In this update15
Full notes
Full SWAPMEAT update
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What changed
- Store
- Gameplay
- Balance
- Performance
- Server
- UI and audio
SWAPMEAT changes
It's been a wild couple weeks since launch.
Thanks to everyone who jumped in, shared feedback, and kept the community buzzing! You've met your quota... again. Time to cash in on those new cosmetics!
Summer Break!
Every year, One More Game takes off a week during the Summer to celebrate our team and spend quality time with our families. We’re a remote company, but mostly sprinkled across greater Seattle – and there’s nothing like PNW Summers. It’s why we suffer through the long dark.
OMG is closed between July 6- 10. We’ll see you right after, working toward the next update for SWAPMEAT.
Thank you for an amazing first two weeks of launch!
Meat Persists Between Planets
We’ve heard you and have decided to let you keep your meat between planets. We originally were worried that this would break some of the boss encounters, but your feedback has given us a change of heart. You work hard keeping your meat healthy so who are we to take it away, enjoy!
New Cosmetics
Head to the employee meat locker to equip some of the hot new looks from Rangus!
You unlocked these as part of the Steak Your Claim community loot event, and honestly, blew us all away.
Who's the Boss
AT-NT
We wanted to bolster our miniboss roster, so meet the AT-NT. He's a step up from Broadside in difficulty and mechanic density, dangerous at range, and those legs are not something you want near you. He might look rickety, but he's got more spring in his step than you'd expect. He's been practicing his favorite sport. Find him on Calypso!
Broadside
Broadside wasn't putting up enough of a fight, and with his attack limitations he wasn't engaging players as often as we wanted. We've made some changes:
He fires 3x as many mines so watch your step.
He now sends 2 tornadoes per player instead of 1, adding some chaos to the fight.
He also has a new attack that might trigger some nostalgic memories. Those memories could come in handy, dodge correctly and you'll earn a brief buff.
He's also a bit beefier overall.
Hunter Timer Changes
We heard your feedback that the Hunter timer felt too tight, and we think we've found a good balance.
Hunters never get banished
Hunters can be pushed back from enrage by buying more time
Hunters can still be incapacitated
Completing Prime Directives now grants noticeably more time — they're your strongest lever for staying ahead, alongside Shrines
Secondary objectives give a little time on top. The tougher ones — further from the main path — are worth more time and more power, so if you've been racing straight through Prime Directives, those detours are where you'll find the upgrades to keep up.
Performance Improvements
We’ve been working hard to address the performance issues that some players have been experiencing. Here are some of the key improvements we’ve made since launch.
LOD pass on all models and environments
Reduced CPU usage of various game systems resulting in ~15% lower overall CPU usage during gameplay
Greatly reduced memory churn caused by the creation and destruction of short-lifetime objects in the game. This should help with the single frame “hitches” that could interrupt otherwise smooth gameplay
Reduced unnecessary network replication traffic from some objects that could be accurately simulated on client instead
Fixed a bug that was causing draw distance not to honor its configured value at some Quality Settings levels
Added performance related telemetry streams so that the team can continue monitoring and improving performance over time
Melee Game Feel
We added more feel and polish to Melee and Staggers. There’s now more umph in the form of a “freeze frame” on the staggered enemy, camera shake, knockback updates, and hit visuals and sound effects for that satisfying SMACK!
Shrine Updates
We've heard your feedback and made some improvements to shrine event balance.
in world health display
destroyable portals
shrine health increased 30%
Gameplay
You now retain any meat picked up when changing planets instead of reverting to default meat
Added 240hz frame limit option
The Gamble shrine has been removed due to unclear rewards
Null’s Starfall now damages enemies as well, so you can kite him for epic splash damage if you want to live on the edge.
Boombot’s stagger detonation now harms their own team for splash damage when players smack them away.
Reduced knockback on Freeze to avoid knocking enemies away from players that just want to shatter them with their spatulas. Thanks for the feedback @cloudkracker
Elemental accumulation multipliers on certain weapons have been reduced.
Explosive radius on Ice and Slime Magnums have been reduced
Meta Progression
Added new Rangus Files for planets that were missing them
Rebalanced point costs in weapon upgrade grids
Animation
The interior shot of the Bolt Burger and player during Planet Outros has been removed, in support of the “keep your meat” coalition
Adjusted camera height on Carl’s head so you can see your character more when wearing it
Pass on all Stagger anims for a hit stop / freeze frame feel
UI / UX
Added a background to codex detail text
Fixed some layout issues in the codex
Added Carl to the team display and a marker to Carl’s head during final boss fight to make him easier to find and see state changes amid the chaos
Added a marker around downed players to make their sad little meatball bodies easier to find and revive
Audio
Added more vocalizations for Carl for when you Equip and Throw his head meat.
Mix polish after all the great feedback. Special thanks to @Fubuki
Bug Fixes
Fixed a rare bug with returning to the lobby
Fixed an issue with unintentionally picking level up selections when the screen initially popped up
Added frame limiter during load screens to reduce GPU coil whine
Fixed an issue where the load screen wouldn’t always be up during map transitions
Fixed an issue where ambient audio would be triggered multiple times when transitioning maps
Fixed keywords on the codex showing for previous selections
Fixed dropship enemies flying well out of map bounds
Lots of minor performance fixes
Fixed mutation names sometimes not displaying in level up ui
Null can now be staggered by the usual systems
Null’s Starfall no longer slams twice in a row
Tower Torso is no longer visible during Dirtbag Legs Burrow ability
Carl’s head no longer disappears from his mech after teleport slamming
Wheelie Legs Turbo Charge and Miner Head Landmines now both detonate on contact with the Hunters.
Reduced the jitteriness of some torsos so Carl’s head and other meats don’t flicker so badly when running around.
Fixed various typos in our descriptions and subtitles
Fixed missing SFX that were dropping out during the chaos
Fixed extra loud ambience on the ship and during Monday Night Midterms boss fight
Fixed a bug that could cause Steamdeck to lock up when resuming from sleep
Fixed a bug that could cause “Disconnected” messages to end the game even in single-player situations - especially when returning from hibernate/sleep
Known Issues
Having issues? Discord is the official bug report depot, ensuring developers see what’s going on and be able to work on a fix.
Source
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