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Steam News25 April 20262mo ago

Update 29, Greater Guilt

Guilt Mode changes: Past Upon changing directions, each afterimage fires a line of projectiles towards you. While dashing, electricity connects it to all previous afterimages.

In this update5

Full notes

Full ReTrime update

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What changed

1 fix2 additions23 changes0 removals
  • Gameplay
  • Balance
  • Maps
  • Events
  • Fixes
changedGuilt Mode changes:While dashing, electricity connects it to all previous afterimages.
addedGuilt Mode changes:Some thrown knives have an added offset, instead of all aiming directly at you.
changedNew Hyper Weapon:V-Barrel
changedNew Hyper Weapon:Hold down while not swimming to slide on the ground, losing control but being able to accelerate by going down slopes or receiving knockback. Weapons fire twice as fast while sliding.
changedNew Hyper Weapon:Fire1: Fire a wide spread of 20 bullets, these deal damage on impact and explode a short time later. These explosions deal extra knockback to you.
changedNew Hyper Weapon:Fire2: Swing the shotgun in front of you. Hitting anything redirects your velocity backwards.

ReTrime changes

changedWhile dashing, electricity connects it to all previous afterimages.
addedSome thrown knives have an added offset, instead of all aiming directly at you.
changedV-Barrel
changedHold down while not swimming to slide on the ground, losing control but being able to accelerate by going down slopes or receiving knockback. Weapons fire twice as fast while sliding.
changedFire1: Fire a wide spread of 20 bullets, these deal damage on impact and explode a short time later. These explosions deal extra knockback to you.

Guilt Mode changes:

Past

  • Upon changing directions, each afterimage fires a line of projectiles towards you.

  • While dashing, electricity connects it to all previous afterimages.

  • Can teleport to previous afterimages in any order.

Present

  • Summons an extra horizontal scythe that can be jumped over.

  • Throws more knives.

  • Some thrown knives have an added offset, instead of all aiming directly at you.

Future

  • When an attack gets skipped, it summons a spectral clone that performs an easier version of it.

New Hyper Weapon:

V-Barrel

  • Hold down while not swimming to slide on the ground, losing control but being able to accelerate by going down slopes or receiving knockback. Weapons fire twice as fast while sliding.

  • Fire1: Fire a wide spread of 20 bullets, these deal damage on impact and explode a short time later. These explosions deal extra knockback to you.

  • Fire2: Swing the shotgun in front of you. Hitting anything redirects your velocity backwards.

  • Shotgun: No changes.

  • Double ShotgunIncreased explosion self-knockback.
  • Slayer ShotgunIncreased explosion self-knockback. Explosions create armor pickups that heal you by 5hp when grabbed. Can overheal.
  • Laser ShotgunIncreased explosion self-knockback. Explosions apply Volatile.
  • Blunderbuss: Shots that hit terrain bounce towards the nearest enemy after exploding.

  • Jumper: Melee swing increases your velocity by 20% after redirecting.

  • Adventurer: Melee swing increases your velocity by 20% after redirecting. While sliding, generates a heat aura around you which applies Burn. Aura size scales with your velocity.

  • Cold Scout: Melee swing increases your velocity by 20% after redirecting. While sliding, generates a frost aura around you which applies Frostbite. Aura size scales with your velocity.

New status effect:

Invisible

  • Decreases your target priority.

  • If an enemy would still target you, they target the place where you received this effect instead.

New items:

Hyper Fragment

  • A special reward for defeating a Time fragment without getting hit.

  • Can be crafted into the Past, Present and Future items.

  • Consumable.

  • Does nothing and doesn’t get consumed if your weapon has no Hyper form.

  • Transforms the weapon you’re holding into its Hyper Weapon for 12 seconds.

  • Decreases this character's maximum health by 20 for the rest of the run.

Ice Skates

  • Recipe: Sky Orb + Talon Sandals + Ice Boots.

  • Hold down while not swimming to slide on the ground, losing control but being able to accelerate by going down slopes or receiving knockback.

Fade

  • Recipe: Rush + Fog Sac.

  • Spell cooldown: 2 seconds.

  • Jump backwards and receive Invisible for a short duration.

  • The spell cooldown from this item only decreases if you don’t have Invisible.

Sling

  • Recipe: Pet Rock + Spider Bite + Spider Bite.

  • Fire1: Hold to spin the sling, release to throw the rock; It will be shot in the direction the sling was moving when you release it.

  • Releasing while the rock is to your right causes it to fly in the direction you’re aiming.

Homing Sling

  • Recipe: Sling + Scatter Barrel.

  • Fire1: Hold to spin the sling, release to throw a homing projectile; It will be shot in the direction the sling was moving when you release it.

  • Releasing while the projectile is to your right causes you to fire 3 of them in the direction you’re aiming.

Other Changes:

Recipes with 3 or less ingredients appear thinner on crafting lists. Steam post image

If you have an item that hypercharges, weapons that can be hypercharged will show their hyperweapons on the status effects window.

New death screen lines for each end boss.

Deflect spell's cooldown only decreases if you don't have its effect.

Mag-Rang now splits into 3 when returning instead of dealing double damage, you can attack again once it splits.

Fixed the Sand Guardian not having its own status effect icon and using the Starless Guardian's.

Improved how healing works internally, with its own HealInstance class similar to damage and knockback.

Source

Steam News / 25 April 2026

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