v0.85 - Weekly Update
New Mist Environment System:
- Added ground mist, a layer of fog that covers the floor in every game mode. It is on by default on desktop PCs and off by default on Steam Deck, and the Ground Mist option in Graphics settings turns it on or off. Until more testing is performant it will remain as a default off setting for other devices.
- The mist is a live simulation. Wardens, enemies, bullets, explosions and loose objects push it aside as they move through it, its designed specifically to be performant and move with gameplay.
- Weapons move the mist according to their type. Muzzle blasts push it away from the barrel, bullets and missiles leave trails through it, and beams and flamethrowers burn a channels through it.
- Explosions, fuel barrels and grenades blow holes in the mist. The mist refills over a few seconds. Grenades type weapons leave a trail while in flight before explosion.
- Traps move the mist. Rollers spin it into a small tornado, spike plates puff it outward, saw blades spray it, and steam vents hold a pocket open while they are active.
- Enemy and boss attacks move the mist. This includes enemy gunfire, grenades, boss stomps, lightning strikes, burning floors, vortex pools, the boss laser and the Collapsars pull.
- Abilities and items move the mist. This includes Hellcoil lightning arcs, the Singularity Payload, heal fields, grapple landings and Psych's turret.
- The top of the mist rises and falls across the arena and drifts slowly over time. A thin fog fills the distance.
- Torches, candles and other lights glow through the mist.
- Pickups on the floor show through the mist and thin it around them, so they stay easy to find.
- In Classic, each floor level has its own layer of mist, including pits and raised platforms. The mist spills over ledges and covers the walls below them.
- The mist is visual only currently. It does not affect hit detection, enemy behavior or any other part of gameplay. There is some performance recording that is enabled while the mist is enabled. The mist will be used as mechanics of gameplay in the future, for now its just visual fun.
New:
- The tutorial now works with a controller: Use the left and right analog stick buttons to select menu options. The instructions switch to controller buttons while a controller is in use.
- Weapons are getting new finishes, This one is going to be in progress for a few weeks. Some weapons now shows wear, scratches, chipped edges, grime, grease and muzzle soot.
- The Burst Rifle, Boomsday, Grenade Launcher, Fat Boy, Rocket, Hellcoil and Needler have new models.
- Prop sound system created. A new system that plays sounds for loose props is in the world, Still in the process of creating sounds, Very few props have sounds but you can hear them when touched bumped, dropped, exploded or hit.
- Wolf has a few new hammer attacks. Skyfall, Shield Detonation, Ricochet Frenzy.
- Added additional variation in Wolf's hammer sounds catching, hitting, returning, and throwing.
Changed:
- Lowered the rendering cost of held and dropped weapons.
- With a controller, tutorial instructions now use controller wording, in all 11 languages.
- Slight adjustment to bosses health and damage. (it's minor and based on expeerienced players play testing)
- Wolf with Overkill Relay perk now sends the extra kill damage on to the next enemy as his ghost spirit hammer instead of the orange bolt.
Fixed:
- Weapon drop highlights showed some guns in plain view without the accent of a faint gray line along their edges.
- Wolfs hammer no longer has the ability to become ethereal... It can only path where players can reach.
- Wolf's Afterimage decoy now plays his throw animation and throws each spirit hammer from his hand.
This announcement was originally published by Floor Wardens on Steam on Oct 21, 2026.
Open the original on Steam