages
Fixed line wrapping issues in Chinese and Japanese clients
Fixed line break issues in Russian and Korean languages
Fixed text for active voice chat speakers always showing as English regardless of system language
Source
Changelog.gg summarizes and formats this update. How we read updates.
