Mad King Redemption

Early Access Patch 3 - Version 1.19.3

SECRET MISSION

Hi everyone!

We are honestly overwhelmed by your love for Mad King Redemption. Every review, bug report, discussion on Discord and post on the Steam community means so much to us. Seeing that you enjoy the game is the reason why we make games.

Thank you so much once again for the active participation here on Steam and on Discord. As you can tell, we are listening closely, and this update comes just one week after the previous one, and it exists because of your feedback.

Let's keep making together this game unforgettable!

Here is what changed since the last build. Let us know what you think of the changes!!

Mad King Redemption is on sale for the Steam Summer Sale! Until July 9.

Patch Notes:

Deeper combat for every hero

  • All four heroes now have Attack 4 and Attack 5 in their melee chains, featuring new animations, hitboxes, timing, and knockback tuning across the roster.

Heavy hits send enemies flying

  • Super knockback got a full pass. Heavy attacks, finishers, and big hits now launch enemies noticeably farther, about 65% more distance and height than a normal knockback, so your strongest swings feel like they have real weight.

Double jump looks and feels right

  • Double jump now uses dedicated up and down animations for every hero, with direction-aware visuals so air movement reads clearly in combat.

Heroes have a little more personality

  • Leave a hero idle for a bit and they'll play a bored AFK animation until you move again. New wait/reaction animations were also added across the cast.

Smarter enemy waves

  • Dynamic wave selection was reworked across Biome 1 and Biome 2, with difficulty and drop tuning so fights feel fairer and loot more consistent, especially in later Biome 2 rooms.

New room in the rotation

  • "Thirsty Entrance" is now part of the Biome 2 room pool, with co-op and single-player trigger fixes so the room flows properly.

Your progress carries over

  • We added automatic savegame migration. Existing saves load cleanly on this build, including a fix for Biome completion records that could be stored under the wrong biome after a Baron Morgrim run. No need to start over.

More languages, fewer broken strings

  • Large localization pass for Japanese, Korean, Thai, Simplified Chinese, and Traditional Chinese, plus Korean fixes on top of the migration work above.

Thrown weapons hit harder, literally

  • Fire, ice, and poison bombs got a bigger blast radius so they feel worth picking up in a brawl.

Bug fixes and polish

  • Fixed Chinese characters rendering errors
  • Camera blend and manual camera conflict fixes across Ceremony, The Lift, Catacombs, and Flooded.
  • Trigger and respawn fixes in Flooded, Thirsty Entrance, and more.
  • Controller deduplication and main menu input fixes.
  • Biome 2 achievement unlock fix.
  • Run end and victory flow fix.
  • Visual and level polish in The Press, Blood Torrent, and Shadowmere Dock.
  • Special Attack UI shader fix.
  • Jump attack timeout and stuck-jumping-state fixes.

Full Changelog

Heroes & Combat

  • Attack 4 & Attack 5 added for all heroes: new animations, sprite atlases, normal maps, colliders, and prefab wiring for Branok, Darkblade, Elowen, and Valraven.
  • Attack 4 & 5 timing, knockback, and push-direction tuning pass.
  • Super knockback rework: centralized through AttackData and HitReactionSettings. Super hits now apply a 1.65x multiplier to both horizontal force and vertical launch height so enemies are sent meaningfully farther.
  • Double jump animation overhaul with separate up/down clips for all heroes and direction-aware front/back switching.
  • Added a safety net so heroes no longer get stuck in jumping states.
  • Fixed jump attack timing with a minimum 0.2 second delay between consecutive air swings.
  • AFK idle: after roughly 18 seconds of inactivity while on the ground, heroes play a cosmetic bored animation until input resumes.
  • New wait and reaction animations for Branok, Elowen, and Valraven, including a mount hair fix for Valraven.
  • Branok grab attack now behaves correctly (although we are still evaluating how to change it)

Enemy Behavior & Balancing

  • Added a 3-attack guard for enemies. Melee enemies are now capped at three-hit chains for clearer and fairer combat.
  • Dynamic wave rework across Biome 1 rooms including Dark Corridor, Floating Point, Side Effect, Arcane Chamber, The Lift Down, Pit of Baron Morgrim, Catacombs, The Press, and Flooded.
  • Biome 2 dynamic wave tuning and Royal Enforcer drop adjustments.
  • Tuning of droppable rates in Biome 1.
  • Thrown Golden Axes and Hammers can now hit allies when used by enemies, allowing intentional friendly fire with those weapons.

Pickups & Destructibles

  • Fire, Ice, and Poison Bomb explosion has a much wider radius, with a longer expansion duration.
  • Destructible objects now have roughly half their previous HP, including barrels, boxes, coffins, chests, barriers, and more.

Combat Systems

  • Kneel and Super Knockback refactored through centralized AttackData and HitReactionSettings.
  • Push attack direction migrated into AttackData for cleaner tuning.

Co-op

  • Fixed co-op progression in Thirsty Entrance, including triggers and wall arena flow.
  • Fixed a null reference crash related to the waiting-for-partner UI.
  • Fixed Ceremony and The Lift camera initialization in co-op.
  • Fixed Catacombs entrance camera behavior in co-op.

Triggers & Room Flow

  • Added the room "Thirsty Entrance" to the Biome 2 room pool.
  • Fixed Biome 1 and Biome 2 room pool issues, including Mad King choice rooms.
  • Fixed Flooded checkpoints and triggers.
  • Fixed respawn triggers.
  • Standardized trigger layers from Untagged to Trigger for more reliable detection.
  • Fixed run end and victory flow.

Savegame & Progression

  • Added automatic savegame migration on load. Older save filenames are now recognized and upgraded to the current format.
  • Fixed Biome completion records incorrectly being stored under Biome 2 after Biome 1 runs (Baron Morgrim bug).
  • Save format updated to a new version. Migrated saves are automatically re-saved.

Achievements

  • Fixed the Biome 2 completion achievement not unlocking correctly.

Localization

  • Major localization update for Japanese, Korean, Thai, Simplified Chinese, and Traditional Chinese.
  • Fixed broken localization tables at runtime.
  • Additional Korean localization fixes.

Bug Fixes & Polish

UI

  • Fixed artifacts in Chinese characters that were sometimes appearing
  • Fixed a Special Attack UI shader instantiation bug.
  • Input & Controllers
  • Fixed duplicate controller device binding.
  • Fixed main menu input issues.
  • Updated the controller mapping manager.

Visual & Level Polish

  • The Press: compositing, material, missing texture, and environmental fixes.
  • Blood Torrent: fixed floor holes and gaps.
  • Shadowmere Dock: improved cinematics and boat visual effects.
  • Fixed the Flooded death camera.
  • Manual camera now uses blend times correctly and no longer conflicts with other cameras.

Collider & NavMesh

  • Updated Thirsty Entrance colliders and triggers for co-op.
  • Fixed collision issues in Blood Torrent.
  • Reworked Logging stripping logic

Help us shape the game!

Found something odd? Let us know which room, hero, and game mode you were playing so we can track it down quickly.

This announcement was originally published by SECRET MISSION on Steam on Jul 3, 2026.

Open the original on Steam
Mad King Redemption

$14.99action-roguelike · beat-em-up

View game

More from Mad King Redemption

See more

Announcements come from each game's Steam news feed. ©2026 Valve Corporation. Steam and the Steam logo are trademarks and/or registered trademarks of Valve Corporation in the U.S. and/or other countries. slopranks is not affiliated with or endorsed by Valve. Steam News