Guns & Friends Update is now LIVE!
Hey everyone!
This is by far the biggest update we've shipped since launch. We spent the last few weeks reading every bug report, every Discord message and every review, and a lot of what's here comes directly from you.
TLDR
The Tracker doesn't shoot anymore. It tracks Co-op rebuilt from the ground up, with per-player coins and a communication wheel Matchmaking and reconnection for multiplayer runs New Daily Run : same seed, same weapon, same difficulty, everyone, every day Assist Mode: an easier version of the game. It permanently disables achievements and leaderboards on that save Custom seeds from run setup, in singleplayer and multiplayer Full visual comfort pass, far less glare and no more scanlines Procedural crosshairs, key rebinding and a reorganised settings menu New weapon and difficulty unlock reveals, plus more routes to unlock weapons Performance work and a long list of fixes
Tracker Reworked
The Tracker no longer shoots. During rounds you destroy targets by tracking them, keeping them under your reticle until they break It now starts with the brand new Silverstone Holo and 6 Holo Bullets instead of a 21-round magazine
New Holo: Silverstone
"During rounds, replace shooting with tracking. Gives +0.25 Streak Bonus." Unlocked by playing the Tracker, after which it can show up in shops and crates on any run. Yes, that means you can turn other weapons into tracking weapons. Have fun with it! A bit kinder on boss time penalties while you're tracking
Daily Run & Seeds
Daily Run is on the main menu. Everyone gets the same seed, weapon and difficulty for the day A dedicated Daily tab on the leaderboard, separate from the all-time board You need that weapon and difficulty unlocked to play it Resets every day with a new seed
Weapon Changes
Pulsefire
Magazine reduced from 12 to 10 Now starts with 2 Explosive Bullets, 3 Normal Bullets and 5 Clone Bullets instead of 12 Normal Bullets Burst recoil massively tightened, so the second shot now lands much closer to the first
Polarity
The doubled score requirement now kicks in from Level 2 instead of Level 1, giving the run room to breathe before the drawback bites Its description was rewritten to actually explain how it works
Fortune
Spread recovery is roughly twice as fast, so sustained fire punishes you far less
Weapon Unlocks & Progression
Unlocking weapons used to be a single vertical ladder: you needed to beat the next difficulty to get the next weapon. Now there are three ways up.
Vertical route: clear the required difficulty, same as before Horizontal route: clear Easy Shot with the previous weapon in the chain to unlock the next one Starter wildcards: each starter weapon (Pistol, Rifle, Shotgun) you clear Easy Shot with unlocks one additional weapon Weapons you've fully completed now glow on the selection screen
Unlock Presentation
Brand-new full-screen weapon unlock and difficulty unlock reveals, with animation, spin and sound We removed the "FOUND" Holo reveal cards that showed up after finishing a run Golden Mr. Lucky: beat the hardest difficulty with a weapon and its keychain turns gold, sparkles and all. He is suited for this big patch! Added a Completion % readout to the Stats screen
Holos
Window Shopper: reworked. Now gives +0.5 Streak Bonus if you didn't buy an item in the shop (was +0.25, and it now checks purchases properly instead of relying on shop exit timing) Dice and Desist: reworked. Now gives +35 Target Points if you didn't re-roll the shop (was +10 each time) Notary Stamp: completely reworked. Instead of x1.5 end-of-round mult on a perfect round, a random bullet now becomes a Holo Bullet after every Perfect Round Copycat: fixed several cases where it copied the wrong thing or failed to copy at all We also did a large pass on Holo Bullet interactions across Pocket Odd, Portal, Copy Kitten, Dracula, Strike, Normal Barrel and others. Holo Bullets now display and behave consistently in the HUD, tooltips and Run Info
Co-op Rework!
Coins are now per player. The item pool is still shared and purchases are still individual, but you no longer fight with your friends over how to spend it Shop, reroll and purchase logic was rewritten so both players stay in sync no matter who acts first Round select and challenge selection now sync correctly between players In co-op, you can now view a teammate's currently equipped Holos while in the shop. We hope to expand this feature so communication is smoother while playing with friends Co-op now uses the host progression rather than unlocking everything by default Co-op will also allow you to unlock holos and progress through Lucky Shot Fixed a batch of co-op desync issues around shop state, round transitions and scoring
Communication Wheel
Hold the middle mouse button during a co-op run to open the wheel, move to highlight a message, then release to send it. Controllers are supported too using R1, and the whole thing can be rebound in the new Key Bindings menu Five messages to work with: AMAZING , NICE SHOT , COME ON , BUY THIS and NO! Messages pop up above the sender's crosshair, so you always know who said what and where they were looking when they said it Perfect for pointing at a Holo you want your partner to buy, and equally perfect for telling them absolutely not
Multiplayer & PvP
Matchmaking: a new FIND MATCH button. You can queue into PvP to challenge players from around the world! Reconnection: if you drop mid-run, you can now rejoin and pick up where the co-op session left off Continue a multiplayer run: multiplayer runs are now saved separately from your single-player run, and there's a Continue button in the multiplayer menu to resume them Lobby privacy: you can now hide your lobby code with a show/hide toggle Sessions are handled gracefully when the host leaves, instead of leaving everyone hanging Fixed the PvP opponent health bar not showing upgrades correctly, and rebuilt the lives HUD
Crosshair & HUD
Crosshairs are now fully procedural. The old image-based crosshairs have been replaced with vector shapes that stay razor sharp at any size, resolution or thickness. Your existing crosshair is migrated automatically More outline modes, including adaptive black/white for readability on any background Added a Reload Indicator Size setting Added a HUD Next Bullet Indicator Distance setting, so you can place the next-bullet readout exactly where you want it relative to your crosshair Reworked notification timings so bursts no longer stomp on each other Added a LOADING label to the leaderboard instead of showing an empty list while it fetches
Making Lucky Shot Easier on the Eyes
Lucky Shot is vibrant and flashy on purpose. We feel like this unique artistic style makes the game all the more enjoyable. But after staring at it every day, we stopped noticing some of the flaws that come with it, until enough of you pointed them out.
So we went looking for the places we'd overdone it, without losing what makes Lucky Shot look like Lucky Shot.
Glare and bloom heavily reduced across every scenario. Bright surfaces no longer bleed across the screen, lens dirt is dialled way back, and highlights stop blowing out into a wall of white Full-screen scanlines have been removed. They were a constant low-level strain for a lot of players and the game reads better without them. If you had them enabled, they'll be switched off automatically Every scenario's brightness was rebalanced individually Targets and text should feel more vibrant and easier to spot and read
Before
After
Assist Mode
Assist Mode is an easier version of the game, for anyone who wants more room to play their way. Turning it on permanently disables achievements and leaderboards for that save slot. The only way back is to erase the slot.
Extra round time, bigger targets, auto aim, still targets, or unlock everything on that save
Settings & Controls
Key bindings! You can now rebind Fire, Scope, Reload, Pause, Toggle HUD and the co-op communication wheel New Particle Quality setting (Full / Decreased / Minimal) for lower-end machines and for anyone who wants a calmer screen. Every explosion, laser and energy VFX in the game respects it Added a quit game confirmation, so no more accidental exits New Help menu in the pause screen, with Replay Tutorial, Steam Discussions, Discord, our studio page and X links Fixed the Settings menu auto-selecting the first value when switching tabs
Visuals & Performance
Run setup, Stats and the leaderboard got a visual pass. Diegetic tabs should no longer look washed out or too solid Fixed Run Summary screen performance Fixed HUD Holo bar performance: it now updates far more efficiently with a full inventory Fixed a white background appearing behind world texts Fixed weapons looking washed out with HDR disabled New UI animations and sound effects across menus, reveals and unlocks Menus hitch less. Some lag spikes around the title and Stats screen are gone
Fixes
Fixed the pause menu background turning light blue with no blur if you opened it right after closing another screen Fixed quick run reset (hold R) not resetting active Trials correctly Fixed weapon and difficulty options being interactable while selection was locked Fixed missing localization in the Progression panel and Settings menu Fixed UI separator anchors and several multiplayer menu layout issues Fixed several popup screens not following the game's design system Fixed Mr. Lucky's keychain vibrating forever when idle Fixed controller shots not advancing shoot-to-continue prompts
As you can see, there are a TON of changes, and some of them were already deployed before this patch to bring you a better experience. If anything feels off in a session, please tell us. Reports from you are genuinely how most of the list above got written.
If you're enjoying Lucky Shot, leaving a review helps us more than you'd think. Thanks so much!!
This announcement was originally published by Deliver Games on Steam on Sep 4, 2026.
Open the original on Steam