Update log
Full Maximum Apocalypse update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Performance
- Gameplay
- Balance
- Maps
Hi Survivors!
This month was all about momentum—making sure Maximum Apocalypse moves as fast as a reindeer on Christmas Eve. While bug-fixing continued in the background, our main focus shifted to two big goals: multiplayer stability and game balance.
From smoother online sessions to more dangerous monsters and punchier feedback, this sprint focused on how the game feels when everything is in motion. Whether you’re playing solo or with a full crew of survivors, the wasteland is feeling more alive (and lethal) than ever.
Here’s what we’ve cooked up under the tree!
Surviving Together: Online Multiplayer Improvements
Multiplayer survival works when everyone is truly on the same page. We’ve spent significant time improving syncing, flow, and reliability across both online and local play to ensure your team acts as one cohesive unit—because nobody wants a Grinch in their lobby ruining the flow.
We reworked the online multiplayer lobby setup, making it faster and more intuitive to get a session started. Once you’re in, the game now supports up to 6 players, with core actions fully synced across all survivors. This covers everything from using cards on teammates, trading, movement, and completing objectives. No guesswork, no desyncs, just pure survival.
[UPDATE] Multiplayer syncing now supports up to 6 players and an updated, streamlined online multiplayer lobby setup
We’re also deep into improving cancelling actions. This was a major friction point in previous feedback, and we’re honing in on making this feel responsive and reliable. We want to make sure a misclick doesn’t lead to a total party wipe, especially in high-stakes multiplayer scenarios.
Deadlier Threats, Fairer Odds: Game Balance & Feel Improvements
While multiplayer got a major push, we also spent time refining the balance and feedback that shape every turn. We want every action to have “weight.”
We’ve introduced upgraded visual effects (VFX) for card activations, supply crates, and enemy attacks. These improvements make your impact on the world feel much more visceral.
[NEW] Enhanced VFX for cards, supplies, and combat
Speaking of impact, Monster Scaling has also been improved. Larger enemies now look and feel significantly more threatening than the standard grunts, so you’ll know exactly when you’re in real trouble.
[NEW] Improved monster scaling for clearer danger levels
On the systems side, we’ve tuned card draws and enemy spawns to be a little more "giving" in the early game. We’ve lowered the chances of spawning a “boss-level” enemy at the very start and reduced the likelihood of drawing the same cards you just discarded. Think of it as a little holiday mercy from the wasteland.
[UPDATE] Card draw and enemy spawn balance improvements
We also adjusted how map tiles like rivers, tunnels, and shelters appear. These now spawn more often in tactical areas, making environmental effects a much bigger part of your survival strategy.
[UPDATE] Tactical map tile placement improvements
Happy Holidays from the Wasteland! 🎅🎁
We’re so grateful to have you all along for the ride. Watching the game evolve every day gets us hyped to get it into your hands, and we truly appreciate your continued patience and support. Every update brings us one step closer to a version of Maximum Apocalypse that is as smooth, strategic, and faithful to the original tabletop game you love.
Stay safe (and warm) out there!
— The Mega Cat Studios Team 🐱🐈⬛
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