The Hull

Patch 1.07 Open Beta

Mire Studios

Hey everyone,

It's been a while but we have been hard at work on patch 1.07. We're going to start by releasing it into an open beta branch. You'll need to own the game in order to try it out. To access the open beta:

Right click on The Hull in your Steam Library Select properties Go to Game Versions & Betas Click the 'openbeta' radio button The game will then install patch 1.07 (the game will display something like The Hull \[openbeta])

Follow these steps again if you want to go back to the current live version 'Default Public Version' and/or switch back to the open beta at anytime.

We're doing this as an open beta first because there have been some major changes to the game and there's a good chance there will be some issues. We'd like to iron out bugs and hear any suggestions that you may have for it before we officially release it.

You can join the discussion here: https://steamcommunity.com/app/3987150/discussions/0/570423638738962705/

The major changes for this patch are the following:

Networking overhaul Single player now has an an allied Fathomwalker that will journey into the depths with you Gamepad/Controller support

Below are the current changes at the time of releasing the open beta (subject to change for the actual release):

Gamepad/Controller Mapping (subject to change):

Left Shoulder (sprint) Right Shoulder (crouch) North Button (switch to next weapon) South Button (jump/interact with currently hovered ui element) East Button (switch to previous weapon) West Button (interact) Left thumbstick will move cursor to interact with menus Right thumbstick up/down acts as the scroll wheel

Performance:

Removed unneeded memory allocations in certain parts of the codebase. This should lead to smoother overall fps for all systems (better minimums and more consistent) Less data is sent across the network (this also smooths out framerates)

Networking:

Recoded how players and enemies are synced across the network. These changes should make the game look and feel better overall while also having more sophisticated desync handling. This should be an improvement in every possible way compared to the previous implementation. Network players no longer double fire sometimes (shooting twice at the same time). This was a purely visual issue. Network players weapons shoot without their inputs 'ghosting' as often (makes the game feel and play better). This was a purely visual issue. Joining different lobbies after playing a bit solo (or with other people) could sometimes cause a desync. The networking overhaul should have fixed this but we're also not 100% sure why this would happen in the first place. Security bots sometimes would play their 'alert' sound as if they had been triggered even when they weren't. This should be fixed. The game could spawn more enemies than allowed by the network. There was already a check for this because fathoms already have max limits but we added an additional one for the max limit allowed by the game in general. This issue could never realistically happen so this "fix" is a completeness thing more than anything else. Fixed an item duplication issue whenever 2+ players interact with an item that can be picked up at the same time. The game now gives it to whoever interacted with it first.

Input:

Fixed a small issue with look sensitivity Gamepad/Controller support added. Initial bindings may have problems and/or feel unintuitive so we're welcome to feedback but we will continue to improve it. Glyphs added for input (these are subject to change) and will change based off of the most recently used input device (some glyphs for certain controller types may be missing initially). Intro cinematic is now skippable by holding any button (instead of only 'Enter')

Audio:

Sometimes, sound effects kept playing as if the player was affected by a sound trap even though they weren't (some would/wouldn't and it was random which ones). This should now be fixed. Sound trap effect is removed immediately when returning to The Hull (generally this would happen in single player if you died while affected by one). Networked players now play 'hurt/damage' sound effects whenever they take damage.

UI:

Settings Menu and Inventory can't be opened at the same time anymore (works like the other menus in the game as it was supposed to). Threat Level text no longer shows when returning to The Hull (the countdown to next threat level text would pop up during the transition) Crafting a weapon no longer shows all weapons (it stays in the same weapon tier as the one that was just crafted).

Enemy:

Enemies that shoot sometimes couldn't 'see' players when they were supposed to. We'll have to see how this affects things and will tune those enemies if needed. Initial testing has been fine though.

Single Player:

Single player now features an ai/bot ally that goes through the fathoms with you. The Hull has always been designed around coop play and the single player solo mode never felt good as a result of that (regardless of how we tuned the values for it). We feel this addition greatly improves the single player experience so please give it a try. We're open to feedback on this new feature and we'll continue to improve it.

Tuning:

Enemies/Traps/Hazards can no longer spawn in the starting room. It was unfun to drop down onto a trap at the start and/or have a bunch of enemies waiting for you below. Enemies can still walk into the room though (pathing, aggro, etc.) Starting pistol damage increased by 1. This reduces some kill thresholds to smooth out the start of a run.

Visual:

Eclipse, Abyssline121, MireTech RR-R, Tesseract Rifle were incorrectly casting shadows. Dead players no longer trigger overlapping transparency (their corpse)

This announcement was originally published by Mire Studios on Steam on Sep 24, 2026.

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The Hull

$9.99action · action-roguelike

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