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Coming at you with a new patch of bug fixes and balance changes! This patch has some significant changes based on feedback that I've gotten from some folks where normal enemies are too easy, and bosses are too tanky. So what I've done is made normal enemies a little harder, and bosses a little easier, just to balance the scales. I have a couple of asks for people that see this! 1. I'd love your feedback on if the enemy hp changes are too harsh, or not enough! 2. If you feel like any skills/items/unlocks are bad in any way, let me know, and I can look into refreshing them :) Core: - All basic enemies were buffed by 15% in speed/hp. - All boss hp were nerfed by 15%. - Updated background accessibility feature which lets you fade/blur the background. I made them a little more intensified because I had some reports that they don't help enough. - Some users noted that they wanted to use a different username on the leaderboards that was not their Steam ID. In this case, I'm happy to change out your name with anything you would like as long as it follows steam guidelines. Please submit a bug report from the main menu telling me your steam name on the leaderboard, and what you prefer the name to be. Balance: - Buffed grenade gun explosion radius and effect. - Grenade gun and Banana gun now have a recoil effect. - Buffed First Blood perk to trigger on enemies that have not been hit yet. - Goreweavers full-screen web attack has been adjusted to be slower and lower warp levels, and increase in speed in higher warps. - Mawhounds tumor attack(bouncing flesh orbs) has been nerfed slightly. Spawn delay has been increased at all warp levels to give more room for the player to breath. Bugs: - Fixed rare case where sometimes the water tunnels in the Sewers would disable a players movement. - Fixed an issue with items spawning on-top of spikes, will be pushed towards the player instead. - Fixed issue with Leedra fight where the boss music track will stop playing after 2 minutes. - Fixed issue where lore events conflict with echos(warp 3), locking Naut into a lore scene while being attacked by echos. - Fixed an issue where drones/minions target bosses before the boss fights start. - Fixed an issue from reports where people mentioned that the background when fighting Lilithex did not have enough contrast, so I blurred it a little to help with visibility. - Fixed an issue with drones/minions not being able to re-spawn during a rare corner-case of restarting runs while you have a lot of minions alive. - Fixed issue where Service Tunnels had some misplaced collision blocks in the middle of some hallways. - Fixed issue where echo fang uses it's charged ability twice. - Fix minor translation issues with some languages being incorrectly displayed.
Hey Nauts, happy New Year! Surprise!!! Katanaut v1.1 goes live tomorrow, Jan 5. This update is a real milestone for me, and it exists because of all the feedback you’ve shared since launch.
The headline feature is global leaderboards, with 6 boards and a visible trophy holder for each one. If you’re in first place, the game shows it to everyone.
Leaderboards in v1.1
Fastest Clear: Warp 0
Fastest Clear: Warp 1
Fastest Clear: Warp 2
Fastest Clear: Warp 3
Most Enemies Killed
Most Currency Collected
On top of that, v1.1 adds new biomes, bosses, enemies, weapons, and unlockables, so even if you are not chasing times, there’s a lot to dig into.
And the other big piece of news. Console ports are happening. I’m actively working on bringing Katanaut to PlayStation, Xbox, and Switch. I’ll share timelines and details as soon as I can.
See you tomorrow, and good luck taking those trophies.
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This page aggregates Steam news feeds, patch notes, and developer announcements for Katanaut, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Katanaut statistics page.
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