Thank you all for playing and supporting Milo. It’s been amazing to see so many people try out the demo and share their feedback.
Full notes
Full Milo update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes3 additions6 changes0 removals
Maps
Performance
Balance
Gameplay
Security
UI and audio
addedIn this update, we’ve also reset the leaderboards. This is because we introduced a system to prevent players from exploiting the map in ways that make them untargetable by cultists. Now, if cultists can’t reach you, a timer will start, and after a few seconds your character will be teleported back to the player start. This should help keep the leaderboards fair going forward.
addedThis will also be the last update for a little while (unless something unexpected comes up). We won’t be updating the demo quite as frequently, not because development has slowed, but because the rapid updates have occasionally caused performance issues. Slowing things down gives us room to integrate larger systems into *Milo*—things like new maps, first-person animations, cultist models, and textures. A lot of this work is being done in collaboration with Yarrawah Interactive, our publisher and co-developer, who are handling the new artwork and animations. Updates will come less often, but they’ll be much more meaningful when they do. We haven’t decided yet what exactly will be shown for Steam Next Fest in October, but we’ll talk more about that in a future post.
changedPerformance: General improvements across the board
changedLighting: Adjusted across maps for better visuals and smoother performance
changedCritical Hits: Chance has been buffed significantly
changedPersistent Effects: Gibs and blood adjusted (size and roughness)
Milo changes
addedIn this update, we’ve also reset the leaderboards. This is because we introduced a system to prevent players from exploiting the map in ways that make them untargetable by cultists. Now, if cultists can’t reach you, a timer will start, and after a few seconds your character will be teleported back to the player start. This should help keep the leaderboards fair going forward.
addedThis will also be the last update for a little while (unless something unexpected comes up). We won’t be updating the demo quite as frequently, not because development has slowed, but because the rapid updates have occasionally caused performance issues. Slowing things down gives us room to integrate larger systems into *Milo*—things like new maps, first-person animations, cultist models, and textures. A lot of this work is being done in collaboration with Yarrawah Interactive, our publisher and co-developer, who are handling the new artwork and animations. Updates will come less often, but they’ll be much more meaningful when they do. We haven’t decided yet what exactly will be shown for Steam Next Fest in October, but we’ll talk more about that in a future post.
changedPerformance: General improvements across the board
changedLighting: Adjusted across maps for better visuals and smoother performance
changedCritical Hits: Chance has been buffed significantly
Thank you all for playing and supportingMilo. It’s been amazing to see so many people try out the demo and share their feedback. The kind notes and messages we’ve received on Instagram and TikTok mean a lot, and it really does feel like a dream come true to be sharing this game with you.
In this update, we’ve also reset the leaderboards. This is because we introduced a system to prevent players from exploiting the map in ways that make them untargetable by cultists. Now, if cultists can’t reach you, a timer will start, and after a few seconds your character will be teleported back to the player start. This should help keep the leaderboards fair going forward.
This will also be the last update for a little while (unless something unexpected comes up). We won’t be updating the demo quite as frequently, not because development has slowed, but because the rapid updates have occasionally caused performance issues. Slowing things down gives us room to integrate larger systems into *Milo*—things like new maps, first-person animations, cultist models, and textures. A lot of this work is being done in collaboration with Yarrawah Interactive, our publisher and co-developer, who are handling the new artwork and animations. Updates will come less often, but they’ll be much more meaningful when they do. We haven’t decided yet what exactly will be shown for Steam Next Fest in October, but we’ll talk more about that in a future post.
If you enjoy Milo join the Discord! We'd love to have you and hear you feedback or just hang out!