137

137 137.0.9

Version
137.0.9
Version Date
Sept. 14, 2026
Links

Patch Notes

v137.0.9.55 PATCH NOTES

v137.0.9.55 Changelog

[p]Thank you all for submitting feedback, whether by Steam Review, email, or otherwise. The response has been honestly incredible and I sincerely hope this updated version of the game is even more enjoyable for you all![/p][p][/p]

CONCEPTS

[p]-Added 6 new obtainable Concepts[/p][p]-Touched up many Concept sprites[/p][p]-Reworked Dual-Core Processor to be more useful to a variety of playstyles[/p][p]-Nerfed Eggfish and most Exo Modules as they scaled too strongly[/p][p]-Stasis Locket and Lunar Ammonite Concepts are no longer active between rounds[/p][p][/p]

MECHANICS

[p]-Taking damage now has a chance to boot the player out of tasks/minigames (affected by difficulty, Defense, and Luck)[/p][p]-Slightly increased nutrient drain speed to account for Serum Efficiency stat being previously bugged[/p][p]-Blackout/rebooting downtime duration is now affected by Speed stat, and caps at 5 seconds[/p][p]-Removed ability to reroll regions during new region build process, but increased amount of selectable regions to 3[/p][p]-Adjusted objective difficulty calculation for less tedious objective load[/p][p]-Increased difficulty scaling for Flesh Vessel and Collapsing difficulties[/p][p]-Achievements can no longer be unlocked in Dev Mode[/p][p]-Increased the hitbox size for Scrapyard scrap to make it easier to collect[/p][p][/p]

THREATS

[p]-Adjusted some threat positions to be easier to see/interact with[/p][p]-Statisouls spawn properly again[/p][p]-Gorgers are no longer permanently maximum size[/p][p]-Eyegrowths immediately notice player if they spawn in the room the player is looking at[/p][p][/p]

REGIONS & ROOMS

[p]-Changed how rooms connect to/from the Outskirts[/p][p]-Hydroponics and Scrapyard rooms no longer passively produce objects between rounds[/p][p]-Empty Hallway has been reworked slightly, and now always appears in The Body[/p][p]-Connecting to or disconnecting from the Digital World causes input delay like other camera switching would[/p][p]-Adjusted positioning of Loose Files objectives within The Climb region as some were inaccessible under certain circumstances[/p][p]-Regions are no longer able to be selected while already active[/p][p][/p]

EXPERIMENTAL VARIABLES

[p]-Lunatic Experiment variable now only starts with Lunar Ammonite and no other Concepts[/p][p]-Cerebral Hemorrhage variable works as intended now, and changes blood tank to a gold colour[/p][p][/p]

AUDIO & VISUAL

[p]-Adjusted lighting in a few rooms to make things easier to see[/p][p]-Player damage SFX is now different depending on the damage source[/p][p]-Flashlight is now usable in more rooms, and has had its values adjusted to be more useful[/p][p]-Redesigned pause menu to be a bit more visually interesting (and block screen content to avoid unintended pause buffering)[/p][p]-Reimplemented some visual sanity effects that were disabled[/p][p][/p]

MISC CHANGES

[p]-Reimplemented tutorial segment[/p][p]-More things affect end of run score (run modifiers, task completion rate, etc.)[/p][p]-Gave Xi, 136, and Mr. Tuxedo some new quips[/p][p]-Increased the odds of some rare events occuring[/p][p][/p]

BUGFIXES

[p]-Serum Efficiency stat properly slows nutrient loss and CSF declarificaiton rate rather than speeding it up[/p][p]-Initialization package descriptions show correct descriptions now[/p][p]-Memory game no longer skips numbers[/p][p]-Steam leaderboard now displays leaderboards properly instead of defaulting to friends-only view[/p][p]-Actualizer can no longer be accessed at incorrect times during the end of runs[/p][p]-Fixed run seed not resetting after quitting a run[/p][p]-Game end button properly shuts off when beginning a special ending or endless mode[/p][p]-Increased size of data chip input so all data chips are able to be entered[/p][p]-Fixed on-screen items being inconsistent to drag in fire minigame with certain menus open[/p][p]-Fixed some misaligned text in the main menu[/p][p]-Fixed a few rendering/lighting visual issues causing unintended flickering or bars on textures[/p]