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Steam News30 January 20265mo ago

Multiplayer & Upcoming Changes

Greeting Hunters! Just wanted to take a moment to thank all of you who have played the demo and given us feedback, both positive and constructive!

Full notes

Full Nullpoint Protocol update

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

What changed

1 fix2 additions3 changes0 removals
  • Balance
  • Gameplay
  • Store
  • Server
changedAddressing feedbackHit effects for how much damage / Size Scaling for damage
addedAddressing feedbackStarting a run from the hub, adding your build (passive)
fixedAddressing feedbackCurrency doesn't matter, and shops feel weak, the buy choices don't impact the fun because builds are too fixed in short term
changedAddressing feedback1v2v3v4 player balance
addedAddressing feedbackReduce downtime that doesn't add anything (Planet system) a) Charge feels bad on melee, cancelling charges feels sad b) pressing ability forgiveness, let it queue up instead of cancelling charges, etc
changedAddressing feedbackIf you want to help us make the game better, or find others to play with, join the Nullpoint Protocol Discord server!

Greeting Hunters!

Just wanted to take a moment to thank all of you who have played the demo and given us feedback, both positive and constructive! We've gotten a much better idea about what people like about the game, what people expect, and some of the pain points.

We hear you, and we are prioritizing adressing pain points with the game as soon as possible. Before I get into what we have planned, here's a brief explainer on how to play multiplayer:

HOW TO PLAY MULTIPLAYER

Play -> Online Play -> Create a Room -> Create Room Through Steam -> select/create save slot Then, you can either:

  • Make the room publicly discoverable, and your friends join that way

  • Invite friends through Steam by opening the overlay (shift + tab)

Here is a short video showing you how to do this in-game:

We recognise that this is complicated and unintuitive, and are currently working on making multiplayer UX much simpler!

Addressing feedback

We really appreciate all of your feedback and are committed to making the game as good as it can be. We will be iterating on this demo build and adjusting based on the community response and how the game feels, so expect things to be shaken up from time to time as we figure out what works and what doesn't.

We've identified 3 main areas of improvement based on all of your feedback:

Clarity:

  • Gameflow from menu to multiplayer lobby, ease of understanding

  • Skipping cutscenes (skipping partial cutscenes)

  • Tutorial Targeting Icons

  • Player positions / outlines

  • Hit effects for how much damage / Size Scaling for damage

  • Starting a run from the hub, adding your build (passive)

Balancing:

  • Currency doesn't matter, and shops feel weak, the buy choices don't impact the fun because builds are too fixed in short term

  • Fearless isn't hectic enough, doesn't punish

  • Easiest difficulty is a little too hard

  • 1v2v3v4 player balance

Pacing:

  • Replace landing sequences

  • Reduce downtime that doesn't add anything (Planet system) a) Charge feels bad on melee, cancelling charges feels sad b) pressing ability forgiveness, let it queue up instead of cancelling charges, etc

  • Overall pace of the combat is too slow

These are the areas we intend to look at for changes. Let us know if you feel like we are still missing something.

If you want to help us make the game better, or find others to play with, join the Nullpoint Protocol Discord server!

Source

Steam News / 30 January 2026

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