Update log
Full Morbid Metal update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Events
- Balance
- Server
- Fixes
- UI and audio
This update is about expanding your options: how you play (Difficulty Levels), where you go (New Sub-biomes), and how you approach each run (Patch notes & Fixes).
Let's take a closer look!
With the New Paths update, we’re expanding the foundations of Morbid Metal’s progression and exploration systems. This update is focused on giving you, the players, more control over your experience while introducing new environments to master.
What’s new:
Difficulty Settings
The feature so many players requested! You’ll now be able to tailor the challenge to your preferred playstyle. Whether you want a more punishing run or a smoother entry into the game’s systems, this gives you flexibility without compromising the core experience. Choose the difficulty level in the Void Hub before starting the next iteration and beat the Prophet to unlock even harder challenges.
The difficulty levels are (easy → hard):
Beginner,
Regular,
Advanced,
Expert,
Morbid.
B1 Sub-biome — Sunken Grounds
Descend into a newly introduced sub-biome in the Sublime Gardens.
Expect tighter navigation, environmental pressure, and new tactical considerations to handle formidable enemies.
B2 Sub-biome — Abyssal Assembly
A sub-biome in the Steel Sanctuary expands the world further, introducing a more hostile and complex combat space. The new wallrunning mechanic, enemy compositions, and layout design will push your adaptability.
But that's not all! Here are the newest patch notes:
Added:
Sunken Grounds sub-biome in Sublime Gardens, accessible through the shop
Abyssal Assembly sub-biome in Steel Sanctuary, accessible through the Prophet’s Lair
New getting-hit screen effect
New low health screen effect
A Void Nexus node that grants additional rerolls
Dash VFX for HA3 and an attack trail for HA3-Eagle
A reroll option for routine selection after combat
Prophet's Ascension Burst Attack Indicator
Changed:
Operator rewards now use separate inventory Slots
Players now load into the Void Hub after completing the tutorial
Void Nexus buttons are now blue when they can still be leveled up
Bruiser shield hit VFX
Run and Shop interactables now spawn by default, but remain locked until unlocked in the Void Nexus
Adjusted some Routine drops to provide more options when starting a Routine path
Tweaked Protocol and Corpora drop rates
Flux Bladeform damage values
MK1: 170 → 180
MK2: 210 → 200
MK3: 270 → 225
MK4: 333 → 275
MK5: 420 → 300
Health pickups can now only spawn when the player is not at full health
Now ALT+TAB does not pause cutscenes or loading sequences anymore
Removed refund option in the Void Nexus
Fixed:
Elite enemies were invincible / barrier was not destructible
Menu sometimes scrolled endlessly after ALT+Tab
Players would sometimes fall through the ground when teleporting
Enemies could sometimes get stuck underneath the floor during combat, preventing the combat from ending
Hooks not working in certain cases
Void Nexus starting node is not being centered when opening the menu
Extra VRAM Routine and its Eden Blessing are not properly updating values on the skill UI
Echo Implant dashing to Saru sometimes made you stuck in ceiling
Crash when ALT+TAB during character unlocking cutscene
& many, many other small fixes.
We’re looking forward to your feedback as we continue shaping Morbid Metal during Early Access!
[dynamiclink href="https://store.steampowered.com/app/1866130/Morbid_Metal/"]
Source
