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Steam News2 February 20265mo ago

Devlog Update: Pointy End Towards Enemy

Hey Mercs, Since the last playtest, I’ve been deep in the trenches tightening systems, improving combat feel, and rebuilding core mechanics based directly on your feedback.

Full notes

Full Monster Mercs update

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

Repeated intro

Hey Mercs,

What changed

0 fixes9 additions9 changes0 removals
  • Gameplay
  • Performance
  • UI and audio
  • Balance
addedHere’s what’s new:
changed⚔️ Core Systems & CombatMassively Improved Hit Boxing Attacks are now far more consistent and readable across all weapons and enemies.
added⚔️ Core Systems & CombatNew Target Lock System More reliable, more intuitive, and better suited for multi-enemy encounters.
added⚔️ Core Systems & CombatNew Strafing Movement Allows better positioning and control during combat.
added🧙 Abilities & EnemiesSkeleton Swordsman – New Rage Ability Enemies are becoming more dangerous and dynamic as fights progress.
added🧙 Abilities & EnemiesNew Double Jump Adds verticality and opens up combat and traversal options.

Since the last playtest, I’ve been deep in the trenches tightening systems, improving combat feel, and rebuilding core mechanics based directly on your feedback. This update represents one of the largest mechanical overhauls to Monster Mercs so far.

Here’s what’s new:

⚔️ Core Systems & Combat

  • Stats System Overhaul The underlying stat model has been rebuilt for better scaling, clearer tradeoffs, and stronger build identity.

  • Massively Improved Hit Boxing Attacks are now far more consistent and readable across all weapons and enemies.

  • Action Blocking System Prevents invalid or overlapping actions to improve responsiveness and reduce animation jank.

  • New Target Lock System More reliable, more intuitive, and better suited for multi-enemy encounters.

  • New Strafing Movement Allows better positioning and control during combat.

  • Nerfed Sprint Sprinting is now a tactical choice, not a default state.

🧙 Abilities & Enemies

  • Skeleton Swordsman – New Rage Ability Enemies are becoming more dangerous and dynamic as fights progress.

  • New Double Jump Adds verticality and opens up combat and traversal options.

  • Added Dodge / Dash Faster, more aggressive combat flow with clearer defensive options.

  • Fire Elemental Staff A new elemental weapon with distinct playstyle and impact.

  • New Spear Ability – Quake Area-control focused, designed for crowd disruption.

  • New Sword Ability – Righteous Crash High-impact, forward-committing strike with serious payoff.

🎮 Controls, UI & Feedback

  • Completely Updated UI Cleaner, more readable, and built to better communicate combat state.

  • Updated Mission Results Page Clearer rewards, outcomes, and progression feedback.

  • Critical Health Warning System Strong audiovisual feedback when you’re on the brink of death.

  • Remappable Key Bindings (Keyboard) Full keyboard remapping is now supported.

  • Skill Cooldowns Visualized in the Ability Bar No more guessing—cooldowns are now clearly communicated.

  • Improved Default Sensitivity & Audio Settings

🐛 Polish & Stability

  • Several Bug Fixes Too many to list, but stability and moment-to-moment feel are significantly improved.

🔮 What’s Next

The focus now is balance, enemy variety, and mission pacing, followed by the next public playtest. This build is already playing dramatically better than the last, and your feedback continues to shape every system.

Thanks for sticking with Monster Mercs—more updates soon.

Izak Games

Source

Steam News / 2 February 2026

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