Operation Octo
Steam News 1 April 20261mo ago

Introducing Turret Fusion! (April Fools 2026)

Limited Time Event! (Edit from the future: Yes, this was an April Fools joke) Be among the first to try out our brand new gimmick - Turret Fusion! Everybody loves fusions. Fusions are cool as heck. What do you get when…

Update log

Full Operation Octo update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

2 fixes3 additions11 changes3 removals
  • Events
  • Balance
  • Maps
  • Fixes
changedLimited Time Event!(Edit from the future: Yes, this was an April Fools joke)
addedLimited Time Event!Be among the first to try out our brand new gimmick - Turret Fusion ! Everybody loves fusions. Fusions are cool as heck. What do you get when you combine an Everywhere Eel with a Siren ? Starring Creeps20 as his iconic role of maculate evanescence!
addedLimited Time Event!Play the limited-time event now, featuring 3 new custom levels ! (You can access events after you've beaten Level 1-10 ) (I'll make a past event archive eventually... But given how incredibly "efficient" I am, the archive probably won't come out within the next half a year. You should play the event now. Don't miss it.) (Note: The new levels could be hard - Probably don't play them with "Speedrun Mode" still on)
changedLimited Time Event!If you encounter any bugs while playing, please report them to me on Discord ! -------------------------------------------------------------------
changedBalance ChangesFrogfish gadget recharge time decreased from 19s to 10s
changedBalance ChangesThis is a pretty significant buff. It allows Frogfish to become better suited even for maps with complex terrains, and gives you a way bigger window of time for catching up with Clams' production cycle. Being able to deploy Frogfish twice as often isn't necessarily a good thing though - If you want to get profit out of Frogfish, you still need to place Frogfish sparingly, when there are more Pearls on the field at the same time.
Frogfish gadget recharge time19s to 10sHollow Hermit Holster 's wake up range decreased form5.5 to 4

Limited Time Event!

(Edit from the future: Yes, this was an April Fools joke)

Be among the first to try out our brand new gimmick - Turret Fusion! Everybody loves fusions. Fusions are cool as heck. What do you get when you combine an Everywhere Eel with a Siren? Starring Creeps20 as his iconic role of maculate evanescence!

Play the limited-time event now, featuring 3 new custom levels! (You can access events after you've beaten Level 1-10) (I'll make a past event archive eventually... But given how incredibly "efficient" I am, the archive probably won't come out within the next half a year. You should play the event now. Don't miss it.) (Note: The new levels could be hard - Probably don't play them with"Speedrun Mode"still on)

If you encounter any bugs while playing, please report them to me on Discord! -------------------------------------------------------------------

Balance Changes

  • Frogfish gadget recharge time decreased from 19s to 10s

  • This is a pretty significant buff. It allows Frogfish to become better suited even for maps with complex terrains, and gives you a way bigger window of time for catching up with Clams' production cycle. Being able to deploy Frogfish twice as often isn't necessarily a good thing though - If you want to get profit out of Frogfish, you still need to place Frogfish sparingly, when there are more Pearls on the field at the same time.

  • Mutant Everywhere Eel's teleportations are now more likely to bring it near Clams or skeletons

  • Virty says Mutant Eve Eels require too much setup to get value out of. It overall requires more management than other Mutant turrets, and is less reliable. Mutant Eve Eels had been very powerful during testing, when he used to frequently teleport to favorable spots near Clams. I am restoring a bit of that former glory.

  • Hollow Everywhere Eel's life drain now always grants healing to the closest friendly target, without prioritizing healing Odin

  • Hollow Everywhere Eel's active ability was always meant to be a high-risk move with potentially big payoffs. How quickly life-drained enemies can heal Odin back to full health and keep Odin at full health for the next 12 seconds. This rework will hopefully add in a bigger risk factor to utilizing Hollow Eve Eels - If Odin wishes to benefit from the healing, he'd have to remain close to enemies.

  • Hollow Hermit Holster's wake up range decreased form 5.5 to 4 (same as regular Hermit)

  • It's kinda pointless when the Hollow Hermit's wake up range is almost the same as his attack range - The sleep gimmick as well as where to place him would be rendered nearly meaningless.

  • Hollow Bolt Eel's illumination can no longer bypass terrain

  • Hollow Eel's light radius is actually relatively large. Having it not be blocked by terrain felt wrong.

  • If Smoke Sprayer got stunned right before tossing his spray can, he would no longer proceed to toss out the spray can upon stun recovery

  • If Tangler Skeleton got stunned right before summoning tentacles, she would no longer proceed to spawn tentacles upon stun recovery

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Bug Fixes

  • Fixed a glitch where cards on the conveyor could become stuck if a Turret Clam card was picked up right when other cards start shifting positions

  • Reported by LameGamerTime

  • Reported by UnimaginableFlame

  • Fixed a glitch where Mutant Everywhere Eel's range display appeared

Source

Steam News / 1 April 2026

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