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Why Nuclear Throne is still the best roguelike aroundAug 15, 2022 - PC GamerIn an instant, it all comes back. The immediate sense of danger. The strategy, the weapons, remembering to grab a grenade launcher for the 2-1 bonus round and remembering to avoid opening the gates in 3-2 and 5-2 to keep them safe for the eventual loop. I make it to the Throne at record pace, busting the generators to break into the secret second phase... and then I beef it. Melted. A promising run killed in an instant, doomed by one slip up... Read more.Luftrausers studio Vlambeer closes doors on 10th birthdaySep 2, 2020 - EurogamerIndie studio Vlambeer hit an important milestone yesterday, marking 10 years since it was established in 2010 by founders Rami Ismail and Jan Willem Nijman. Yet the studio decided to mark the occasion in a somewhat unusual way, as the developer revealed it's shutting up shop. As announced via Twitter, the studio felt it had "a beautiful run, made incredible games, and worked with amazing people", but decided it was "time for new things". "It's not a sad day for us, but the happy conclusion to a whirlwind decade filled with screenshake," Vlambeer stated. "It feels like we've achieved what we set out to do - as a studio, as a voice, and as individuals, and we are extremely grateful for these past years." Read more Nuclear Throne and Ruiner are this week's free Epic Store gamesNov 8, 2019 - EurogamerIf you're looking to expand that insurmountable gaming backlog still further, then perhaps you might like to glance in the direction of the Epic Games Store, where once again a bony finger beckons through the crack in the curtain with the promise of more free games. And this week your freebie options are Ruiner and Nuclear Throne. Nuclear Throne, of course, is developer Vlambeer's acclaimed rogue-like top-down shooter, in which bullets, and a procession of gun-toting post-apocalyptic mutants, reign supreme. Eurogamer's Christian Donlan called it, "Vlambeer's most luxurious game" when he took it for a spin back in 2014, describing it as "perhaps the team's most demanding and multi-layered, too, throwing a tactical, almost strategic element into the mix behind all that shooting." Read more Nuclear Throne fan expansion adds new areas and parrotsNov 4, 2019 - Rock, Paper, ShotgunPost-apocaltypic roguelike Nuclear Throne was a blast. Knife-edge dodge rolls, chunky shotguns, playable telekinetic eyeball monsters. It had it all – except clearly a team of modders disagreed. Their homebrewed “Territorial Expansion” came out last week, with enough doo dahs and polish to pass as an official update. There are new areas, enemies, bosses, weapons and characters. Also, pet parrots. Nothing like a pet parrot to lure me back to armageddon. (more…) Vlambeer return to their roots with a yet-unnamed arcade puzzle shooterSep 3, 2018 - Rock, Paper, ShotgunAfter a string of larger games (including the excellent roguelike shooter Nuclear Throne), Vlambeer are getting back to their roots. At PAX West last weekend, the tiny studio with the big screen-shake effects had an interesting prototype on show – an arcade arena shooter with simple controls and an unusual puzzle-like spin. Vlambeer are getting right back to the score-chasing roots of videogames here, minus watching all your 20p coins mysteriously vanishing. A spaceship zaps aliens in a single-screen arena, but the enemies you shoot determine where and when the next wave spawns. IGN caught some of the game (as well as developer Rami Ismail to explain it) at the show, and you can see it in action below. (more…) Rami Ismail on what indies & AAA can teach each otherJul 2, 2018 - Rock, Paper, ShotgunVlambeer’s Rami Ismail (Nuclear Throne, Ridiculous Fishing) is one of the nicest people in the industry. When he’s not hammering away at the code-forge, he’s travelling the world, meeting new people and advocating diversity in games. Recently, he swung by Barcelona to moderate talks at industry conference Gamelab. While he was there, he found the time to give a few interviews, including a particularly interesting (and lengthy) one to Dean Takahashi of VentureBeat’s games division, wherein he detailed the problems faced by both sides of the industry today. (more…) Have You Played Nuclear Throne?Nov 10, 2017 - Rock, Paper, ShotgunHave You Played? is an endless stream of game retrospectives. One a day, every day, perhaps for all time. Nuclear Throne is a bullet hell, twin-stick shooter roguelike set in an apocalyptic wasteland. Like, seriously apocalyptic – playable characters include a telekinetic sack of eyeballs, a mutated plant that s 90% mouth, and a blob of radioactive gloop. (more…) Nuclear Throne's final update is now liveNov 7, 2017 - PC GamerVlambeer's Nuclear Throne, a "lightning-fast top-down roguelike shooter in which squidgy mutants vie for possession of the eponymous throne," came out a couple of years ago to widespread acclaim. We scored it 90/100 in our review, and it enjoys an "overwhelmingly positive" user review aggregate on Steam. It also wore out the developers pretty thoroughly.  "Nuclear Throne took a lot out of us, and when we finally released the current U98 over a year and a half ago, we were all entirely exhausted," Vlambeer co-founder Rami Ismail said last week. "Since then, we've slowly been finding our footing again, and now that we're feeling creative again, we decided to return to form with an long-long-long-awaited final major update to Nuclear Throne for PC, Mac, and Linux."  That would be Update 99, which dropped yesterday, developed alongside Nuclear Throne Together mod creator YellowAfterlife. It doesn't add any new content, but "it is nevertheless significant," bringing improved performance, easier modding, and "a lot of quality of life and balance fixes."  "We're excited to have one more update art by the phenomenal Justin Chan, we're excited to see the meta change once more, and we've genuinely missed seeing your responses to our silly development antics," Ismail wrote. "We are eternally thankful for your patience, and your sense of enthusiasm and community for the game."  The full patch notes are too long to list here, but these are the new "features" listed:  * Area/weapon/mutation seeding is now far more consistent. * There's now an option for borderless fullscreen on Windows (Alt+Shift+Enter / in options). * There's now a confirmation dialog when exiting/restarting a run; R confirms in it. * Safe spawns now work consistently. * Added a setting for native cursors - when supported, this gets rid of mouse lag once and for all. * Added a setting for mouselock (when available) - for windowed or multi-screen setups. * Both players can now play the same character in coop without making use of bugs. * Added localization support (see lang-example.ini / copy to lang.ini for translating); Some commenters have said that their progress was erased following the update, or that the game launches into a blank screen and refuses to progress. It's not clear yet if the two are connected (at least as far as I've seen) but if you do encounter the blank screen issue, hitting alt-enter will apparently get your wheels turning. Nuclear Throne gets one last big updateNov 7, 2017 - Rock, Paper, ShotgunThe rad roguelikelike shoot ’em up Nuclear Throne has launched what developers Vlambeer are calling its “final major update”. This comes almost two years after Nuclear Throne launched out of early access. Update 99 brings balance tweaks and buckets of bug fixes, improves the game’s performance, and should make modding easier. It doesn’t add gobs of new content but is intended to tidy up odds and ends to leave Nuclear Throne in a fit state for posterity. Well, mostly – it does seem to have a nasty little bug wiping progress for some players. Maybe wait a bit, just to be safe. (more…) Update #99 - Update 99 - November 6th, 2017Nov 6, 2017 - Community Announcementshttp://nuclearthrone.com/press/nuclearthone_final.png It's update 99. Features Area/weapon/mutation seeding is now far more consistent. There's now an option for borderless fullscreen on Windows (Alt+Shift+Enter / in options). There's now a confirmation dialog when exiting/restarting a run; R confirms in it. Safe spawns now work consistently. Added a setting for native cursors - when supported, this gets rid of mouse lag once and for all. Added a setting for mouselock (when available) - for windowed or multi-screen setups. Both players can now play the same character in coop without making use of bugs. Added localization support (see lang-example.ini / copy to lang.ini for translating) Almost too many bugfixes. Balancing Weapons returned by Determination no longer have cooldown of last seen weapon in that slot. Trying to pause mid-generation now pauses as soon as loading finishes. Game now auto-pauses if connection is lost to the in-use gamepad. Grenades no long persist on level change (since they could break generation / kill you). Proto statues no longer keep rads from previous encounter if forgotten Discs now have an axis-aligned bounding box and bounce *a little* more predictably. (don't get too excited - the spread is still there and you'll still hit yourself a lot) Player' plasma shots now hit players with iframe rules when reflected. IDPD grenades now harm IDPD (alongside everyone else) if deflected. Mimics are no longer multiplied on loops. Select enemies now just don't increment kill count instead of reducing it by 1. You can now blow up the last enemy with Melting's Ultra A (the trick: it'll leave a corpse). Proto chest now defaults to rusty revolver if it's weapon is gone. Jungle now consistently offers new mutations on each visit. You no longer accidentally pick up weapons when entering secret areas via objects. Weapons can no longer end up under $$$-specific prop. Hyper Crystal now clears additional area upon noticing the player. Ravens no longer lift up and land on same spot if there's nowhere to fly. Giving up crown of destiny no longer can cause you to have -1 mutation points. Rads should now get stuck on wall edges slightly less often now. The game will take minor effort not to spawn the player right on top of cars/generators. IDPD explosions appearing on one spot no longer stack horizontally. In a particular location, other cars no longer explode when using one of them. Elite inspectors no longer pull non-moving projectiles. Maggot spawns can no longer be duplicated on loops. Enemy' slugs will no longer hit things while on last (almost gone) frames of animation. Frog can now use Hammerhead mutation - use active ability when standing next to a wall. Fixes Fixed original weapon gaining cooldown of what last was in your secondary slot when picking up a new weapon while having only one (mostly affected only Chicken and Robot). Fixed portal not opening until van is gone if Big Dog and van are the last enemies on the level. Fixed auto...Update #99 - Update 99 - November 6th, 2017Nov 6, 2017 - Community Announcementshttp://nuclearthrone.com/press/nuclearthone_final.png It's update 99. Features Area/weapon/mutation seeding is now far more consistent. There's now an option for borderless fullscreen on Windows (Alt+Shift+Enter / in options). There's now a confirmation dialog when exiting/restarting a run; R confirms in it. Safe spawns now work consistently. Added a setting for native cursors - when supported, this gets rid of mouse lag once and for all. Added a setting for mouselock (when available) - for windowed or multi-screen setups. Both players can now play the same character in coop without making use of bugs. Added localization support (see lang-example.ini / copy to lang.ini for translating) Almost too many bugfixes. Balancing Weapons returned by Determination no longer have cooldown of last seen weapon in that slot. Trying to pause mid-generation now pauses as soon as loading finishes. Game now auto-pauses if connection is lost to the in-use gamepad. Grenades no long persist on level change (since they could break generation / kill you). Proto statues no longer keep rads from previous encounter if forgotten Discs now have an axis-aligned bounding box and bounce *a little* more predictably. (don't get too excited - the spread is still there and you'll still hit yourself a lot) Player' plasma shots now hit players with iframe rules when reflected. IDPD grenades now harm IDPD (alongside everyone else) if deflected. Mimics are no longer multiplied on loops. Select enemies now just don't increment kill count instead of reducing it by 1. You can now blow up the last enemy with Melting's Ultra A (the trick: it'll leave a corpse). Proto chest now defaults to rusty revolver if it's weapon is gone. Jungle now consistently offers new mutations on each visit. You no longer accidentally pick up weapons when entering secret areas via objects. Weapons can no longer end up under $$$-specific prop. Hyper Crystal now clears additional area upon noticing the player. Ravens no longer lift up and land on same spot if there's nowhere to fly. Giving up crown of destiny no longer can cause you to have -1 mutation points. Rads should now get stuck on wall edges slightly less often now. The game will take minor effort not to spawn the player right on top of cars/generators. IDPD explosions appearing on one spot no longer stack horizontally. In a particular location, other cars no longer explode when using one of them. Elite inspectors no longer pull non-moving projectiles. Maggot spawns can no longer be duplicated on loops. Enemy' slugs will no longer hit things while on last (almost gone) frames of animation. Frog can now use Hammerhead mutation - use active ability when standing next to a wall. Fixes Fixed original weapon gaining cooldown of what last was in your secondary slot when picking up a new weapon while having only one (mostly affected only Chicken and Robot). Fixed portal not opening until van is gone if Big Dog and van are the last enemies on the level. Fixed auto...November 6th: AMA + Update 99 Release!Nov 1, 2017 - Community Announcementshttp://nuclearthrone.com/press/the-old-chair_sm.png Hi there! It's been a long time, and as you all probably noticed, Vlambeer has been in somewhat of a hybernation state. Nuclear Throne took a lot out of us, and when we finally released the current U98 over a year and a half ago, we were all entirely exhausted. Since then, we've slowly been finding our footing again, and now that we're feeling creative again, we decided to return to form with an long-long-long-awaited final major update to Nuclear Throne for PC, Mac, and Linux. We've hired YellowAfterlife (the creator of the Nuclear Throne Together mod) and worked closely with community members and feedback to create an update 99 that is worthy of the wait. While we want to stress that you shouldn't expect new content for this update, it is nevertheless significant: the game performs significantly better, is easier to mod, and a lot of quality of life and balance fixes have been introduced. We're excited to have one more update art by the phenomenal Justin Chan, we're excited to see the meta change once more, and we've genuinely missed seeing your responses to our silly development antics. We are eternally thankful for your patience, and your sense of enthusiasm and community for the game. As such, we're announcing an AMA over on the official Nuclear Throne Reddit for November 6th, and Update 99 will release at some time near the end of the AMA.November 6th: AMA + Update 99 Release!Nov 1, 2017 - Community Announcementshttp://nuclearthrone.com/press/the-old-chair_sm.png Hi there! It's been a long time, and as you all probably noticed, Vlambeer has been in somewhat of a hybernation state. Nuclear Throne took a lot out of us, and when we finally released the current U98 over a year and a half ago, we were all entirely exhausted. Since then, we've slowly been finding our footing again, and now that we're feeling creative again, we decided to return to form with an long-long-long-awaited final major update to Nuclear Throne for PC, Mac, and Linux. We've hired YellowAfterlife (the creator of the Nuclear Throne Together mod) and worked closely with community members and feedback to create an update 99 that is worthy of the wait. While we want to stress that you shouldn't expect new content for this update, it is nevertheless significant: the game performs significantly better, is easier to mod, and a lot of quality of life and balance fixes have been introduced. We're excited to have one more update art by the phenomenal Justin Chan, we're excited to see the meta change once more, and we've genuinely missed seeing your responses to our silly development antics. We are eternally thankful for your patience, and your sense of enthusiasm and community for the game. As such, we're announcing an AMA over on the official Nuclear Throne Reddit for November 6th, and Update 99 will release at some time near the end of the AMA.Nuclear Throne's soundtrack to be released on vinyl with awesome sleeve artDec 29, 2016 - PC Gamer"Videogame music is as much a part of the discography of our lives as any other LP, and indie game music has transcended the 16-bit throwback vibe so much lately," said Patrick McDermott of Californian record label Ghost Ramp while chatting to Andy earlier this year. According to McDermott, Ghost Ramp's raison d'être is to portray game composers as artists in their own right, and as such has set out to launch videogame soundtracks on vinyl—the company's first major game-to-vinyl release being Crypt of the Necrodancer .    Now, Vlambeer's top-down shooter-meets-roguelike Nuclear Throne is in line for similar treatment, with composer Jukio "Kozilek" Kallia's work being transformed to record-form, boasting the following ultra-cool sleeve art:  The artwork featured above comes courtesy of Justin Chan, with vinyls being sold in both Limited and Special Editions. Full details on what each package offers can be found via the Ghost Ramp store , however expect extra goodies such as stickers, enamel pins and digital download keys.  Shipping in May of 2017, the Nuclear Throne vinyl costs either $40 or $50, depending on whether you vouch for its Limited or Special Edition. Preorders are available now if that's your thing.  Nuclear Throne online co-op mod is just as fast and deadly as playing offlineJun 27, 2016 - PC GamerNuclear Throne is the rare game that I fail at over and over again, but keep coming back to. It s such a satisfying twitch shooter that I m constantly on edge and terrified for my life in the later levels our review very accurately describes it as a roguelike shooter of insidious grace and flexibility, with every single moving part a source of terrible fascination. When I saw an online multiplayer mod pop up last week, I was immediately compelled to play it what better way to alleviate the stress of an intense roguelike than to have a friend there to help? What an innocent though that was. Nuclear Throne Together works shockingly well, and is a ton of fun, but if anything, it makes the game more stressful and frenetic. My co-op partner Tom Marks can attest to that, as I spent most of the later levels in our sessions shouting oh god oh god oh god as everything on the screen exploded constantly. We exploded a lot of stuff, Tom and I. It was a good time, and co-op adds an interesting strategic twist you won t find in single-player. When your partner goes down, the game gives you a limited window to revive them and split your HP. If you leave them down, you start taking damage and die yourself. We ride together, we die together. Mutant freaks for life. I m still a little amazed that this mod exists. Nuclear Throne shipped with local co-op for two players on the same PC. Nuclear Throne Together takes that mode and brings it online, with full Steam integration (friends list, invites, etc.). I m no programmer, but I m pretty sure writing solid netcode for someone else s game especially when the source code for that game isn t publicly available is a hell of a task. Modder Vadim wrote on his website: Should you have an impression that reverse-engineering an existing large game to poke few thousand new lines worth of code into it isn't a bad idea it very well is. Oh, and that s not all it does. As Vadim wrote, Nuclear Throne never was a coop-centric game, and thus coop mode didn't receive enough attention, remaining ridden with various small bugs. This mod changes that, fixing pretty much every known issue, and giving coop some much-needed polish. He also fixed some other game bugs while he was at it. From my hands-on time with the mod, it worked perfectly about 90% of the time. In a few moments of heavy action, with tons of explosions going off on-screen, Nuclear Throne lagged to the point of entirely freezing up. This happened about four or five times across three runs (we even made it to the Throne in one of them!) and usually lasted a handful of seconds before clearing up. I believe both of us were on stable connections, though Vadim notes that the mod requires somewhat-low-latency (100ms delay / 200ms ping) connection for comfortable play and Comcast could be to blame for our little lag spikes. Either way, they didn t get in the way of us having fun. For the majority of our time playing Together, it was smooth shootin . I hope this mod is the sig...Nuclear Throne Mod Adds Online Co-opJun 25, 2016 - Rock, Paper, ShotgunOnline co-op multiplayer has arrived in Nuclear Throne , Vlambeer’s John-pleasing rougelikelike shooter, thanks to an unofficial new mod. YellowAfterlife’s Nuclear Throne Together mod cleverly adds online multiplayer completely with Steam invitations and lobby lists, which is awfully impressive considering Vlambeer never shared source code – this is reverse-engineered. Now you and a pal can try to become kings of the nuclear wasteland together. … Update #98 - Thronebutt - February 21st, 2016Feb 21, 2016 - Community AnnouncementsIt's been a while, but update 98 finally seems ready. While we've done lots of testing on this build over the last few weeks, do note that the changes to this build are 'deep' enough that we can't guarantee it's 100% stable. Over the next few weeks we'll work on update 99, which will fix any issues that come up as 98 rolls out. Most of Update 98 is balancing and fixes to issues introduced in 97, but the biggest change is the re-introduction of the Thronebutt meta-leaderboards. Nuclear Throne now directly interfaces with the site, and that means you can keep track of your Daily and Weekly performance there. Thanks for the patience, and let us know what you think! Features Thronebutt.com integration! Balancing Heavy Slugger Buff Jungle flies now have a chance of dropping maggots Lightning Crystals are now more aggressive Ultra Bolt Damage Buff Some minor Steroids changes (now starts with bullets, starting ammo increase) Huge things can no longer be revived (bosses, etc.) Fixes Fixed some retroactive achievements Removed Daily/Weekly from DRM-Free builds Coop fixes IDPD Van Depth fixes Several No Portal Bugs fixed Less freeze frames on Ally death Skeleton now loses mutations properly Lightning can now escape certain levels Mom attacks with toxic again YV purgatory bug fixed Lots of crashes fixed Van infinite loop fixed Misc Collision optimalisations Lightning optimalisations Melting scorchmarks depth issues resolved Loadout guns no longer sound like chicken sword and vice versa As a fun side-note, community member lietu has been working on Throne2Speech, which sort of narrates your Nuclear Throne run using the new Thronebutt. It's still in beta, so it might not be perfect still. We're looking forward to what people create with the new stream key and Thronebutt integrations!Update #98 - Thronebutt - February 21st, 2016Feb 21, 2016 - Community AnnouncementsIt's been a while, but update 98 finally seems ready. While we've done lots of testing on this build over the last few weeks, do note that the changes to this build are 'deep' enough that we can't guarantee it's 100% stable. Over the next few weeks we'll work on update 99, which will fix any issues that come up as 98 rolls out. Most of Update 98 is balancing and fixes to issues introduced in 97, but the biggest change is the re-introduction of the Thronebutt meta-leaderboards. Nuclear Throne now directly interfaces with the site, and that means you can keep track of your Daily and Weekly performance there. Thanks for the patience, and let us know what you think! Features Thronebutt.com integration! Balancing Heavy Slugger Buff Jungle flies now have a chance of dropping maggots Lightning Crystals are now more aggressive Ultra Bolt Damage Buff Some minor Steroids changes (now starts with bullets, starting ammo increase) Huge things can no longer be revived (bosses, etc.) Fixes Fixed some retroactive achievements Removed Daily/Weekly from DRM-Free builds Coop fixes IDPD Van Depth fixes Several No Portal Bugs fixed Less freeze frames on Ally death Skeleton now loses mutations properly Lightning can now escape certain levels Mom attacks with toxic again YV purgatory bug fixed Lots of crashes fixed Van infinite loop fixed Misc Collision optimalisations Lightning optimalisations Melting scorchmarks depth issues resolved Loadout guns no longer sound like chicken sword and vice versa As a fun side-note, community member lietu has been working on Throne2Speech, which sort of narrates your Nuclear Throne run using the new Thronebutt. It's still in beta, so it might not be perfect still. We're looking forward to what people create with the new stream key and Thronebutt integrations!Our most intense ragequit momentsJan 15, 2016 - PC GamerGames confront us with failure all the time. It could be the famous YOU DIED message of Dark Souls, or the unfavourable scorecard at the end of a hard-fought round of Rocket League. In the heat of the moment calm Vulcan exteriors can crack. Curses are uttered. Innocent controllers are thrown out of windows. Things can get intense. Some games induce rage more than others. A long game of Dota 2 squandered by one error will understandably leave some participants furious, but when we started writing about the games that made us quit in anger some surprises turned up. Even a serene adventure like The Vanishing of Ethan Carter or a strategy game like Civ can trigger a moment of total despair. Here is a collection of our ragequit stories. Share your own in the comments. Rocket League and The Vanishing of Ethan Carter Samuel Roberts About ten years ago I used to break games, controllers and keyboards on a regular basis after losing at something (without going into it, losing my Ifrit card in Final Fantasy VIII s Triple Triad to the game s awful random rule ended up costing me 30). Then, in the last few years I thought I d mellowed out, sailing through much of my twenties with only a vanquished 360 controller (vanquished by my foot—I don t remember why) to show for it. Turns out, this was delusional and I m still furious all of the time. Usually when I m playing online. Rocket League came out last year. I must ve reinstalled that game about five or six times after having bad games and deleting it from my Steam library, and it s always for the same reason—losing when I feel I didn t deserve to, either because my teammate was rubbish or because I was (usually the latter). The worst time was when I turned my computer off at the wall after, probably, an own goal. I am a tit. I m staying away from competitive games from now on, going back to my precious little bubble of mowing down NPCs in a bid to see the closing credits of story-based games because I m too much of a baby to compete with other humans. Wah! In a similar vein, I also wasn t massively keen on the time we lost an amateur match of Dota to a surprise team of experienced players, and my measured response was to never play Dota again. I tend to have more moments of indescribable disappointment than ragequitting these days. This happened to me with The Vanishing of Ethan Carter, the first-person adventure released in 2014. I was enjoying the feeling of being in that world a lot, and while I loved a few of the individual, weirder moments I encountered in that world, I didn t really like the story that much at all. I wandered into a mine, went down some stairs and a monster walked up to me and killed me without any explanation. I turned it off, uninstalled it and went to bed. It s a very mellow form of ragequitting. Now, I ve been told there s a very easy way to get past this bit by PC Gamer s Tony Ellis, and I don t doubt it. But there was something so crushing about this see...Update #97 - Clouds and Tweaks - December 15th, 2015Dec 15, 2015 - Community AnnouncementsFirst of all, thank you so, so much for your support during the launch of Nuclear Throne. We know things were unexpected, and we wish we would've been capable of communicating a bit more - but such is the nature of surprise announcements. While we're not allowed to go into specifics due to legalities and the like, we can easily say that this was by far the most successful launch in the history of Vlambeer, and such an enormous part of that was all of you on social media. It was also by far the biggest launch we ever did, and that does mean that we're learning as we go. We're super thankful for your patience, and we're going to continue updating the game to address some issues in terms of balance, fix some things that came up before the launch and some new things that came up after it, restore Daily/Weekly functionality, and polish just a tiny bit more. We're going to switch things up a bit now that we've reached home from PSX, release status on the game, and update 97 in our long history of updates. We'll be lowering the frequency of updates and livestreams permanently, although we'll have more information on what happens on our Twitch channel in the future. For this update, we're introducing some balancing tweaks, a lot of crash and hang fixes and introducing Steam Cloud. Update 97 should also address problems with OSX and Linux builds on certain configurations, and if everything went OK, nobody should ever have to touch options.ini again. We also learned to never make the default pause menu option 'Quit to Menu'. Sorry! For next update, we're going to transition the Dailies and Weeklies over to new servers, hopefully restoring those to full function for the first time after the launch. Let us know if you run into any new bugs or problems. Balancing A lot of tweaking to the enemies spawning on loop. Difficulty should increase throughout the areas a bit more and desert has been made slightly less ridiculous. Enemy HP now increases less with loops. Lil Hunter now spawns a second later, and looping decreases the spawn time less than it used to. Lil Hunter's weaponry now gets more powerful with loops. Hard mode now starts you out with slightly better weapons. Tiny Gamma Guts nerf, prepared to change it back if this ruins it. Energy Hammer now uses more ammo, spawns later, and deals more damage. Guitar rate of fire has been slowed down a bit. Energy Sword rate of fire has been slowed down a tiny bit. Freak IDPD now has better guns with more spread. Fixes Fixed bug that started game from loadout screen with gamepads. Fixed crash on Daily/Weekly load. Disabled 'G'-key that made gamepads unpredictable. Fixed Guardian point_distance bug on death in palace. Wrote better save corruption handling, should stop game from crashing on load. Fixed additional VertexBufferHandler errors resulting in corrupted graphics. Fixed Plant B skin unlock achievement not appearing when not looping. Crown of Risk and Crown of Luck icons are no longer swapped in the loadout sc...