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Steam News3 December 20257mo ago

Update(Ver.1.06.01)

【Ver.1.06.01】 【Adjustments_Relics】 ◆[Strawman] Let's face it, Strawman was a little overpowered.

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What changed

1 fix0 additions10 changes3 removals
  • Balance
  • Gameplay
  • Store
changed【Adjustments_Relics】 ◆[Strawman] Let's face it, Strawman was a little overpowered. Previously, incoming damage was reduced based on the Grace Value percentage (With 100% Grace Values, you could withstand ten hits from a projectile with 10 ATK stat). This has been changed so that, regardless of enemy attack power, damage is negated a number of times equal to your Grace Value Level. (For example, with Grace Value Level 3, you can nullify up to three attacks.)
removed◆Negative Effects [Removed the effect where a weapon breaks after a single attack] This effect was simply too punishing so we've replaced it with something a little more forgiving. Now the effect looks like ""Attacking consumes battery power"" The intention behind this is to create more situations where the player risks running out of battery instead of constantly having their weapon break.
changed【Adjustments_Miscellaneous】 ◆Adjustment to [Gun Muzzle] Power Calculation Previously, each Square Parts placed behind the Gun Muzzle increased its power by +2, but if that Square Part was part of an Upgraded Part, this increase is now +1 instead. (When [Fire Power] is equipped, changed from 4→3)
changedAlthough the previous balance update included a nerf, it was still overpowered. But by adjusting the base projectile power calculation, this change aims to create room for player decision-making like whether to prioritize bullet power or aim for synergy with other upgraded parts. (If you don't want to upgrade single blocks, please use the ""Lock Upgrade Part"" function)
changed◆Trader Appearance Rate & Lineup Adjustment Encountering a Trader used to be random, and whether or not you found one greatly affected your playthrough and game balance. To reduce randomness, Traders will now appear at fixed intervals.
changed◆Shopkeeper Mood System Adjustment It was quite easy to improve the shopkeeper's mood, which led to players maxing it out in a single visit and then buying out the entire inventory every time. To show some mercy to the shopkeeper, the following adjustments have been made:
(When [Fire Power] is equipped,43(When [Fire Power] is equipped, decreased, nerf

Million Depth changes

changed【Adjustments_Relics】 ◆[Strawman] Let's face it, Strawman was a little overpowered. Previously, incoming damage was reduced based on the Grace Value percentage (With 100% Grace Values, you could withstand ten hits from a projectile with 10 ATK stat). This has been changed so that, regardless of enemy attack power, damage is negated a number of times equal to your Grace Value Level. (For example, with Grace Value Level 3, you can nullify up to three attacks.)
removed◆Negative Effects [Removed the effect where a weapon breaks after a single attack] This effect was simply too punishing so we've replaced it with something a little more forgiving. Now the effect looks like ""Attacking consumes battery power"" The intention behind this is to create more situations where the player risks running out of battery instead of constantly having their weapon break.
changed【Adjustments_Miscellaneous】 ◆Adjustment to [Gun Muzzle] Power Calculation Previously, each Square Parts placed behind the Gun Muzzle increased its power by +2, but if that Square Part was part of an Upgraded Part, this increase is now +1 instead. (When [Fire Power] is equipped, changed from 4→3)
changedAlthough the previous balance update included a nerf, it was still overpowered. But by adjusting the base projectile power calculation, this change aims to create room for player decision-making like whether to prioritize bullet power or aim for synergy with other upgraded parts. (If you don't want to upgrade single blocks, please use the ""Lock Upgrade Part"" function)
changed◆Trader Appearance Rate & Lineup Adjustment Encountering a Trader used to be random, and whether or not you found one greatly affected your playthrough and game balance. To reduce randomness, Traders will now appear at fixed intervals.

【Ver.1.06.01】

【Adjustments_Relics】 ◆[Strawman] Let's face it, Strawman was a little overpowered. Previously, incoming damage was reduced based on the Grace Value percentage (With 100% Grace Values, you could withstand ten hits from a projectile with 10 ATK stat). This has been changed so that, regardless of enemy attack power, damage is negated a number of times equal to your Grace Value Level. (For example, with Grace Value Level 3, you can nullify up to three attacks.)

◆Negative Effects [Removed the effect where a weapon breaks after a single attack] This effect was simply too punishing so we've replaced it with something a little more forgiving. Now the effect looks like ""Attacking consumes battery power"" The intention behind this is to create more situations where the player risks running out of battery instead of constantly having their weapon break.

【Adjustments_Miscellaneous】 ◆Adjustment to [Gun Muzzle] Power Calculation Previously, each Square Parts placed behind the Gun Muzzle increased its power by +2, but if that Square Part was part of an Upgraded Part, this increase is now +1 instead. (When [Fire Power] is equipped, changed from 4→3)

Although the previous balance update included a nerf, it was still overpowered. But by adjusting the base projectile power calculation, this change aims to create room for player decision-making like whether to prioritize bullet power or aim for synergy with other upgraded parts. (If you don't want to upgrade single blocks, please use the ""Lock Upgrade Part"" function)

◆Trader Appearance Rate & Lineup Adjustment Encountering a Trader used to be random, and whether or not you found one greatly affected your playthrough and game balance. To reduce randomness, Traders will now appear at fixed intervals.

◆Shopkeeper Mood System Adjustment It was quite easy to improve the shopkeeper's mood, which led to players maxing it out in a single visit and then buying out the entire inventory every time. To show some mercy to the shopkeeper, the following adjustments have been made:

・You can only improve the shopkeeper's mood up to two times per visit ・Removed the ability to stockpile mood past the maximum ・Adjusted the percentage increase per mood improvement

◆Adjustments to Pointy Block and Jaggedness Detection Due to the interactions with Pointy Parts, the collision logic for Jagged Shapes was a little hard to grasp. We have fixed the processing for both systems to adhere to these fundamental rules:

・Weapons with Jagged Shapes, that section generates attack power ・[Pointy Blocks] always generate attack power regardless of placement.

Thus, placing a Pointy Block inside a Jagged Shape will no longer count toward Jaggedness Detection. (For more information, see the in-crafting help menu)

To compensate for the resulting decrease in baseline ATK power, the base ATK bonus from Pointy Blocks has been increased from 1→2.

Additionally, Upgraded Parts that use Pointy Blocks have been adjusted across the board. In particular, Needle Wall has had its base ATK and part ATK adjusted so that it performs slightly better than simply lining up four individual Pointy Blocks.

[Needle] parameters have not been changed. Although this makes the base ATK appear low at 3, despite using two Pointy Blocks, this is intentional. Due to the updated collision logic, placing Pointy Blocks individually is now harder (easier to lose jaggedness), so this encourages players to choose between ""using more space for higher power"" or ""compressing the design and sacrificing some attack power"".

◆'Spring' Specification Changes After bouncing off a Spring, if your weapon hits an enemy, it now deals 1.5x damage.

Until now, Springs were mainly used to enable combos, and their usage rate was low. But this change

Source

Steam News / 3 December 2025

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