Patch 1.0.1
Hi survivors,
It’s been about a week since our big 1.0 release, and we’ve received so many kind words, so much feedback and so many great suggestions. First of all: thank you!
This patch focuses on bug fixes and smaller improvements, including fixes for the crashes you reported most often.
Improvements
- Stash management can now sort by type
- Locked upgrades in Upgrades + Unlocks now show ??? and a dimmed icon
- Run history now shows runs you quit as “Abandoned” instead of “Defeated”
- The Teleporter is no longer used by the Auto Use Power Ups settings
- The “The winning collection” achievement now reads “For every item, win a run with it in your backpack.”.
- The base camp now has a usable toilet.
Bosses
- Fixed: When a boss is picked at random, it is no longer the boss you just beat. Bosses you have never beaten come first, and bosses you haven’t beaten in a long time come back.
- Fixed: Laz could take a very long time to appear on saves that had beaten the end boss before 1.0
- Fixed: Quitting mid-run and continuing later could skip a boss in the boss order
- Fixed: Scoop’s projectile impacts could deal no damage
- Fixed: The Dumpling fight could never end when the boss had very high health
- Fixed: The Surfboard did not damage bosses
Balancing
- Hammer and Dice no longer trigger an extra time when you leave an event such as the merchant
- Treasure Chest now gives its scrap at the end of the day instead of the start
- Crossbow bounces now reduce damage, as they were meant to
- Rerolling the bonus airdrop (every fifth crate) no longer raises its loot level again with each reroll
Fixes
- Memos no longer appear in Endless or weekly challenges, and empty memo pickups no longer stay on the map
- Single-handedly now counts all the hands your weapons use. Two one-handed weapons use two hands, so that run no longer qualifies.
- Throwing Knives never triggered on-hit item effects
- Throwing Knives broke right after being thrown on ship decks in harbor maps
- Thrown items hit the overhead beams of bridges and the gates in the labyrinth
- Merged projectiles triggered fewer on-hit item effects
- Merged explosions dealt too little burn damage and triggered too few on-hit effects
- Explosions could trigger on-hit item effects on things that are not enemies
- Uranium explosions and Throwing Knives ignored the effect and projectile density settings
- The Teleporter could drop you inside a house or into empty space
- Reward crates could fly to the bus instead of landing near you
- Upgrading a Robot Arm with the Hammer did not apply its new effect right away
- Enemies freed from being stuck could end up inside the ground
- Using the swing in the base could throw you out of the map
- The base camp crowd shrank for the rest of your visit when a wanderer disappeared
- Meta threat level dropped when you left the base for the main menu
- Hands tutorial showing rotate action instead of continue
Inventory & UI
- Selling or crafting away an item that gives extra hands could leave weapons equipped beyond your hand limit
- The item you swapped out could stick to the cursor when the swap put you over the hand limit
- A dragged item lost its selector markers when the inventory refreshed
- Inventory selector tiles were drawn behind items and sat in the wrong place on rotated items
- The reroll button disappeared on the next queued airdrop after you merged a reward
- Rerolling a reward could leave health, armor or stamina above their maximum
- Scrolling down in stash management could leave scrolling locked after you left it
- The settings category reset stopped working after you closed and reopened settings
- Some settings sliders could not reach their default value
- The achievement popup was hidden during boss cutscenes, so you only heard it
- The threat clock jumped around when your apple count was very high
- The XP bar lagged behind when you picked up many orbs at once
- The end-of-day screen showed your apple counter, which only belongs on the end-of-run screen
- The intro was stretched on screens that are not 16:9
- The Masterplan was cut off on screens narrower than 16:9
- Tutorial bubbles on the bus inventory could stay stuck until you restarted
Co-op
- Fixed the most common co-op crash, which mostly happened in long sessions
- Player 2’s swapped-out item could duplicate into the stash
- A mouse-dragged item was lost when a controller button was pressed
- Player 2 lost health when a max-health item was removed for a moment
- A dash could still carry you slightly outside the shared camera
Crashes
- Crash during map travel when enemies dropped debris while being removed
- Crash when releasing the mouse while holding to skip the intro or the ending
- Crash from stopping a sound that had already ended
- Crash from enemy hit effects during map travel
- Rare crash in the base when a wanderer disappeared during a long stay
- Rare crash when pressing B while dragging an item that freed a hand
- Rare crash when a saved backpack contained an item from a newer game version
Performance
- Missed projectiles from Dumpling, Laz and Scoop never despawned, which slowed the game down at high threat levels
- Huge numbers of thrown items per second could freeze the game
- Projectile visual effects are now capped per effect type
- Leftover drones, attack warnings and cached weapons are now cleaned up properly
Thanks again for your support and feedback =)
<3 Your Pixelsplit team
This announcement was originally published by Pixelsplit on Steam on Nov 6, 2026.
Open the original on Steam