Patch 3 update: Rest between biomes, resume any run where you left it,40+ Fixes
Three patches in, and once again almost everything here started as one of your reports or suggestions. Thank you for keeping them coming, and thank you for the patience while we built the big one.
The headline this time is that a run no longer has to be a single unbroken sitting. Two separate features make that possible, and it is worth being clear about which is which: resting lets you stop after a biome boss and bank everything you earned, and room checkpoints mean that if a run gets cut short, you come back exactly where you were. Alongside those, We are working on Steam Deck support.
Here is what changed:
New
Rest between biomes
Killing a biome boss no longer teleports you straight into the next one. A prompt now asks whether you want to rest. Resting ends the run the way a normal finish does: you cash in your minerals and experience and return to the ship. Your next descent starts directly at the level selector of the next biome, with your gear equipped and an empty backpack.
Everything carries over: gear, gadgets, weapons, ultimate, food, coins, experience, spores, reroll charges, recruits and pets and it works in co-op. There are now three run endings: Victory (green), Defeat (red) and Rest (blue).
Leftover underground coins are no longer auto-converted at 50%. When you rest, you choose: exchange them now, or take them back down with you. The drop pod shows a summary card of the run you are about to resume, with your stats, gadgets, weapons and ultimate. And if the boss drops a character key, the cutscene plays first and the rest prompt waits its turn.
Room checkpoints and resume
The game now saves your run every time you enter a room: position, entry door, full loadout, food, keys, difficulty, resources, rooms already visited, burned cards and experience. If a run is cut short, the main menu button changes from PLAY to RESUME and drops you back into your room without going through the base.
Health is the only thing saved mid-room. Everything else is the snapshot from when you walked in. There is no "abandon run" a paused run is always resumed, and to clear it you have to die or surrender. Leaving on purpose is now a legal retry instead of a lost run.
Working on Steam Deck support
16 keyboard labels across 23 UI screens replaced with gamepad glyphs, and larger fonts across settings, character selection, notifications and dropdowns. The control scheme now switches only when you press a button, never when you move a stick or a trackpad on Steam Deck the trackpad and gyro register as a mouse and kept flipping the game back to keyboard prompts. The mouse cursor no longer shows up while playing with a controller.
UI scale
A new UI Scale slider in Settings. Text, boxes and sprites grow together, so nothing gets pushed out of place inside a panel, and screens that already fill the display cap themselves so nothing overflows.
Biome skip door descriptions
The biome skip doors now have a description panel with a title, text and an image. It closes on its own if another player interacts with a monolith in the room.
Balance & Gameplay
The end-of-room magnet now pulls in everything. Not just experience orbs: underground and galactic coins, keys, rubies, spores, ammo and food ingredients. In solo runs the magnet is global and also picks up minerals and hearts. Items still falling are pulled once they land, and anything that drops after the room is cleared is pulled too.
Allies split their work. Recruits and pets no longer pile onto the same rock and the same enemy, they claim targets and spread out, with at most two ganging up on the same enemy while other targets are free.A hired recruit now shoots and helps you fight.
More achievement targets lowered. DIY Maniac: 100 → 20 starters. Glitched Through Reality: 1,000 → 300 teleports. Grind Paid Off: 100k → 10k galactic. Master Chef: 100 → 50 meals. Rich and Reckless: 5,000 → 1,000 converted coins. Overprepared now shows progress toward a goal of 20.
The Collection Log is completable again. Cards that cannot be obtained no longer take up a slot or count toward completion achievements. Vortex Attraction made the "all ultimates found" achievement impossible. Saves that already had a full collection will receive the achievement they never got the next time they load.
Gadgets and weapons. Mineral Bomb now hops in an arc to the nearest enemy or breakable mineral when it spawns, and deals separate damage to minerals and to enemies. Mineral Barrage: breaking a mineral can now fire a volley of homing missiles, each picking either an enemy or a mineral. Two new stat tags on cards, Ore Damage and Enemy Damage. Last Stand Elixir tuned and the three Mineral Bomb levels rebalanced. The hit shield is now a per-room resource and no longer refills mid-room. Shotgun shells split at the muzzle instead of after the parent shot has travelled.
Food. Food is now redeemed when the run ends instead of at takeoff, so swapping food between rests is no longer free. Food buffs no longer apply while you are in the base.
Levelling. A large experience payout now grants several levels at once. Previously only one level per pickup was granted and the rest was lost.
Base. Trash now builds up over real time, even while the game is closed, up to a limit, come back after a few days and the base will be dirty. With the Petbroomba active the timer freezes instead of dumping everything at once the day you turn it off.
Crosshair. The size slider now runs 0–100%, with 50% being the original size. New cyan colour.
Fixes
Multiplayer
Losing connection now always returns you to the main menu with a message explaining what happened, instead of dropping you into a freshly created session. Hired recruits flip their sprite correctly on clients instead of always facing the same way. Minerals destroyed by a client's gadget effects are credited to the right player again they were going to the host, which also threw off experience drops and party stats. On clients, the boss monolith no longer shows an interact prompt that did nothing.
Softlocks and lost control
- The shop and the upgrade machine going permanently unresponsive for the rest of a run.
- Losing all control (no clicks, no ESC) when the shop, upgrade machine, pickaxe builder or difficulty panel was closed while open.
- The loot pod being able to freeze the game with no visible panel and no way out.
- The race altar hanging the whole party when a living player never confirmed. There is now a 45 second timeout, and the countdown starts even if the display was disabled.
- The race altar breaking if you entered the race room twice in one run.
- Confirmation popup buttons that highlighted but did nothing.
- The pause menu leaving ESC broken for the rest of the session.
Visuals and interface
Screen blur staying on for the rest of the run after certain panels closed. The room map breaking controller scrolling. Inventory tab navigation registering duplicate inputs. The notification panel was rebuilt so item, counter and resource notifications no longer overwrite each other. Food slots showing up empty after restarting the game even though the food was still in your inventory.
World and enemies
Auto-aim no longer locks onto enemies while they are intangible in mid-flight. The Blob boss healing zones break apart with an animation instead of vanishing in a single frame. Fixed the Owl boss light staying on during its death and escape, and the mobile shelter boss now goes without its light from the arena onward. Pets in the daycare no longer get stuck outside the walkable area. The exploration percentage no longer counts several different rooms as a single discovery. The biome shuffle no longer repeats rooms you had already played after resuming a run. Fixed the platform in Biome 6 Camp 5 and the paths in the Furnace room, and rebuilt the Biome 4 boss tiles. Scavs no longer repeat between biomes in the same run, and their death sound is quieter.
Localization
33 new text entries translated into all 11 supported languages: Spanish, English, French, German, Italian, Japanese, Korean, Brazilian Portuguese, Russian, Simplified Chinese and Vietnamese.
As always, keep the reports and suggestions coming, they are what these patches are built from. We are committed to keep improving the game until it is the best experience we can possibly give you.
This announcement was originally published by Kickstone Studio on Steam on Aug 28, 2026.
Open the original on Steam