In this update4
Full notes
Full Monster Mercs update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Fixes
Monster Mercs changes
🎉 Thank You, Mercs!
Playtest #3 is officially completed, and we want to give a huge thank you to everyone who jumped in, fought monsters, broke things, and sent feedback. Your time, your clips, your bug reports, and your brutally honest opinions are shaping Monster Mercs into a tighter, more satisfying co-op experience.
This playtest gave us exactly what we needed: real combat data, edge cases we can’t simulate internally, and clarity on what feels good —and what didn’t yet. The result is a major round of improvements focused on combat clarity, responsiveness, and moment-to-moment readability.
Here’s a snapshot of what’s already been updated based directly on your feedback:
🔧 Gameplay & Combat Improvements
Updated animations to better handle strafing
New Soft Lock targeting system for combat
Greatly improved melee hitboxing
Added lock-on indicator to enemies
Clearer indications when the player takes damage
Players can no longer accidentally cast two spells at once
Skill cooldown visualizations with countdown timer
🧭 UI, Audio & Feedback
Minimap now orients to the camera, not the character
Audio and visual cue for low health (heartbeat effect)
Success and failure music / sound cues
Fixed: Threat indicators jumping around
Lowered default sensitivity
🛠 Fixes & Polish
Fixed: Rain of Fire becoming blocked
Fixed: Incorrect sounds on some animations
Fixed: Holes in the level
Nerfed: Sprint (yes, we heard you 😄)
…and more
This is just one step in the process, but it’s a big one. Every playtest brings us closer to the experience we want Monster Mercs to be: fast, readable, cooperative, and brutally fun.
If you participated— thank you. If you missed this one—more opportunities are coming soon.
Stay sharp, ⚔️ The Monster Mercs Team
Source
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