Week One Update: Thank You for a Week of Feedback
It has been a week since Minegeon: Renegades launched, and we want to start by saying thank you. Every report, suggestion and bit of criticism you have sent our way went straight into this patch, and we are committed to keep improving the game until it is the best experience we can possibly give you. A huge congratulations as well to everyone who has already beaten the game. Seeing you get all the way to the end this quickly means a lot to us. Here is what changed:
New
Customizable crosshair
Configure your crosshair from Settings: color, size and style, with a live preview. Fully navigable with gamepad and with keyboard/mouse.
More ore variety across biomes
Ores are no longer locked to their home biome. Biome 2 can now yield Slium, for example, so you can build up a wider spread of minerals wherever you happen to be exploring instead of farming one specific biome for a recipe or an enhancement.
Difficulty flames
Run difficulty is now readable at a glance: blue, yellow and red flames based on accumulated points. Shown on the HUD, the pause menu, the difficulty panel and the end-of-run screen.
Reloading no longer breaks when you jump
You can jump mid-reload and the reload keeps going. Switching weapons is now the only thing that cancels it.
New icon: Lethal Bullet
The Lethal Bullet gadget now has its own art across all three levels.
Balance & Progression
- Achievement targets massively reduced. Cosmic Geology: 100,000 → 5,000 ores mined. Needs Therapy: 100,000 → 20,000 kills. Paimo's Biggest Employer: 100 → 50 recruits. Rich and Reckless: 10,000 → 5,000 coins. Underground Economy: 100 → 50 merchant purchases.
- The max-difficulty achievement was impossible to earn. The required total counted every difficulty lever, including ones with no playable button, so it asked for 27 points against the 18 a player can actually set. Only real levers count now.
- Default rock XP reduced by 60%. Mining common rock is no longer the most efficient way to level up.
- Cheaper recipes: five foods (Infection Bite, Molten Chew, Scrap Treat, Slime Cut and Thermal Ration) now cost 10 ingredients.
- Difficulty tuning across several Biome 4 and Biome 5 rooms.
- Hard Lock / Biome 6 path: the Ancient room was removed from the mandatory special-room rotation.
Combat & Encounters
- Biome 4 boss: the blizzard no longer damages you during the entrance cinematic. The storm still builds and looks the same, but damage is held back until the cart starts moving, so you stop losing health while the intro dialogue plays.
- Biome 6 Goddess: the hands now take the center in a fixed order instead of at random, so the fight reads consistently.
- Blizzards are less predictable (Biome 4): the first blizzard of a room no longer always hits at the same moment.
- Biome 5 scav group room: the first two scavs no longer spawn on top of each other during the entrance cinematic, and scav corpses no longer stay in the room for the rest of the run.
- The Goddess's health rocks now use a distinct red mining icon so they read clearly as mineable during the fight.
Quality of Life
- Route selection: the description is now expanded by default and remembers your preference between sessions.
- Enhancements machine: the "not enough resources" notice can finally be dismissed with a gamepad. Before, you had to close the whole machine.
- Readability adjustments in the base building interface.
Fixes
Softlocks and lost progress
- Fixed the Enhancements machine opening to a completely blank canvas. It played its sound and cinematic and closed normally, but drew nothing, and stayed broken until the base scene was reloaded.
- Fixed buying an enhancement you can't afford: it fired the unlock cinematic for the last enhancement you bought, dimmed the panel, and could leave the machine impossible to close.
- Fixed the tutorial enhancement purchase never starting the final cinematic, which left the player with no control and no error.
- Fixed the machine being unclosable on systems without a keyboard (Steam Deck in gamepad mode).
- Fixed the entire base UI disappearing after placing a piece of furniture in the custom room.
- Dying while choosing a perk card left you revived with no HUD at all, no health bar and no minimap, until you changed rooms.
- Fixed a shop purchase that could be half applied with a gamepad: no charge, no item.
Multiplayer
- Clients no longer record a false victory (and its class counter) at the Dome ending, where the final boss isn't killed. That path was also the only way the three difficulty achievements were being granted at that ending.
- Enemy and boss death SFX are no longer lost in networked play.
World & NPCs
- Underground smuggler: no longer gets stuck against scenery props.
- Contractor: cleaner movement while wandering and when standing still.
- Light gadget in Biome 6: no longer draws a black circle around the player.
- Landing pods: impact dirt and shrapnel are now synced with the fall animation.
Other bug fixes
LootPod panel showing wrong levels, Companions machine showing the wrong companion info, Contaminated Water (Biome 2) collider so it can be picked up easily, Weapon Enhancement level 3, lighting pass on Biome 1 recruitables, Pioneer Hologram (Biome 4) network cleanup, console spam and crashes during room load and unload (insects, path triggers, pooled enemies and ores), pooled scavs carrying a leftover dash spark between spawns, and the end-of-run cinematic starting from a dirty state.
Localization
Text reviewed and expanded across all 11 languages (Spanish, English, French, German, Italian, Japanese, Korean, Portuguese, Russian, Simplified Chinese and Vietnamese).
This announcement was originally published by Kickstone Studio on Steam on Aug 8, 2026.
Open the original on Steam