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Steam News3 March 20264mo ago

NIMRODS | Progress Update V

Hey NIMRODS! We've been heads-down working on some of the biggest changes NIMRODS has seen since our early access launch, and we want to give you an update and preview of what is to come. Let's get into it.

In this update11

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Full NIMRODS update

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Repeated intro

Hey NIMRODS! We've been heads-down working on some of the biggest changes NIMRODS has seen since our early access launch, and we want to give you an update and preview of what is to come. Let's get into it.

What changed

0 fixes13 additions13 changes0 removals
  • Balance
  • Fixes
  • Maps
  • Gameplay
  • Store
  • UI and audio
changedThe RebalanceIf you've been following our updates, you know we've been working toward a major rebalance. In Progress Update III and IV , we talked about how multiplicative scaling was creating some incredible highs, but also making late-game balance nearly impossible to get right. That rebalance is complete and coming in the next update. Here's what changed:
changedStat Caps & Diminishing ReturnsWe've replaced hard stat clamps with a proper soft cap and diminishing returns system. Previously, stats like Rate of Fire were hard-clamped at fixed values (like 60). Now, stats continue to scale past their soft cap with diminishing returns.
addedSpecial Power Rework"Special Power" has been renamed to Auxiliary Damage and its damage curve has been rebuilt. The new formula scales more predictably and ties into the broader rebalance so that ability-focused builds can still shine.
addedEvery Augment, RedesignedBeyond tweaking the math, most augment lines needed more than just a stat tuning. Some were designed early in development when we had a different picture of where NIMRODS was heading. Every single augment line has been audited, rebalanced, and in many cases fundamentally redesigned with brand new modifiers and mechanics. We've also added many new augment lines to the roster. Here is an example of one of the reworked augments - Capacitor Stock Steam post image Work in progress - subject to change.
addedNew Biome: Violet ForestA new biome is coming: the Violet Forest . A dense fungal wilderness full of towering mushrooms, shelf fungi, glowing lichens, and pools of slime. Enemies here fight dirty: spore clouds choke out your positioning, puffballs explode underfoot, and the deeper you go, the more the forest fights back. New environment, new hazards, new unlocks.
addedNew Biome: Violet ForestNew enemies: Spore Cannon, Fat Fungus, Balloon Fungus, Healing Puff Ball, Elemental Mushrooms, and the Bouncy Shroom.

NIMRODS changes

changedIf you've been following our updates, you know we've been working toward a major rebalance. In Progress Update III and IV , we talked about how multiplicative scaling was creating some incredible highs, but also making late-game balance nearly impossible to get right. That rebalance is complete and coming in the next update. Here's what changed:
changedWe've replaced hard stat clamps with a proper soft cap and diminishing returns system. Previously, stats like Rate of Fire were hard-clamped at fixed values (like 60). Now, stats continue to scale past their soft cap with diminishing returns.
added"Special Power" has been renamed to Auxiliary Damage and its damage curve has been rebuilt. The new formula scales more predictably and ties into the broader rebalance so that ability-focused builds can still shine.
addedBeyond tweaking the math, most augment lines needed more than just a stat tuning. Some were designed early in development when we had a different picture of where NIMRODS was heading. Every single augment line has been audited, rebalanced, and in many cases fundamentally redesigned with brand new modifiers and mechanics. We've also added many new augment lines to the roster. Here is an example of one of the reworked augments - Capacitor Stock Steam post image Work in progress - subject to change.
addedA new biome is coming: the Violet Forest . A dense fungal wilderness full of towering mushrooms, shelf fungi, glowing lichens, and pools of slime. Enemies here fight dirty: spore clouds choke out your positioning, puffballs explode underfoot, and the deeper you go, the more the forest fights back. New environment, new hazards, new unlocks.

The Rebalance

If you've been following our updates, you know we've been working toward a major rebalance. In Progress Update III and IV, we talked about how multiplicative scaling was creating some incredible highs, but also making late-game balance nearly impossible to get right. That rebalance is complete and coming in the next update. Here's what changed:

Stat Caps & Diminishing Returns

We've replaced hard stat clamps with a proper soft cap and diminishing returns system. Previously, stats like Rate of Fire were hard-clamped at fixed values (like 60). Now, stats continue to scale past their soft cap with diminishing returns.

Special Power Rework

"Special Power" has been renamed to Auxiliary Damage and its damage curve has been rebuilt. The new formula scales more predictably and ties into the broader rebalance so that ability-focused builds can still shine.

Every Augment, Redesigned

Beyond tweaking the math, most augment lines needed more than just a stat tuning. Some were designed early in development when we had a different picture of where NIMRODS was heading. Every single augment line has been audited, rebalanced, and in many cases fundamentally redesigned with brand new modifiers and mechanics. We've also added many new augment lines to the roster. Here is an example of one of the reworked augments - Capacitor Stock Steam post image Work in progress - subject to change.

New Biome: Violet Forest

A new biome is coming

the Violet Forest . A dense fungal wilderness full of towering mushrooms, shelf fungi, glowing lichens, and pools of slime.

Enemies here fight dirty

spore clouds choke out your positioning, puffballs explode underfoot, and the deeper you go, the more the forest fights back. New environment, new hazards, new unlocks.

New enemies: Spore Cannon, Fat Fungus, Balloon Fungus, Healing Puff Ball, Elemental Mushrooms, and the Bouncy Shroom.

New bosses: Mush, King Slime, Bee Swarm, Sal Shrieker, Puff Puff, and Spore Cannon Squad.

Steam post image Work in progress - subject to change.

Endless Mode

It's happening. After defeating the final boss, you'll get the choice to keep going and find out how far your gun can really take you. No ceiling, no safety net. Enemies scale, your build scales even harder, and eventually the screen is just a wall of projectiles and numbers. It's the part of a run where your gun stops making sense and starts making art. Here's what Endless looks like:

  • After the final boss falls, a transition prompt lets you choose to continue into Endless.

  • Endless has its own wave generation system with procedural scaled enemy waves.

  • New enemy types designed specifically for Endless, including skeletons, flying skulls, and specters.

  • Waves regenerate and scale with a dedicated endless balance curve.

Steam post image Work in progress - subject to change.

Everything Else

New Gun Chassis

New starting guns are being added to the roster:

  • Banana Gun: fires boomerang projectiles that arc back to you.

  • Ricochet: bullets bounce between enemies with cutting damage.

  • Golden Gun: execute-focused chassis that replenishes ammo on kill.

  • Minelayer: drops mines instead of firing projectiles.

Steam post image Work in progress - subject to change.

Gene System Updates

The gene system had more complexity than it needed. We've stripped out gene quantities, recombination, genome layouts, and the gene store. Each character now has one ability type, and the Gene Upgrade Station is your one-stop shop for viewing and upgrading genes. This makes it much easier for us to add new characters to the game and introduce unique genes for you to experiment with.

Airdrop Reworks

Most airdrop pods have been reworked to be more impactful and fun. Medic Pod now leaves behind its pulse healing zone even if you collect it early, Smasher Pod has scaled knockback with a slow effect, and every other pod has received similar treatment.

Here is an example of the reworked Blackout Pod. Gravity wells will suck enemies into the impact zone prior to impact and also emit small gravity bombs. Steam post image Work in progress - subject to change.

Meta Upgrades

A new Meta Upgrade station has been added to the Home ship. Meta upgrades unlock new features or apply permanent stat bonuses on deploy.

Final Boss Reworks

Our endgame bosses have been rebuilt using a new extended boss pattern system to make them much more engaging and interesting to fight.

And much much more...

  • Economy overhaul

  • Full keybinding system

  • Save Slot system

  • UI & HUD improvements

  • Stat comparison previews on the upgrade screen

  • New dramatic camera effects on first discoveries

  • Improved gun inspect screen

  • Reworked deploy screen with unified flow

  • New end-game music and tons of new SFX

Wrapping Up

We know it's been a minute since our last progress update, and we appreciate your patience. This is a huge one. Over a thousand changes touching nearly every system in the game. The changelog alone is going to be enormous. The rebalance, the augment reworks, the new biome, endless mode: it all adds up to the most ambitious update we've ever shipped. The identity of NIMRODS isn't changing. Wild, over-the-top gun builds are still the heart of the game. We're just making sure every system helps build that fantasy instead of getting in the way of it.

GDC 2026

We'll be showcasing NIMRODS at GDC 2026 next week, so if you're attending, say hi!

Thank You

We thank you for sticking with us fellow NIMRODS! We'll be running numerous beta tests before this update goes live very soon, and we'd love for you to be part of it. Join our Discord to get early access to test builds, share feedback, and help us shape the final release. ❤️

Source

Steam News / 3 March 2026

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