Patch 1.05 - De-shrimplifying combat Stage 3

Greetings Shrimpers
SHRIMP abilities are now manually activated whenever you like while off cooldown*. These abilities are on 55 second cooldowns in campaign due to their power, and around 30 second cooldowns in PvP. They are on cooldown by default when you spawn, encouraging you to stay alive longer.
*note: Shrimple Steve and Feely's SHRIMP abilities still need to be triggered under certain conditions, like hovering over a weapon drop or having your RMB on cooldown respectively.
I'm making this change as I saw some players were wishing for "another button to press" to make things more interesting during combat. I also noticed many players would ignore these abilities all together / be confused by them when they proc'd passively. This change aims to remedy that!
You'll be prompted when the ability comes off cooldown, and prompted with more emphasis when the game thinks it's a good time to activate your SHRIMP ability (like if you're Shrimpy and you're absorbing big XP orbs, or Beaky and you're very high up). But it's still up to you to choose when to activate them!
I'll listen to feedback on the change and tweak it accordingly (feel free to leave it in the Discussion Board or the Discord), as I assume it'll need some tweaking to feel 100% right.
And with these 3 phases of combat changes made:
- Lesser exotic weapon drops from minibosses
- Greater stat coefficient scailing for more tangible upgrade paths
- And now manually activated SHRIMP abilities
I feel like gameplay is in a better place compared to launch.
I'll be turning my attention to campaign difficulty and replayability with harder difficulty settings and the like.
Keep krilling bros! Remember to leave a review if you liked the game!
Join the discord (link in the title screen) if you wanna play PvP with us this weekend!
This announcement was originally published by GasGod Games on Steam on Sep 2, 2026.
Open the original on Steam