HomeGamesUpdatesPricingMethodology
Steam News29 May 20261mo ago

Patch Notes 0.9.3.2

Characters We wanted to make a widespread adjustment to lower move speed bonuses on characters whose passives grant them extra move speed.

Full notes

Full KILLER INN update

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

What changed

5 fixes4 additions40 changes1 removal
  • Balance
  • Gameplay
  • Store
changedCharactersWe wanted to make a widespread adjustment to lower move speed bonuses on characters whose passives grant them extra move speed. The addition of the cat charm allowed characters to move exceptionally fast, which disproportionately improved the effectiveness of melee and other grapple based attacks.
changedCharactersOne with the Stars move speed bonus reduced from 25% -> 15%
changedCharactersHoarder max health bonus changed from 5% (max 25%) -> flat +25 (max +125)
changedCharactersHoarder damage bonus reduced from 5% (max 25%) -> 4% (max 20%)
changedCharactersGamer Rage damage bonus reduced from 25% -> 20%
changedCharactersGamer Rage move speed bonus reduced from 25% -> 15%
One with the Stars move speed bonus25%15%One with the Stars move speed bonus decreased, nerfGamer Rage damage bonus25%20%Gamer Rage damage bonus decreased, nerfGamer Rage move speed bonus25%15%Gamer Rage move speed bonus decreased, nerfTrapper trap damage bonus50%25%Trapper trap damage bonus decreased, nerf

Characters

We wanted to make a widespread adjustment to lower move speed bonuses on characters whose passives grant them extra move speed. The addition of the cat charm allowed characters to move exceptionally fast, which disproportionately improved the effectiveness of melee and other grapple based attacks.

Furthermore, we wanted to reduce the strength of some of the top performing characters (Pirate, Sniper, Serial Killer, Surgeon, Hunter) whose win rates were regularly in the top 5.

Astronomer

  • One with the Stars move speed bonus reduced from 25% -> 15%

CEO

  • Hoarder max health bonus changed from 5% (max 25%) -> flat +25 (max +125)

  • Hoarder damage bonus reduced from 5% (max 25%) -> 4% (max 20%)

Gamer

  • Gamer Rage damage bonus reduced from 25% -> 20%

  • Gamer Rage move speed bonus reduced from 25% -> 15%

  • Gamer Rage is no longer triggered by damage over time effects

Hunter

  • Trapper trap damage bonus reduced from 50% -> 25%

Martial Artist

  • Hand to Hand Expert damage bonus reduced from 25% -> 20%

Otaku

  • Collector max health increased from 150 -> 225

It seemed unusual that being fully geared up with 9 permanent items did not contribute further to Otaku’s health pool, thus we increased the cap.

Pirate

  • Ghostly Power damage bonus reduced from 25% -> 20%

  • Sea Legs damage bonus reduced from 50% -> 20%

  • Sea Legs damage reduction bonus reduced from 25% -> 20%

Serial Killer

  • Killing Spree damage bonus per wolf killed reduced from 20% -> 15%

  • Killing Spree max damage reduced from 40% -> 30%

Sniper

  • Snap Reload reload speed bonus has been reduced from 50% -> 33%

Surgeon

  • (revised) Level 4 Passive - Sadist

    BEFORE: Gain +25% damage and +25% move speed when covered in blood

  • AFTER: On dealing damage and gain +20% damage for 15s

Note: This bonus only triggers on direct damage, not damage over time or delayed kills such as poison

Since it is so easy to become bloodied, even defensively, Sadist ended up being active permanently which reduced the uniqueness of this ability. It also allowed Surgeon to complete quests quickly, giving him an economy boost in addition to combat benefits. Thus we have modified it to be triggered on offense, and given it a time limit. This should allow Surgeons to keep chasing people they have attacked provided they keep striking them, but avoid a large single target damage on a first hit, and limit charging at people full speed before having even dealt damage. It will also significantly reduce the economy benefits of this passive.

Guns

  • SMG Blinding Shot max blind reduced from 100% -> 80%

Full, permanent Blind could sometimes be overwhelming, so we have reduced the intensity of this effect to the point where you can now see, but it’s still distracting.

Melee

  • Melee upgrade tier 1 cost increased from 50 -> 75 gold

  • Melee upgrade tier 2 cost increased from 125 -> 150 gold

  • Melee upgrade tier 3 cost increased from 200 -> 225 gold

  • Melee sprint swing attacks now recover move speed more slowly after the swing

  • Melee sprint swing lunge distance bonus reduced from 20% -> 15%

  • Club Disorient screen effect has been reduced in intensity

  • Club Disorient screen effect duration reduced from 4s -> 2.5s

With the most recent patch, melee saw a surge in popularity and for the first time exceeded gun usage. While sprint swings have allowed melee to be used more easily, and we lowered damage as a result, there is a distinct cost advantage that allowed melee to come online too early by comparison. Melee can still be acquired faster than guns but the equal upgrade costs have reduced this discrepancy.

Consumables

  • Strength Pill melee damage bonus reduced from 25% -> 20%

  • Stamina Pill maximum stamina and regeneration bonuses reduced from 100% -> 75%

  • Speed Potion move speed bonus reduced from 25% -> 15%

Grenades

  • Stun grenade duration decreased from 3s -> 2s

Staff Interactions

  • Bartender staff discount on consumables has been reduced from 25 -> 15 gold

    • Consumables now cost 35g to purchase from the Bartender as a result

  • Doctor staff heal ability cost increased from 50 -> 75 gold

Melee is most effective when running at full speed with high stamina, thus the powerful consumables were leveraged regularly by melee users. This caused non-melee users to need to buy the same consumables and drink them constantly to be able to compete. This created an extra drain on gun users who already have the burden of a more expensive gear setup.

Thus we wanted to reduce the reliance on these consumables and increase their resource cost, so those who do not buy them are less disadvantaged.

Miscellaneous

  • Damage bonuses are now split into two pools: Upgrades and Other

  • Upgrades include all weapon upgrades added at the workbench

  • Other includes all other sources, such as character passives, consumables, or the revealed-wolf bonus

  • All sources of damage bonuses now stack additively within their damage pool

    • For example, let's say you had a T2 Smashing Club, a Strength Pill, and have Surgeon's sadist passive active: Club = 100 base damage T2 Upgrade Tier = +20% damage Smashing Upgrade = +35% damage Strength Pill = +20% damage Sadist = +20% damage

    • BEFORE: The upgrades would add together, and then everything would be multiplied together. Upgrade Damage = 20% + 35% = 55% Total Damage = 100 * 1.55 * 1.2 * 1.2 = 223 damage

    • AFTER: The upgrades add together, and then everything else adds together, and the two pools multiply together. Upgrade Damage = 20% + 35% = 55% Other Damage = 20% + 20% = 40% Total Damage = 100 * 1.55 * 1.4 = 217 damage

  • As a result, in all cases, maximum possible damage has been reduced, especially when many damage multipliers were used at once

  • Damage reduction bonuses now always stack multiplicatively

    • For example, let's say you had a Resistance Potion and Boxer's tough as nails passive and were being attacked for 100 damage: Incoming Damage = 100 damage Resistance Potion = 15% damage reduction Tough as Nails = 20% damage reduction

    • BEFORE: The reduction would add together, and then apply to the final damage. Damage Reduction = 15% + 20% = 35% Total Damage = 100 * (1 - 0.35) = 65 damage

    • AFTER: The reductions each apply separately to the final damage: Total Damage = 100 * (1 - 0.15) * (1 - 0.2) = 68 damage

  • As a result, in all cases, maximum possible damage reduction has been reduced, especially when many sources were used at once

With the number different damage bonuses and reductions in play, stacking them multiplicatively could cause very high reduction or damage increase at the extremes. By reforming the way these modifiers are calculated, it keeps most damage and reduction values consistent but tamps down extreme cases.

Gameplay

  • Fixed poison applying invisibly when progressing while standing inside of a safe zone

  • Fixed stun, stagger and slow resistance incorrectly making the poison sequence appear delayed, causing sudden death

  • Fixed the Resistance Potion incorrectly stating it gives 33% resistance (it now reads 50% as intended)

  • Fixed the Neck Guard not applying towards Otaku's collector passive

  • Fixed the Stunner incorrectly applying towards Otaku's collector passive

Source

Steam News / 29 May 2026

Open original post

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