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Steam News23 December 20256mo ago

We're Cooking a BIG Update

The goal of the upcoming update is simple: we want every run to offer something new and let you build your setup even before you start the run, more interesting shooting instead of just a regular shooting gallery, and a

In this update9

Full notes

Full Vilde update

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

What changed

0 fixes6 additions2 changes0 removals
  • Gameplay
  • Events
  • Balance
  • UI and audio
  • Performance
addedThe goal of the upcoming update is simple: we want every run to offer something new and let you build your setup even before you start the run, more interesting shooting instead of just a regular shooting gallery, and a smoother experience overall. Instead of one massive "feature," we’re adding a bunch of systems that complement each other: weapon drops, classes, ultimates, boss modifiers, and reworked progression.
addedBoss ChallengeOn HARD difficulty, every boss now has a random modifier that either buffs it or counters your possible build. You learn about the modifier at the start of the location, so you’ll have time to prepare.
changedDeath CurseOn DEATH (the highest difficulty) the Death Curse system appears: at the start of the run, you pick one of three conditions. Some are pretty nasty, like 1HP but multiplied damage, or another condition — damage only counts on headshots, etc.). This difficulty is for those who really wanna test their skills.
addedAmuletsA passive effect you pick before the run, unlocking them via challenges and leveling them up over time. We wanted progression to give new tools for runs and reward a certain style or motivate trying different ones.
addedStardust and Star ShardsStardust is a new currency that drops from elite enemies and is used to craft Star Shards. A Star Shard is an ultimate you pick before the run starts.
addedInterfaceWe reworked the UI from minimalist to more stylized, keeping interactive objects as quick to read as possible. The idea is to immerse you in the game world without hurting readability in the middle of the chaos; we also added elements and markers that signal potential attacks, so fights now feel fairer to the player.

Vilde changes

addedThe goal of the upcoming update is simple: we want every run to offer something new and let you build your setup even before you start the run, more interesting shooting instead of just a regular shooting gallery, and a smoother experience overall. Instead of one massive "feature," we’re adding a bunch of systems that complement each other: weapon drops, classes, ultimates, boss modifiers, and reworked progression.
addedOn HARD difficulty, every boss now has a random modifier that either buffs it or counters your possible build. You learn about the modifier at the start of the location, so you’ll have time to prepare.
changedOn DEATH (the highest difficulty) the Death Curse system appears: at the start of the run, you pick one of three conditions. Some are pretty nasty, like 1HP but multiplied damage, or another condition — damage only counts on headshots, etc.). This difficulty is for those who really wanna test their skills.
addedA passive effect you pick before the run, unlocking them via challenges and leveling them up over time. We wanted progression to give new tools for runs and reward a certain style or motivate trying different ones.
addedStardust is a new currency that drops from elite enemies and is used to craft Star Shards. A Star Shard is an ultimate you pick before the run starts.

The goal of the upcoming update is simple: we want every run to offer something new and let you build your setup even before you start the run, more interesting shooting instead of just a regular shooting gallery, and a smoother experience overall. Instead of one massive "feature," we’re adding a bunch of systems that complement each other: weapon drops, classes, ultimates, boss modifiers, and reworked progression.

What to expect?

  • Weapons that sometimes turn your build into absolute imbalanced thanks to random stat effects

  • Bosses you’ll have to account for in your build

  • A clearer link between meta-progression and your favorite playstyle

Everything below are upcoming features under development that are coming soon in a major update!!!

Soul Seal

Rare and epic weapons will get Soul Seals — random stat effects on top of their base stats.

Boss Challenge

On HARD difficulty, every boss now has a random modifier that either buffs it or counters your possible build. You learn about the modifier at the start of the location, so you’ll have time to prepare.

Death Curse

On DEATH (the highest difficulty) the Death Curse system appears: at the start of the run, you pick one of three conditions. Some are pretty nasty, like 1HP but multiplied damage, or another condition — damage only counts on headshots, etc.). This difficulty is for those who really wanna test their skills.

Amulets

A passive effect you pick before the run, unlocking them via challenges and leveling them up over time. We wanted progression to give new tools for runs and reward a certain style or motivate trying different ones.

Stardust and Star Shards

Stardust is a new currency that drops from elite enemies and is used to craft Star Shards. A Star Shard is an ultimate you pick before the run starts.

So in your run you’ll have:

  • Amulet (class)

  • Star Shard (ultimate)

  • Weapons with soul seals

  • Ability shards (abilities)

  • Runes (passive effects)

  • Talents

And finally you’ll be able to buy a heal :)

Interface

We reworked the UI from minimalist to more stylized, keeping interactive objects as quick to read as possible. The idea is to immerse you in the game world without hurting readability in the middle of the chaos; we also added elements and markers that signal potential attacks, so fights now feel fairer to the player.

Progression

We reworked progression so that new tools appear gradually, and enemies not only get tankier but also more complex in behavior, gaining new abilities as difficulty ramps up.

Optimization

Optimization, optimization, optimization! Our tests already show big improvements in performance compared to launch, and work on this is still ongoing! It’ll ship together with the main update.

A little end-of-year note

We totally understand that Vilde had a rough launch, and that’s largely on us. Over these six months we’ve done a ton of work, sometimes literally rebuilding the game from the ground up, and we’re continuing step by step to turn it into a game we ourselves want to come back to for one more run.

Now we’re taking a more deliberate approach: before rolling this update out “as is,” we’ll first let you try it and set aside more time to tune the game based on your feedback. We expect to be ready to start closed testing in the coming months.

Thanks for sticking with the game after a rough start and for even reading devlogs this long. It’s really important for us to make this game great. Happy holidays!

Source

Steam News / 23 December 2025

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