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Steam News21 March 20263mo ago

Era 3 Changelog

Other Changes: Bug Fixes: Fixed Weapons catching up too slowly when Player is moving at extreme speeds Fixed Player Spawn Rotations in a lot of Era 2 Levels Fixed where if the Player is about to move onto the next level

Full notes

Full TIME COWBOY update

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

What changed

21 fixes10 additions14 changes3 removals
  • Fixes
  • Gameplay
  • Performance
  • UI and audio
  • Balance
  • Maps
fixedFixed Weapons catching up too slowly when Player is moving at extreme speeds
fixedFixed Player Spawn Rotations in a lot of Era 2 Levels
fixedFixed where if the Player is about to move onto the next level and a Vampire attempts to check current weapon of the Player in the same frame, the game would crash
fixedFixed where if the Player didn't exist and blood particles are created, the game would crash
fixedFixed where if the Player grappled on to grapple point that disappeared, the game would crash
fixedFixed Steel of Death Special using default Projectile Behavior
Torch Fire Time1.2s0.8sTorch Fire Time decreased, nerfParried Stun Time for The Knight (6.5s2.5sParried Stun Time for The Knight ( decreased, nerf

TIME COWBOY changes

fixedFixed Weapons catching up too slowly when Player is moving at extreme speeds
fixedFixed Player Spawn Rotations in a lot of Era 2 Levels
fixedFixed where if the Player is about to move onto the next level and a Vampire attempts to check current weapon of the Player in the same frame, the game would crash
fixedFixed where if the Player didn't exist and blood particles are created, the game would crash
fixedFixed where if the Player grappled on to grapple point that disappeared, the game would crash

Other Changes:

Bug Fixes:

  • Fixed Weapons catching up too slowly when Player is moving at extreme speeds

  • Fixed Player Spawn Rotations in a lot of Era 2 Levels

  • Fixed where if the Player is about to move onto the next level and a Vampire attempts to check current weapon of the Player in the same frame, the game would crash

  • Fixed where if the Player didn't exist and blood particles are created, the game would crash

  • Fixed where if the Player grappled on to grapple point that disappeared, the game would crash

  • Fixed Steel of Death Special using default Projectile Behavior

  • Fixed Fist Kill Taunts not playing for Medieval Enemies

  • Fixed Level Timer being hidden behind Weapon Viewport

  • Fixed an error being spammed due to Hidden and Disabled Enemies trying to move

  • Fixed Weapon Equip SFX not playing when swapping weapons with Keys

  • Fixed Player Model Body not properly hiding on death

  • Fixed Tumbleweed being able to poison while dying

  • Fixed during laggy circumstances, pressing Next Level on the Level Finish Screen has a chance to proceed to the level after the next

  • Fixed Projectiles phasing through walls

  • Fixed Shotgun Explosions occuring when Player isn't moving or Enemy isn't in the air

  • Fixed Taunt Parry Arm not being lit

  • Fixed Fists and Taunt Parry Arm not having the correct texture filtering

  • Fixed Weapon Specials being usable while the game is paused

  • Fixed The Robot's Arm? not applying explosion on projectiles

  • Fixed Revolver's 8th Shot 3 Shot not actually having 3 charged shots

  • Fixed a crash where the player attempts to wall jump on a surface that is deleted within the same frame without checking if it exists

Misc.:

  • You can no longer pause the game during the Level Finish Screen

  • Disabled D3x12 Fallback due to broken graphics

  • Level Timer now shows m:s.ms instead of m:s:ms

  • Tweaked Exploding Arrows Knight & Melee Knight designs

  • Weapon Names now show up when you pick them up

  • Level Previews are hidden by default until you unlock them

  • Redone Level Previews of Changed Levels

  • Display Level Rank stays visible through Restarts and Level Changes

  • Pressing the Interact Keybind on the Level Results Screen will continue on to the next level

  • Slightly redone Level Finish Screen

  • Redone Torch Model

  • Normalized all SFX to not be extremely loud

  • Game now loads reused map objects once instead of every time on scene loading

  • Added Quit Confirm to Pause Menu

  • Changed Level Results HUD Visuals

  • Improved Explosion Visuals

  • Pressing Interact now skips the results animation of Level Results, then skips to the next level if pressed again

  • Main Menu Background now shows last level played

  • Enemies now lighten up when shooting for better visibility

Additions:

  • Added Loading Screen

  • Added Warning Screen

  • Added Viewroll & Weaponroll (Can be disabled)

  • Added Vingette (Can be disabled)

  • Added Speed Lines (Can be disabled)

  • Added Impact Frames (Can be disabled)

  • Added ability to turn off Hank taunting on kills (doesn't disable taunts from Taunt Parry)

  • Added ability to turn off Hank's voicelines being interrupted by damage

  • Added Unique Ambient Sounds to Steel of Man Boss Fight and Tension Level

Balance & Tweaks:

  • Torch can no longer stun Enemies

  • Reduced Torch Fire Time from 1.2s to 0.8s

  • 8 Shot 3 Shot can be gained faster if shooting Limbs/Head

  • Crossbow now requires you to be facing the Enemy in order for it to hone in

  • You cannot switch weapons while the Crossbow is in recovery frames

  • Reduced Parried Stun Time for The Knight (6.5s -> 2.5s)

  • The Knight now attacks again on the Slash Attack after the first parry

  • Parrying now reduces the Enemy's Defense by 25% (Not Stackable)

  • Nerfed Milton's Damage (Hard: 45 --> 35) (Tuberculosis: 65 --> 40)

  • Buffed Taunt Parry Window (0.35s --> 0.45s)

  • The Knight now does his Slash attack more frequently, completely skipping the WALK phase

  • The Knight shoots every slash projectile without waiting on Tuberculosis

  • The Knight has a chance shoot arrows at the same while Slashing after the first time on Tuberculosis

  • The Knight now moves up in the air during his Slash attack

  • The Knight's slash projectiles are now 50% slower on Yellowbelly

  • The Knight is now stunned properly for 2.5 seconds instead of being stunned until the next attack

  • The Knight's Charge is now 25% slower on Yellowbelly

  • Nerfed The Knight's HP (Yellowbelly: 4500 --> 4250) (Hard: 4850 --> 4550)

Source

Steam News / 21 March 2026

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