Full notes
Full Shell Runner update
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Repeated intro
Hello Mercs!
What changed
- Fixes
- UI and audio
- Performance
- Gameplay
The past few weeks have been a whirlwind, and we’re super grateful for all the love Shell Runner has been getting from our community. Your feedback has been invaluable in helping us shape the game’s future.
We want to keep things transparent, so here’s a peek behind the curtain at what’s happening in our development process. In the first week after launch, we identified some core issues. Some of these we can fix right away, while others will take a bit more time and will be included in bigger updates down the road.
Today’s update includes some quick fixes and additions that we felt were urgent and relatively easy to implement. These needed to be addressed before we dive into the first big update, which will take longer than the smaller patches we’ve done recently. We’ll share more info about this major update in our upcoming roadmap, which will be out sometime next week.
In this update, we’ve tackled some annoying issues, like enemies hitting you from way off-screen. We’ve also worked on improving weapon feel and gunplay. This includes adding more sounds to weapons, introducing hitmarkers, and making some ammo balance tweaks to enhance the moment-to-moment gameplay.
Thanks for sticking with us and being such an awesome community. We’re excited to keep improving Shell Runner together!
Stay safe! Shell Runner Team
Changelog
Added spatialized audio system
Added lots of new attack & reload sounds
Added new sounds to hub interactions
Added new spatialized environment ambience sounds
Added hitmaker sound + animation
Added additional sfx to bosses
Adjusted outline shader to reduce flickering
Updated melee enemy behaviour to attack while moving to make them more of a threat
Updated ranged enemies behaviour to fix that enemies attacked out of sight
Updated Ammo types, Pistols & SMGs now share an ammo type
Updated balancing of enemies & ammo
Updated UI elements
Source
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