Planet Killer

Planet Killer Patch v1.1.3

Talisman One Studio

Greetings commanders, I have a new patch here with some much requested fixes and features from the community, and of course some of my own special additions to flesh out my vision for the game. This patch is primarily fixing a few minor annoyances and making the game more accessible and should function as a stable base to add further content patches onto later down the line. Thanks again for all the support and I'm truly thankful a lot of you are enjoying the game!

New Features and changes:

  • Glossary: In the ship encyclopedia I've added a glossary that explains almost all of the terms used in tooltips that are hard to understand or complicated.
  • Getting hit while controlling a wingman now shows proper damage sparks and debris effects.
  • Enemy ships left alive will sometimes track your warp and follow you if you don't destroy them.
  • Hold TAB in the loadout screen to view your currently equipped ships innate traits and bonuses.
  • New credit breakdown for enemy ships destroyed in after battle report in multiplayer.
  • PD cooldown is properly updated in the ship select screen detail panel.
  • You can now search for ship detail terms in the ship select screen like "Missiles", "Heat", etc
  • You can now start and host a multiplayer game solo so others can join your in-progress run.
  • Joining an in-progress run now properly lets you select the ship and circuits you want to use before joining, unless you are re-joining the run or joining for a player who has left the run (You'll take over their ship and inventory, this was the previous and normal behavior.)
  • Planet Defense Mines vary their distance a bit more, and mine storms are a bit more dangerous.
  • Shrapnel weapons have been slightly re-worked and will now properly work with no air-bursting of shrapnel before the rest of them impacted the planet.
  • New rare planet encounter type.

Game Balance:

  • Rarity of drops increased slightly with depth to reduce the amount of common drops later in runs.
  • Certain mine planets can now send mines further out away from the planet.

Bug Fixes:

  • Fixed an issue where the point defense tooltip said it intercepts 33% of the time instead of the 30% in the code.
  • Fixed an issue where late game circuits did not become more powerful as you unlocked more of them. (You may need to re-roll later circuits for the new bonuses)
  • Fixed an issue where Phase Torpedo and Core Eater would not properly ignore planet shields.
  • Fixed an issue where "explosion size" traits were not properly working in battle.
  • Fixed an issue where shrapnel weapons would fizzle out before impacting properly.
  • Fixed an issue where a corrupted circuit unlock in the save file could prevent further circuits from unlocking.
  • Fixed an issue causing circuits to not properly unlock for some players with early merged saves.
  • Fixed an issue causing Planet Level and Star Map Icons to appear too dim.
  • Fixed an issue that could cause gear to start at a higher level when restarting co-op/multiplayer runs
  • Fixed an issue causing PD cooldown circuits to not visibly effect the stat panel even though they worked in battle.

This announcement was originally published by Talisman One Studio on Steam on Oct 23, 2026.

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Planet Killer

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