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Steam News25 May 20261mo ago

First Milkraid Demo Patch

Hello Friends! The first update for Milkraid's Demo is now published. It fixes many of the bugs that slipped through as well as rebalances the game slightly to give the weaker characters a chance to shine in the meta.

Full notes

Full Milkraid update

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

What changed

5 fixes1 addition9 changes2 removals
  • Balance
  • Maps
  • UI and audio
  • Gameplay
fixedBug FixesFixed score discrepancy between post game screen and the score submitted to the leaderboard, the score would keep counting after the milk reached 0 health leading the post game screen to show a number that was too high.
removedBug FixesThe player (in theory) can no longer get out of the bounds of the map by bunny hopping
fixedBug Fixesfixed all instances I could find of sound still playing if fx was muted, all fx should follow fx volume now
fixedBug FixesMade the non elite cyclops enemy & frank enemy attack range lower (elite cyclops stays the same).
changedBug FixesExp gem collection range has been increased slightly by 15% to make it easier to collect exp in busy enemy paths while still requiring some skill in weaving around them
fixedBug FixesBomber enemies exploding now count towards the player’s total kill count, this unfairly took kills away from minion builds, making them less viable when going for high scores

Hello Friends! The first update for Milkraid's Demo is now published. It fixes many of the bugs that slipped through as well as rebalances the game slightly to give the weaker characters a chance to shine in the meta.

Bug Fixes

  • Fixed score discrepancy between post game screen and the score submitted to the leaderboard, the score would keep counting after the milk reached 0 health leading the post game screen to show a number that was too high.

  • The player (in theory) can no longer get out of the bounds of the map by bunny hopping

  • fixed all instances I could find of sound still playing if fx was muted, all fx should follow fx volume now

  • Made the non elite cyclops enemy & frank enemy attack range lower (elite cyclops stays the same).

  • Exp gem collection range has been increased slightly by 15% to make it easier to collect exp in busy enemy paths while still requiring some skill in weaving around them

  • Bomber enemies exploding now count towards the player’s total kill count, this unfairly took kills away from minion builds, making them less viable when going for high scores

  • The music now stops playing during the chest jingle, so they no longer play over eachother.

  • The sound effect for spending gold sometimes didn’t work, it should work now.

  • The anticheat has been improved a bit

Balancing changes

Gameplay Changes

The difficulty is now a tad harder from 0-10 mins (increased spawns slightly), a tad easier between 10-20 mins and the same after 20 mins. Before this towers could not reach full potential because the enemies get too overwhelming before they can properly be levelled up. This change should hopefully make a lot more towers and buildings that need time to scale usable. A lot of you also said that there’s no stage where the player feels “OP”, and it feels like the 10 minute mark should be where that happens, this should hopefully make reaching the 10 min mark a lot more rewarding. And also make really good runs less chest-RNG based and more decision-based.

Character Changes

Raven - Basic attack now shoots 2 darts in a cone, and the damage per dart has been increased by 30%. Miasma (his ability) now also makes enemies receive 30% more damage from all sources while it is active.

Red bull - The projectile amount of his basic attack can now be levelled up, meaning it will do a lot more damage late game.

Steve - Damage lowered but can crit to avoid onion builds being forced to take very specific buildings every time.

Jack - Jack now also doubles the damage of all axe minions and himself during the ability, to fit with the rage theme.

Tower Changes

Stinky onion tower - Damage lowered but can crit to avoid onion builds being forced to take very specific buildings every time.

Archer tower - Crit scaling & damage increased (this should hopefully make it serve as the single target/chokepoint damage tower)

Ballista - crit scaling increased (this and the above crit change should hopefully make crit builds a viable strategy)

Source

Steam News / 25 May 2026

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