Patch Notes Version 1.06b
Multiple allies can now become transparent at the same time when aiming at them. Previously this effect would only apply to one ally maximum.
Added an option to enable inverted mouse controls in the settings menu.

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Multiple allies can now become transparent at the same time when aiming at them. Previously this effect would only apply to one ally maximum.
Added an option to enable inverted mouse controls in the settings menu.
Enemies
Updated Charger AI so they should no longer get stuck in place.
Eyeball enemies should no longer fire after being killed. Please report if you still encounter this issue.
Acid Dropper health drastically reduced. They will now die in a maximum of two shots depending on group size due to health scaling.
Single Player
Enemy health reduced by 10% in single player.
Enemy spawn times sped up to create a more swarm like experience similar to playing with multiple players.
Player
Player movement and sprint speed slightly increased.
Reduced Temporary Defense Frame cost by 2 Fathom Essence. It now costs 2.
Lumenflare Beacon now grants 3 beacons for 1 Fathom Essence.
Updated descriptions for Medgel Bloom Temporary Defense Frame and Lumenflare Beacon.
Sound Trap duration reduced to 10 seconds (previously 20 seconds).
Traps now display a duration bar when triggered.
Both Patroller Bot variants now explode upon death.
Tesla Bot and both Patroller Bot variants now despawn completely 1.5 seconds after being killed.
Allied players now become transparent when aiming at them. This does not occur on The Hull and can be disabled in the settings menu.
The game now displays the total number of days, for example “Day 1 of 9 on The Hull” instead of “Day 1 on The Hull.”
Twincoil Disruptor hit visual effects reduced in size.
Fixed Big Eyeball bullet hit visual effects which were incorrectly using the regular Eyeball effect.
Fixed several navmesh issues in certain rooms.
Fixed a minor collider issue with the Tesla Bot ragdoll.
If packets are not sent for prolonged periods of time (over 270 milliseconds), typically due to Steam or a player’s network connection, it can lead to minor or severe desync issues depending on the duration.
We are currently investigating ways to detect and handle this situation, such as pausing the game or warning players when it occurs.
We are currently developing a major update and overhaul for the game. The release date is still unknown as the design work is ongoing, but we will share more information soon. In the meantime, we will continue supporting and updating the current version of the game. Praise The Hull.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for The Hull, 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 The Hull statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
FAQ
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Hello Fathomwalkers, Just sharing a quick development update with you as we enter March.
Patch 1.06 is in testing right now. It is a smaller patch that focuses on cleaning up some enemy behavior, fixing a few lingering bugs, and making single player feel closer to the pace you get when playing with more people. Movement feels a bit better, co‑op visibility is less awkward, and a few items and enemies have been adjusted so they line up with what they were meant to do. If everything looks good, it should be out within a few days with the actual patch notes.
After that, we are shifting to Patch 1.1, our first "major" game update. The main goal is to break up the repetition by adding boss fights. These will act as real moments in a run that change the pace instead of everything blending together. We are also adjusting how the game ramps up as you go deeper so the difficulty feels more varied from dive to dive. We hope to be able to ship this update within a few weeks but make no guarantees if we will be able to deliver on that so please stay tuned.
A big thanks to everyone who has supported the game so far. Whether you bought it, left a review, or pointed out issues, even the negative stuff helps us improve the game and get it into the best shape it can be.
Praise the Hull.
Added a new Tier 4 weapon: Eclipse, a sniper rifle.
Added a new enemy: Corrupted Charger. Appears on Dives 8 and beyond.
Rearranged the days in which Corrupted enemies appear.
Oblivion Mk. VIII reworked. It now deals less damage on a shorter cooldown.
Autocannon reworked to use Light Ammo.
Autocannon and Blackrift Ventral are now piercing weapons.
Autocannon and Blackrift Ventral damage reduced by 10 percent.
Added sprite icons in crafting and inventory panels for additional information:
Weapons now display their ammo type.
Single use items display their action bar icon.
Ammo types now display their corresponding icons.
Every item in the game now has a picture in all interactable menus.
Enemies
Charger now runs slightly past its target instead of stopping directly in front.
Abyssal Severant, Abyssal Sycophant, and Fathom Beast now rotate while attacking.
Abyssal Severant, Abyssal Sycophant, Fathom Beast, Drudge, Big Drudge, and Electric Drudge now aggro more consistently on stairs.
Fathom Beast movement improved and will track players more aggressively.
Drop rates on Hulltra and Hulltimate slightly increased.
Lobby type is now displayed while on the Hull (Public, Friends, Solo).
Lobby status is now displayed while on the Hull (Joinable, Unjoinable).
Added text to the Fathomwalker Comms Node explaining that lobby actions are disabled during an active run.
Lobby list now clears when the Lobby panel is opened to prevent outdated sessions from appearing.
Crafting panel now properly resets when opened and closed.
Inventory panel now properly resets when opened and closed.
Inventory suit upgrades no longer display “x0”.
Achievement notifications now display properly in game.
Slightly adjusted Rigjaw impact visual effects.
Adjusted Heavy Ordinance Unit impact visual effects.
Storm Rifle hit visual effects reduced in size.
Riptide hit particles reduced in size.
Fixed an issue where max level suit upgrades could be purchased multiple times, consuming materials even though the upgrade was already applied.
Fixed an issue where some audio clips could play multiple times.
Fixed an issue where Acid Droppers could remain in the ceiling after being killed.
Fixed an issue with Autocannon sound effects.
We are aware of a bug where Eyeball enemies may occasionally continue firing after being killed. This does not happen often, but we are actively working on a fix.
Keep an eye out for more updates! Praise The Hull.
This update includes several fixes for multiplayer desync issues. We will continue testing and monitoring for additional problems. Please report any issues you encounter while playing.
Fixed a desync issue where players appeared to need to kill enemies multiple times.
Fixed a desync issue where networked players appeared farther behind than their actual position.
Changed how player IDs are assigned. This should fix an issue where players sometimes had the same color.
Lobbies can no longer be created while already in a lobby. Players must leave their current lobby before creating a new one.
Added two new difficulties beyond Hullcifer: Hulltimate and Hulltra.
Added achievements for completing Hard, Very Hard, Hulltimate, and Hulltra.
Completing a higher difficulty will also unlock achievements for all lower tiers.
Added a new room.
Difficulty and Progression
Reduced the death penalty for Very Hard. It had mistakenly been set equal to Hullcifer.
Enemies
Increased Void Eyeball projectile radiation damage and area.
Increased Patrol Bot sound and alert priority.
Increased Swarmer sound priority.
Player
Players now become transparent when standing inside each other.
All sniper bullets now pierce enemies. Each additional target hit receives 50 percent reduced damage.
All sniper damage reduced by 10 percent to balance piercing.
Normalized shotgun spread to 5 degrees.
Abyssal Witness, Byrd Legacy, and Hullbreaker spread increased.
MireTech RR-R spread decreased.
Increased Singularity Drive projectile speed and added gravity.
Twincoil Disruptor changed to a single projectile.
Added “Piercing” to weapon stats where applicable.
Added player names above each player while on the Hull.
Fixed a minor visual issue when interacting with the Scrapper that displayed the last item scrapped.
Players have infinite stamina while on the Hull.
Framerate limit settings added.
Fixed difficulty achievements unlocking only for the host.
Fixed a minor visual issue when using the Scrapper that displayed the previous item instead of clearing it.
Restarting the game may sometimes cause the first person pistol model to disappear.
The maximum level of suit upgrades can be purchased multiple times if players have enough materials.
These issues also exist in the previous build and are currently under investigation. Praise The Hull.
The known desync issue when joining or rejoining multiplayer lobbies is still present. Players must fully exit the game before rejoining a lobby after a reset. We are actively investigating and will provide updates as soon as possible.
Added four selectable difficulty modes.
Difficulty is locked once a run begins.
Difficulty can be changed using the Dive Calibration Lever in the Wheelhouse next to the Fathomwalker Comms Node.
Added a new room.
Added a new achievement for completing the Final Dive on the hardest difficulty.
All sniper rifle scope ranges decreased.
Heavy Ordinance Unit impact sound volume decreased.
Volatite Conduit impact sound volume increased.
Twincoil Disruptor firing sound volume reduced.
Added a sound effect when the Drop button is clicked in the inventory.
Added Inventory text to the HUD that disappears during a dive.
Interactables now display “Press \” prompts. Some may still be missing and will be updated in future patches.
Scrap panel Scrap button is now inactive if the player has no weapons to scrap.
Adjusted Abyssline121 first person position.
Adjusted Vesper first person position.
Fixed an issue where End and Lose cinematics showed players floating in mid air.
Fixed an issue during the Final Dive where enemies could shoot through rocks at the player.
Difficulty and Progression
Base enemy health reduced by 5 percent across all player counts.
Death penalty drastically reduced across all player counts.
Enemy damage reduced across multiple enemy types.
Final Dive enemy spawn timer reduced.
Maximum Threat level is now significantly more dangerous. Essence Wraiths will flood the halls at maximum threat.
Essence Wraith radiation damage doubled.
Enemy Damage Changes
Eyeball: reduced by 5
Large Eyeball: reduced by 5
Large Drudge: reduced by 5
Drudge: reduced by 5
Swarmer: reduced by 2
Large Swarmer: reduced by 2
Abyssal Severant: reduced by 10
Abyssal Sycophant: reduced by 10
Acid Dropper: reduced by 5
Charger: reduced by 10
Juggernaut: reduced by 5
Fathom Cultist: reduced by 5
Beast: reduced by 5
Electric Drudge: reduced by 5
Void Eyeball: reduced by 5 and radiation damage reduced by 0.5
Hull and Survival
Hull integrity loss from player deaths is now cleared if all players successfully complete a dive. This does not affect normal dive degradation.
It is no longer possible to take damage while on the Hull.
Hull failure now properly sends players to the game over screen if they have failed more than once in the same session.
General Changes
All area of effect weapons received substantial damage increases.
All shotguns received a 10 percent damage reduction.
All sniper rifle bullet speeds doubled.
Fathomwalker Rifle damage and cooldown improved, making it more ammo efficient.
Twincoil Disruptor completely reworked.
Singularity Drive now properly deals damage.
Weapon stat label “Cooldown” has been renamed to “Rate of Fire.”
Visual and Effect Changes
Blackrift Ventral hit effect size reduced.
Fathom Essence and material drop rates increased across all player counts.
Quality of Life
Player collision has been removed.
The inventory drop button no longer appears in the Suit Upgrades and Single Use Item tabs.
Health values that drop below 1 but are above 0 now display as 1 to avoid confusion.
Players can no longer pick up suit upgrades they already own.
Dead players can no longer progress Weapon and Suit Upgrade Cache progress.
The Pod wheel can no longer be interacted with after the Mooring Lever has been used.
Multiplayer and Lobby
Lobby join button is now inactive if no lobby is selected.
Player lobby names now appear clearly clickable.
Players on different game versions will now fail to connect. However, older builds can still connect to the newest version due to previous behavior. Please update your game to avoid issues.
Ammo now properly resets if a player joins a lobby while their game was already in session.
It is no longer possible to search or join lobbies after starting a game. Hosts must use the Restart Game option or return to the main menu.
Fixed cases where enemies would sometimes carry over when returning to the Hull. We have not been able to consistently reproduce this issue, so please report it if it still occurs.
Fixed a desync issue when restarting the game in multiplayer lobbies.
There are currently desync issues when joining or rejoining lobbies after restarting the game (using the restart button in the esc menu). For now, all players must fully exit the game and create a new lobby. We are actively investigating this and will update again as soon as possible.
The next major update will introduce difficulty modes. We are planning to release it near the end of the week.
Major Changes
We are deploying a network update that addresses an issue that appeared under poor wifi conditions. This includes situations involving weak wireless adapters, low signal strength, or unstable connections. We were able to reproduce the problem internally and have confirmed improvements with this patch. If you continue to experience lag, desync, or other network related issues, please post in the forums so we can address them as soon as possible.
Minor Changes
Fixed a minor placeholder text error on the Weapon Scrapper.
Weapon stat displays now show damage and bullets fired as separate values instead of multiplying damage by the number of bullets.
Fixed the Abyssal Witness using the incorrect material on the third person character.
We are actively working on additional fixes, updates, and improvements. We’re reading every discussion thread, every report, and every suggestion. More patches will be released as soon as they’re ready.
Thank you, Fathomwalkers, for your support.
Praise The Hull.
Hello Fathomwalkers.
The Hull is officially live. You can jump in right now, explore the ship, and start carving your own path through the dark fathoms. Whether you are playing solo or with a full squad, we are excited to see what you do with it.
We are already working on our first update. This one will add a full difficulty scaling system that lets you tune the game to be easier or harder, with the option to scale it infinitely for long term replayability. More details on that soon.
If you run into any issues or have suggestions, please post them in the Steam Discussions. It helps us improve the experience for everyone.
Thank you for all the support leading up to launch. It means a lot to us.
Praise the Hull.
Greetings Fathomwalkers,
The Hull releases next week on February 12. Below are the most common questions we have received as we approach launch. This is a simple overview so players know exactly what to expect on day one.
Release Date
The Hull releases on February 12.
Price
The game will launch at $9.99 USD with a 15 percent launch discount for the first two weeks.
Player Count
The game supports 1 to 4 players. You can play solo or with a group.
Controller Support
The game does not have full native controller support at launch. We will provide official Steam Input controller bindings so players can use gamepads comfortably.
Preloading
There will be no preloading. The game is very small in size and will download quickly, allowing immediate play at release.
Linux Support
Testing on Steam Deck through Proton has produced satisfactory results. Performance may vary on other Linux configurations. We hope to see you on The Hull soon!
The Hull launches on February 12. The first descent into the deep is close.
You play as a Fathomwalker entering abandoned underwater facilities that were once part of a vast extraction effort. These structures are unstable, flooded, and filled with threats shaped by years of isolation in the dark. Each dive pushes you into machinery that barely holds together and corridors that feel ready to collapse at any moment. Your crew returns to The Hull between missions. The ship is old, rusted, and essential to your survival. This is where you craft gear, adjust your loadout, and prepare for the next run. You can explore alone or with up to three friends, and every dive rewards patience, awareness, and teamwork.
The countdown has started. Gear up, gather your crew, and get ready to descend on February 12. If you want to follow development more closely, you can find us here:
YouTube:
If The Hull interests you, wishlist the game on Steam so you get notified the moment it becomes available. Your support helps the game reach more players and keeps the project moving forward.
Hello Fathomwalkers.
The current scope of The Hull is getting close to where we want it. Most of the major systems are in place, the core content is holding together, and the project finally feels like a unified experience instead of a collection of isolated pieces. It isn’t the finish line, but it’s the point where the game starts to feel solid under its own weight. Right now we’re focused on balance and pacing. Weapons are being tuned so each one has a clear role, drop rates are being adjusted to keep progression steady, and enemy behavior is getting another round of refinement. We’re also testing multiplayer scaling to make sure the experience feels fair whether you’re taking your first steps aboard the ship or pushing into the deepest fathoms. This is the stage where small changes have a big impact on how the game actually plays. We’re also taking time to evaluate what remains in the current scope and what needs to be tightened before we move into the next phase. It’s a mix of polish, testing, and making sure the experience feels consistent from start to finish. There’s still work ahead, but the direction is clear and the momentum feels good. Thank you for following The Hull, and feel free to wishlist the game if you haven’t already. You can also follow our channels here: YouTube: X: https://x.com/MireStudios Mire Studios Website: http://www.mirestudios.com/