Early Access Patch 5 - Version 1.20.15
Hi everyone!
We are honestly overwhelmed by your love for our game. Every review, bug report, discussion on Discord, and post on the Steam community means so much to a small team like 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 this game unforgettable together!
Here is what changed since the last build. Let us know what you think of the changes!!
Patch Notes Early Access 1.20.15:
- New room, with a dedicated quest and relic to collect
- Boss and minion tuning: Rhonak rework, Magician / boss armor, Enrage and move-speed fixes, visible armor in the UI, slower minion pops from destructible spawners.
- Minions from breakables no longer attack instantly, can be hit right away, and deal less damage. Eyes, books, and ghosts are better mixed across both biomes.
- Specials and damage zones now break destructibles instead of passing through them.
- Kill zone fix in the Arcane Chamber, collision fix in Blood Torrent, and smoother ping-pong tweening for moving platforms.
- Localization pass (EN/FR/DE/ES/IT and others): leftover English, truncated strings, and incomplete descriptions — including post-corruption (JA/KO/ZH/TH).
- Keyboard rebinding now shows the actual bound key in tutorials and prompts.
- Fix for a possible scene loading issue in BIOME 2 (affecting mostly Xbox builds)
- Combat audio pass: per-unit get-hit clips, attack volume, and pitch randomization so hits don’t sound identical.
Details
New rooms and world
- New rooms: "Gimme Shelter"
- Beat and Run / rolling-stone platforming blockouts and art (rock timings, wall platforms, 3-path layout). Treat as new platforming content if those scenes are in the Steam build list.
- Silas and The False Key: relic scene blockout/platforming, Brotherhood relic conditions, Gimme Shelter relic condition, new story-event catalog, Archane Chamber + Brotherhood + Gimme Shelter story conditions.
- Arcane Chamber compositing/materials/dialogues refresh, plus a kill-zone bug fix.
- Corruption config: duration doubled, plus extra tuning.
- Forbidden encounter tuning.
- Duplicate audio clips cleaned across scenes.
Combat and enemies
- Rhonak rework, balance, and follow-up fix.
- Boss tuning (patterns, hit state). Enemies get up from being hit again.
- Boss armor can match HP (removed cap). Grant Armor uses the shiny-armor look and refreshes the boss armor bar. Enrage no longer double-applies locomotion.
- Grant Armor in co-op uses a co-op multiplier.
- Biome 2 minions tuned; minion system pass.
- Destructible spawners in biomes 1–2: spawn delay 0.75s, spawn invulnerability removed (nests unchanged) so minions don’t pop and hit you while unhittable.
- Enemy falling stuck timeout (less soft-lock if something hangs in the air).
- Ping-pong movers: smoother turnaround; simple mover changes for Gimme Shelter.
- Blade animator update; mount-layer walk/mount sprite fix.
- Blood Torrent collider fix.
- Destructible health on Gimme Shelter library props; dragon statue texture refresh.
Audio
- New get-hit clips (about five variants) for all enemies; extra Branok + Necroclan hits.
- Hit SFX uses per-unit clips; attack volumes adjusted.
- Audio Clip Volume and Pitch randomizer improved.
- Reworked combat hit-impact SFX.
Story, NPCs, dialogue
- Silas dialogues fixed; leftover vendor greetings cleaned; Silas quest localization.
- New Italian Brotherhood/NPC dialogue
- NPC dialogue + room conditions fixes with the audio pass.
- Hero-talking typewriter waits on punctuation so tutorial ellipses can finish.
- Keyboard fix: Remapped Jump also advances dialogues.
UI, input, Steam
- Added Discord logo in the Main menu (instead of a dedicated button).
- Biome selection UI fixes; added "Coming Soon" labels on locked biomes for better clarity.
- Skip "skin selection" when a hero has only one skin.
- Loading-tip glyphs remapped to the active device atlas (plus an earlier loading-screen glyph swap on 14 Aug).
- Typewriter glyph remap fixes
- Steamworks.NET define wrappers so Steam API / input/achievements compile on PC and stay out of Xbox.
Localization
- Flooded and Dash Key strings + Dash Key label.
- Chinese / Japanese / Korean / Thai post-corruption number strings.
- Food / leftover effects, loading tips (leftover English + cuts).
Stability and room bugs
- Trigger reliability runtime fixes (rooms/events should fire more consistently).
- Fix for the room "Flooded" that could lock the user's inputs in some circumstances.
- Fix for the room "Too Many Holes" that could prevent the game to progress due to a wrong config.
- Damage triggers hit destructibles; null checks; mesh Read/Write; destructible aim follows the attacker.
- Fixed a bug that could prevent enemy waves to be completed, when too many minions were on screen.
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.
Bug Report - Steam Discussions Forum or on our Discord server!
Join the fight for Redemption now!
This announcement was originally published by SECRET MISSION on Steam on Sep 25, 2026.
Open the original on Steam