HomeGamesUpdatesPricingMethodology
Steam News2 September 202510mo ago

Demo Patch V0.1.8

This week’s patches aren’t much, but they’re honest work. I tried to balance the enemy player dynamic a bit more, especially later in the game.

Full notes

Full The Odyssey of Commander Cookie update

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

What changed

2 fixes4 additions3 changes1 removal
  • Balance
  • Gameplay
  • Events
  • Maps
  • Fixes
changedThis week’s patches aren’t much, but they’re honest work. I tried to balance the enemy player dynamic a bit more, especially later in the game.
changedEnemiesChanged enemy spawn behavior . Enemy spawning has been adjusted so that enemies now appear closer to the player based on the difficulty. Elites are also more likely to spawn nearby, keeping the action tight and the pressure on.
removedEnemiesThe elite enemy lifebar has been removed. It often got in the way and wasn’t very useful during the chaos.
addedGameplayMultiple Beacons Activation. I’ve been struggling for a while with letting the player activate multiple beacons at the same time. I was thinking it could be too overpowered. After a few tweaks it is now a more balanced game mechanic. So, I’ve enabled multiple beacon activation!
addedGameplayChallenges order rework. Added a small tweak to the challenges system so that the same challenge can’t appear twice in a row.
addedGameplayAdded collect Resources Challenge. I have added a challenge where you need to collect a certain amount of resources.

The Odyssey of Commander Cookie changes

changedThis week’s patches aren’t much, but they’re honest work. I tried to balance the enemy player dynamic a bit more, especially later in the game.
changedChanged enemy spawn behavior . Enemy spawning has been adjusted so that enemies now appear closer to the player based on the difficulty. Elites are also more likely to spawn nearby, keeping the action tight and the pressure on.
removedThe elite enemy lifebar has been removed. It often got in the way and wasn’t very useful during the chaos.
addedMultiple Beacons Activation. I’ve been struggling for a while with letting the player activate multiple beacons at the same time. I was thinking it could be too overpowered. After a few tweaks it is now a more balanced game mechanic. So, I’ve enabled multiple beacon activation!
addedChallenges order rework. Added a small tweak to the challenges system so that the same challenge can’t appear twice in a row.

This week’s patches aren’t much, but they’re honest work. I tried to balance the enemy player dynamic a bit more, especially later in the game.

As always, I’m grateful to you for being a part of the commander’s journey🐾

Enemies

Changed enemy spawn behavior. Enemy spawning has been adjusted so that enemies now appear closer to the player based on the difficulty. Elites are also more likely to spawn nearby, keeping the action tight and the pressure on.

The elite enemy lifebar has been removed. It often got in the way and wasn’t very useful during the chaos.

Explosive Spikes are now categorized as Elite Enemies.

Gameplay

Multiple Beacons Activation. I’ve been struggling for a while with letting the player activate multiple beacons at the same time. I was thinking it could be too overpowered. After a few tweaks it is now a more balanced game mechanic. So, I’ve enabled multiple beacon activation!

Challenges order rework. Added a small tweak to the challenges system so that the same challenge can’t appear twice in a row.

Added collect Resources Challenge. I have added a challenge where you need to collect a certain amount of resources.

Added Don’t Fire Challenge. I have added a challenge where you need to hold your fire until the timer runs out.

Miscellaneous

Exploding buildings/beacons damage changed. I’ve lowered the damage dealt by exploding buildings and beacons. They were great for clearing out the map, but ended up being a little too punishing for the player.

Exploding buildings projectiles patched. Fixed an issue where projectiles from exploding buildings were dealing damage over time instead of instant damage.

Fixed a visual issue with Amplifier and Protection Beacon Cards ability. If you were in multiple beacons previously, their power stacked correctly, but the icon would disappear when leaving one beacon. This is now fixed, and the icons accurately reflect the active effects.

Source

Steam News / 2 September 2025

Open original post

Changelog.gg summarizes and formats this update. How we read updates.