DAILY CHALLENGE
- Finishing FIRST never awarded the Challenge Chip. Two things were wrong: the game only checked YESTERDAY's board at startup, and when two Steam queries overlapped, the answer to one was read as the answer to the other. Queries now go one at a time and your rank is also checked as soon as a run ends, so the chip lands right away. - The challenge screen now shows BOTH boards: TODAY'S BOARD (which starts empty every day) and the ALL-TIME BEST, with your rank on each. Before, only the all-time table was there, so the challenge looked like it never changed. - Finishing a run submitted your score to the day's board and the all-time board at once, and the all-time one sometimes missed it. They're now submitted in sequence and none is lost.
LANGUAGE
- Full pass over the English text. There were duplicated text keys (one of them, "Calderilla", served both a weapon and a danger level, so the danger level read "Loose Change"), some plainly wrong terms (the Door Gorilla is a Bouncer) and a list of lines that stayed in Spanish: room names, bet names, buttons, the control legend keys and three character descriptions. - The Salon is now called "The Floor" throughout the English version. - On a PlayStation pad, swapping the button glyphs broke the translation of those lines. Fixed.
BUG FIXES
- The "Hand to Hand" bet never ticked, even with ten melee kills: only the Tithe counted. The Signature and the Minting Press are melee too, and now they count. - Co-op: the raise/lower stake buttons (+/-) did nothing if the bet wasn't selected yet. They now select the bet and adjust the stake. - Co-op: the shop column titled the older bets with their whole description instead of their name. - A negative "Cost per shot" was shown in red, as if it were bad. A negative cost is an improvement and now reads green everywhere in the UI. - There was no grace period between hits: several enemies could charge you on the same frame and drain your wallet at once. You now get 0.2 s of invulnerability after taking damage. - The Deadbeat faded to almost invisible from the very first room, so you couldn't see what you were shooting at. Its ghostly fade no longer starts until room 3. - Channeled gadgets (Change Machine, Fine Print, Interest Rate) fired the shot sound ten times per second without firing anything, which sounded like a machine gun. They're silent now. - Co-op: the mouse only worked on the keyboard player's column, so whoever held it couldn't touch the gamepad players' columns. The mouse now works on any column; each gamepad still drives its own. - Automatic between-room charges (interest, upkeep) can no longer leave you with nothing or bankrupt you just for walking onto the Floor. Going broke is once again what it should be: a defeat in combat. - Dead Man's Hand let you buy forever: with the wallet frozen, payments were accepted without charging anything. It now freezes for real: no buying, no selling, no betting, no borrowing. Shooting is still free. - The Croupier's wheel promised two weapons and sometimes handed over just one. - The Auditor's seals could only be broken with bullets: melee, the beam, the aura, the Roulette and the turret did nothing to them. - The Shopkeeper: your money didn't update when a bet, interest or a loan paid out, and the page rebuilt itself several times per purchase (flicker and the odd hang). It now repaints once, with the right figure. - The Saint started with one weapon instead of two. - Co-op: Fine Print's beam, the Change Machine's shield and the Pyromaniac's fire breath aimed at the mouse cursor, so gamepad players fired them elsewhere. - In the first two rooms the floor stuck out past the right-hand wall (most visible in co-op, with the camera pulled back). The floor now covers the room exactly, and everything outside it is black.
BALANCE
- The Shopkeeper always shows four things: three items and a weapon. When there's no weapon left to sell you, a fourth item takes its place. - Coins last longer on the ground: from 4 to 7 seconds before vanishing. That's the full 7 seconds on Small Change, and less the higher the danger level goes (about 4.8 on Usury). - The Tithe has longer reach (from 110 to 165) and the coins it milks out of an enemy NO LONGER EXPIRE: they stay on the ground until you pick them up. - Fine Print is cheaper to hold: upkeep down from 8 to 6 per second. - The Marked Bill's description now states what it pays: +12 $ a round. - Co-op: the shared pot starts higher (+70 per extra player): one wallet feeding four guns didn't survive the second room.
UI
- The stake buttons show their figure: -100 and -10 on one side, +10 and +100 on the other. Betting big is no longer twenty clicks, and you can see how much each button moves. - New "Restart run" button in the pause menu, with a confirmation prompt. Sends you back to room 1 keeping your character, mode and danger level. - The Auditor now tells you what it's about to do ("IT'S FREEZING YOUR MONEY!") and every seal states how much it holds and that breaking it gives the money back. - Seals are alive now: they pop into place, bob and breathe, pulse faster the less they can take, and flash on every hit. Breaking one throws up a green "+N $" and a golden burst, so you see the money coming back to your pocket. - The slot machine turns grey once it has paid out, so you can tell at a glance that there's no point shooting it any more. - Co-op: every player has a ring in their colour at their feet, and the crosshair is bigger and outlined, so you don't lose yourself among four characters.
Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.