Far Far West Patch Notes

Patch 2026-09-19 September 19, 2026

  • It can be damaged only through its planks, rendering most builds inefficient and frustrating to use against
  • It has no evolution between difficulties
  • The second phase with the saloon spirit is boring but also confusing for first-time players
  • Not really a monster house fantasy?
  • It can now be damaged everywhere, planks remain through the fight and are now used as weakspots
  • New patterns for Very Hard and Nightmare, the boss cycle through attacks with a speed based on difficulty
  • No second phase anymore
  • New animations, new patterns and overall more visual clarity!
  • The boss never moves
  • It has no evolution between difficulties
  • It has some frustrating patterns, such as the shield that can take some time to destroy
  • Some attacks are borderline useless, such as the summon of ravens (did you even know it existed?)
  • The boss now has new patterns that make it move around the arena
  • New patterns for Very Hard and Nightmare, the boss cycle through attacks with a speed based on difficulty
  • Frustrating patterns have been adressed and are now more regularly counterable
  • New animations, new patterns and overall more visual clarity! Some patterns have been combined to make the fight more interesting
View full patch notes ↗

Patch 0.2.0.20 September 7, 2026

  • 🔼 Knuckles: XP multiplier increased from x0.5 to x0.7
  • 🔼 Lasso: XP multiplier increased from x0.5 to x0.7
  • 🔼 Dual Revolvers: the attack speed upgrade is back!
  • 🔼 Banjo: XP multiplier increased from x0.6 to x1
  • Now gives XP based on the amount of HP healed to players, including yourself
  • Base damage increased from 8 to 9
  • Slam base damage increased from 20 to 25
  • Heal range increased: Base: 650 > 1024
  • Joker Lullabard : 1300 > 2048
  • 🔼 Frost Cube: the cast animation can now be canceled by holding the click while casting the spell, allowing more control and faster reactions
  • ↔️ Swapped Frost Cube and Frost Breeze in the Frost spell tree progression (Breeze is now the first spell, Cube the third)
  • 🔼 Cryptic Horseman: Joker reward odds improved Normal: from 5% to 0%
  • Fine: 50% (unchanged)
  • Prime: 20% (unchanged)
  • Mythic: 20% (unchanged)
  • Legendary: from 5% to 10%
  • 🔼 Wandering Trader: prices decreased from 10 > 20 > 35 > 50 > 65 to 10 > 20 > 30 > 45 > 55
  • 🔼 Blueprints Primary and secondary weapons cost reduced from 12 to 8
  • Utility cost reduced from 6 to 4
  • Fixed +100 bugs, including: The Gamma setting works again!
  • HDR should work now!
  • Fixed a very frequent GPU crash
  • Fixed a GPU crash on a specific Linux setup using Vulkan
  • Fixed a crash when starting a mission
  • Fixed a frequent disconnection issue
  • Cinematics should no longer play their audio late for HDD users
  • Fixed the muffled audio on 5.7 surround systems
  • Enemy death sounds should no longer blow your ears when too many enemies die at once
  • Pings should no longer play their spawn sound right after starting a mission
  • The “Twitch” tab in the settings is now gone! It will come back when it’s ready :)
  • The button to open someone’s Steam profile in the session settings works again
  • Any UI element should no longer be interactable while the minimap is open
  • The blue shield effect at the bottom of the screen no longer cuts off abruptly
  • Your shield no longer decays too early when you gain shield while you already have some (indirect shield buff)
  • Pressing left shift while typing in the chat no longer makes your horse run
  • Item meshes such as the Banjo or the Knuckles should no longer be out of scale after unmounting your horse as a client
  • When a client disconnects, the item they were holding is now dropped on the floor
  • Picking up a blueprint now properly removes its ping
  • Snake kills from melee slaps should now count toward the Bestiary tracking
  • The Woodlands and Jungle maps should now properly give the additional difficulty XP
  • Fixed a softlock that could happen if the Overseer talks while you are already talking to an NPC
  • Fixed the textures on the promo-code Ghost Hunter in the lobby
  • Some localization fixes
  • Cryptic Horseman: should no longer spawn in trees or unwalkable areas
  • Cryptic Horseman: should no longer fall through the floor
  • Cryptic Dead Eyes: should no longer move or rotate while frozen
  • Cryptic Dead Eyes: should no longer spawn inside ceilings or walls
  • Cryptics should no longer spawn at 0;0;0 in the lobby, making noise in the new area behind the train
  • Ally NPCs should no longer get stuck (a safety net was added in case they do)
  • Anvil storm: starting one during another storm now overrides the older storm to create a new one
  • Lighthouse: Gold Ore and Coyotes should now be properly visible for everyone, including clients, after completing it
  • Copy Press: a map secret should no longer reset the ink counter to 5 instead of its base value of 4
  • Hellfire secret: pinging ‘The Precious’ should no longer display it as a ‘Healing Bottle’
  • Jungle secret: torches should no longer roll infinitely and clip through the terrain when dropped, which prevented players from retrieving them or grabbing a replacement
  • The “align all the skulls” minigame should no longer count as a success when it is unfinished
  • Arizona Jones: should no longer interrupt her door-unlocking animation to draw her weapon when enemies are nearby, which could block the questline in multiplayer
  • Mounts should no longer take damage from underground lava if you have a Dwarf joker equipped
  • Minigun: should no longer stop spinning after shooting when the ADS toggle option is enabled
  • Minigun: the rev sound no longer stops playing after shooting if you hold the aim button
  • Knuckles, Banjo and Lasso: using the ADS toggle option no longer requires pressing right click twice
  • Banjo: the extra chords should no longer be marked as full when equipping the weapon
  • Bow: inspect is now disabled while charging, to prevent a visual desync with the draw animation
  • Boomerang: its lifesteal should now properly work
  • Sheriff Star: the Draw Speed upgrade no longer speeds up the visuals only, it now properly reduces the weapon’s pre-fire delay
  • Life Steal upgrade: should now properly work on secondary weapons
  • Melee weapons should now charge when hitting the Sky Cannon, the Cryptic Saloon boss or the Cryptic Train
  • Melee weapons should no longer charge on shielded enemies
  • Regular punch melee hits should now display damage numbers on targets at shooting range
  • Piercing bullets should no longer trigger on-impact jokers multiple times on non-valid targets
  • ❄️ Frost Bridge: Can now receive electricity on both server and client side
  • The Boomerang, Sheriff Star, Banjo and arrow projectiles now properly apply Elec to it
  • 🌵 Cactus Pistolero: the current element should now display properly on the turret for clients
  • 🌵 Cactus + ⚡ Elec Strikes combo no longer damages the caster
  • Voodoo Corruption: should no longer corrupt the Coyote, which did nothing anyway
  • Joker Swift Shot: should no longer stay permanently active from hip-fire, it now only triggers while aiming down sights
  • Joker Relentless: now properly grants +30% damage instead of +10% while below 30% HP
  • Joker Last Dance: now properly grants +30% movement speed instead of +36% when dropping below 30% HP
  • Joker Scout’s Honor: Client shields should no longer drain to 0 instead of stopping at 10 SP when no damage is taken
  • Now starts generating shield as soon as the game starts if no damage is taken
  • Joker Switchshot: now boosts the damage of the entire shotgun blast instead of a single pellet
  • Joker Scrub Hit : hitting a target should no longer clear the Joker Mark Ace buff
  • Joker Magic Friendship + Joker Tin Man: the combination should no longer trigger an unintended shield gain during level loading and train extractions
  • Joker Riposte: Now boosts the entire Boomerang throw instead of only its first damage tick
  • Now boosts the entire shotgun blast instead of a single pellet
  • Joker Tin Man: should no longer grant shield points before you reach full health
  • Joker Last Stand: should no longer over-heal you as a client
  • Joker Consumer + Joker Magic Reload: casting a spell should no longer make switching back to your weapon trigger a reload and waste ammo
  • Joker Vampire: Now works as originally intended
  • Melee attacks should now properly trigger its lifesteal
  • Overkill damage is no longer taken into account in its lifesteal
  • Now properly triggers its lifesteal when damaging bosses such as the Cryptic Train and the Cryptic Saloon
  • Joker Execute: Enemies killed by it should now trigger on-kill Jokers, such as Joker Life Pact
  • Killing an enemy with it should now increment your kill streak
  • Joker Coinflip: its +100% damage bonus and -50% damage malus are now calculated correctly
  • Joker Ricochet + Joker Eagle Lever: secondary impacts should no longer reset the damage stacks
  • Joker Spell Roulette: should no longer get stuck rolling only the Cactus Mino spell when your spell cooldown reduction is too high
  • Joker Fanning Ace: A high reload speed should no longer let you trigger it indefinitely by simply holding down the attack button
  • A high reload speed should no longer prevent it from triggering on consecutive reloads, so it can properly be chained
  • Joker Homing Burst: now properly triggers on the eighth shot instead of the sixth
  • Joker Jump Star: the extra jumps should no longer persist after switching away from the Sheriff Stars
  • Joker Bardbarian: rapid follow-up attack inputs after a slam should no longer softlock you into an unintended second slam animation
  • Joker Swamp Trick: the explosions it triggers on the Dual Revolvers should no longer damage you
  • Joker Ultra Draw: Should now detonate gold mines again when using the Pyro element
  • Fully charging an arrow should now properly trigger the intended explosion
  • Joker Sky Lash: should now trigger when attacking empty air
  • Added support for Vulkan SM5 (in the Steam launch options, you can now use -vulkan -sm5 )
  • Cached the player inventory to improve CPU performance in the menus
  • Added disconnection error messages, such as “Kicked by the host” or “The ban hammer has spoken”, plus numbered codes for technical use
  • Improved Arizona Jones’ overall mobility, increasing her base movement speed by 29%
  • Joker Sky Lash: no longer stops your momentum
  • You can no longer obtain undroppable jokers in the Refiner
  • Aiming with the Minigun now very slightly decreases the camera field of view (5°)
  • Bow: increased the volume of the charge sound with Joker Overdraw and Joker Ultra Draw to make it clearer and more distinct
  • Added +1 ammo bag on the Cryptic Train and Cryptic Necromancer arenas
  • The Acid Geyser + ⚡ Elec combo is now more reliable and displays “COMBO!”
  • The Acid Geyser + ❄️ Frost combo now displays “COMBO!”
  • You can now drop the music disc from your hands in the lobby by pressing the interact button
  • During the leaderboard screen, player emotes are now played at the right angle (the piano emote no longer hides everyone)
  • You can now send messages in the chat during the end screen cinematic!
  • Cryptic Vulture: no longer chases the player, to avoid it running into ceilings. In exchange, the dome arena has been scaled down
View full patch notes ↗

Patch 2026-09-03 September 3, 2026

  • STATS FOR STAT NERDS
  • 🧊 60,000+ brand new players?? 🧊
  • 🌋 11,000+ concurrent players?! 🌋
  • 😡 500+ bugs reported? 😡
View full patch notes ↗

Patch 0.2.0.4 August 27, 2026

  • Fixed promo codes, they work again!
  • Marauders are now correctly frozen
View full patch notes ↗

Patch 0.2.0.2 August 27, 2026

  • Item Fragments are now called Blueprints
  • Tracking items to earn their blueprints is gone. You now collect blueprints during missions like you do any currency, and can then use them at the lobby
  • You no longer need to pay gold to buy a weapon after unlocking it. Spending blueprints to unlock them will directly purchase them
  • 🚨 All your accumulated blueprints on each weapon have been aggregated and converted to the unique blueprint currency 🚨
  • Lighthouses spawn in every mission and are indicated on your mini-map
  • Reaching the top of a lighthouse (we know you’ll use spells to cheat your way up) and completing its minigame reveals the map and its unique locations
  • Anything that costs currency during a mission now uses Uranium instead of Gold
  • Leftover Uranium at the end of a mission is converted into XP for your hero and your weapons
  • Uranium can be collected in different ways: Break a Joker \ NEW: hit a Joker with your fists to break it] The amount of Uranium depends on the rarity of the broken joker
  • Dropped jokers do not give Uranium
  • Kill an Elite enemy
  • Complete a secondary objective
  • Complete a quest
  • Complete a secret
  • Complete a lighthouse
  • Unique Uranium objectives
  • Flying balloons
  • Knuckles: Short range, big impact. Requires no ammo, no aim, and no thoughts.
  • Right-click: send out a damaging burst in a wide cone
  • \ \ FIST RO DAH: The charged attack propels you backwards and has a 20% chance to apply Frost to enemies
  • \ \ FIST RAGE: Taking damage generates charge and grants +30% attack speed for 2 sec.
  • Right-click: deal damage to all enemies in front of you for a few seconds
  • \ \ SKY LASH: The charged attack grants +50% move speed and lets you fly
  • \ \ SPELL LASH: Casting a spell instantly fills your charge bar
  • Banjo: Slow and weak attacks, some healing power. Perfect for healing your allies while destroying their eardrums.
  • Right-click: heal yourself and your allies in a zone around you
  • \ \ LULLABARD: Gain an extra chord per hit and a wider healing zone, but lose the slam attack
  • \ \ BARDBARIAN: Hold the slam attack longer to release a more powerful blow
  • Shield Points can be gained in different ways, such as using specific jokers, weapons or Frost spells
  • Shield Points are shown above your HP bar and take damage first, protecting your HP
  • Shield Points automatically decay over time when you stop gaining them for a few seconds or aren’t taking damage
  • Shield Points have a maximum capacity of 100
  • RANGE: Increases the range of your melee weapons
  • CHARGING SPEED: Increases the rate at which your melee weapons charge
  • CHORD CAPACITY: Increases the maximum amount of chords you can have ( Banjo exclusive )
  • \ BRACING: +5% attack and reload speed
  • \ FREE COCKTAIL: When you reload an empty clip, heal for 2 HP
  • \ HEAVY WEAPON: +10% damage, but +30% gravity while the weapon is active
  • \ PANIC ATTACK: When you take HP damage, gain +20% damage for 3 sec.
  • \ QUICKDRAW: +40% swap speed
  • \ CRACKSHOT: +7% damage
  • \ SWITCHSHOT: Your first shot after equipping a weapon deals 30% more damage
  • \ FAST HANDS: +20% reload speed
  • \ FROST BITE: Melee kills on frozen enemies grant 2 shield points
  • \ LUNGE: +15% melee range and hitbox size
  • \ PRECIOUS RUSH: +10% chance for a speed-boosting ring to spawn when an enemy dies
  • \ SLOW AND STEADY: Gain +25% accuracy, but -10% attack speed
  • \ AVALANCHE: +15% damage while shielded
  • \ BERSERKER: Gain up to +50% melee damage as your HP gets lower
  • \ BLOODLUST: Melee kills grant a stacking +5% melee speed for 5 sec., up to +50%
  • \ PEW PEW PEW: +20% attack speed
  • \ SCRUB HIT: Your primary weapon removes elements from enemies to instantly deal 10 damage
  • \ SHARP SHOOTER: +20% weakspot damage
  • \ EAT-A-PUNCH: Melee kills heal you for 2 HP
  • \ EXECUTE: Your hits instantly kill enemies below 20% HP, except elites and bosses
  • \ RIPOSTE: After your shield absorbs a hit, your next attack deals +100% damage
  • \ SNACK-A-PUNCH: Melee kills grant you 1 shield point
  • \ ALL MIGHTY: Gain +1% damage per 1 shield point, up to 80%
  • \ JOKER TRICK: Gain +7% damage and attack speed for every distinct joker rarity equipped on the weapon
  • \ VAMPIRE: The weapon gains 4% lifesteal
  • \ KNUCKLE DOWN: +10% melee damage
  • \ LIGHTWEIGHT: 5% lower gravity
  • \ MAGIC RELOAD: Automatically reload your weapon after casting a spell
  • \ SPARE BULLETS: +10% ammo bag
  • \ FIGHT OR FLIGHT: Taking HP damage grants +20% melee speed for 3 sec.
  • \ HOP: +20% jump height
  • \ PRICKLY PEAR: When hit, deal the same damage plus 15 back to the attacker
  • \ SCOUT'S HONOR: After 10 seconds without taking damage, your shield is set to a minimum of 10 shield points
  • \ WELL FED: +5 HP
  • \ APPRENTICE: -10% spell cooldown
  • \ GREAT WALL: Reduce all damage taken by 10% when shielded
  • \ LAST BASTION: Upon reaching 25% HP, gain +50 shield (cooldown: 60 sec.)
  • \ DEATH’S DANCE: Your shield decreases 30% less quickly
  • \ COLD BLOODED: Your melee attacks freeze enemies, consuming 3 shield points per enemy
  • \ LAST STAND: While at or below 30% HP, reduce all damage taken by -30% and gain 10% melee lifesteal
  • \ TIN MAN: Excess healing converts into shield points, up to +15 SP
  • \ THICK SKIN: Reduce all damage taken by 20%, but receive -30% healing
  • \ CAST AWAY: Casting a spell decreases the spell cooldown of other spells by 3 sec. to a minimum of 4 sec.
  • \ COINFLIP: Flip a coin every 10 sec. You either deal +100% or -50% weapon damage
  • \ DOUBLE DOWN: Gain +30% shield points from all sources
  • \ GOLIATH: You are bigger. Gain +25% HP
  • \ SPELL ROULETTE: -20% spell cooldown, but spells are randomized on each cast
  • The Frost element can be selected on your secondary weapons!
  • Frost’s special ability is the power to completely freeze enemies
  • Applying Frost to an enemy gives you +1 shield point
  • CUBE: Turn yourself or an ally into an invulnerable ice cube
  • BRIDGE: Summon a bridge that shields allies who cross it
  • BREEZE: Summon a breeze that freezes enemies in a wide cone
  • GLAZE: Release a burst that damages nearby enemies and shields nearby allies
  • BLIZZARD: Summon a blizzard that follows you, dealing damage to all enemies and shielding allies
  • 3 quests have been added to the Jungle map! Team up with Arizona Jones to uncover the secrets of the jungle temples, she knows how to make it worth your while!
  • A secret has been added to the map! And pyramids. Well, it has definitely been sitting there for a looong, looong time, so let’s just say it has been uncovered
  • A brand new map with a very fiery atmosphere and an extremely dangerous volcano
  • The very very evil Ronsau needs your help to end the world, so he has 3 quests for you. Will you serve him well?
  • A secret is hidden somewhere on the map. Probably has something to do with that big volcano.
  • Unique Jokers no longer cost a mandatory 5 slots. They now take any amount of slots based on how powerful they are, and the number of slots a joker uses is displayed on its card
  • Changed how HP bonuses and penalties are calculated. We previously had different calculations for different jokers affecting HP, which was a mess both for you and for us. All jokers that affect HP now follow the same formula: \ . In other words, your max HP is your base HP plus all flat bonuses, then multiplied by every multiplier that affects you.
  • New Lobby! Summer never ends, and it’s 🔥 HOT 🔥
  • New Skins! Bullet Bob / Arizona Jones / Ronsau / Nemo / Amnesia Headhart / Nuker
  • New Emotes! Juggling / Plane
  • New Titles for the Frost element Ice Queen / Absolute Zero
  • Weapon impact VFX have been improved
  • The hero customization background screen color now matches your equipped skin
  • Added per-player colors to chat messages
  • 🔼 Dual Revolvers: Explosions from reloading no longer deal damage to the player
  • 🔼 Leveredge: Default reserve ammo increased from 80 to 90
  • 🔼 Revolver: Default reserve ammo increased from 48 to 60
  • Removed attack speed decreasing when aiming
  • 🔼 Bow: Base arrow damage increased from 2 to 8 (no bend)
  • Max arrow damage increased from 15 to 30 (max bend)
  • 🔼 Sheriff Star: Base damage increased from 18 to 20
  • ↔️ Boomerang: Lifesteal upgrade from 1.25% per upgrade, max 8, to 1% per upgrade, max 5 (aligned with other weapons)
  • Base damage increased from 5 to 6
  • 🔼 Healing Area: Duration reduced from 40 sec. to 30 sec.
  • Area of effect increased from 600 to 850
  • 🔼 Impulse Grenade: Number of impulsions increased from 7 to 8
  • Impulsion strength increased from 512 to 1024, launching players faster and further
  • 🔽 Lifesteal: Lifesteal now properly calculates all damage modifiers present on a weapon
  • Reduced statistics from 3% per upgrade, max 8, to 1% per upgrade, max 5 (from 24% cap to 5% cap)
  • Previously, lifesteal was fixed and calculated using a weapon’s base damage, making it unintuitive. Now, lifesteal will take modifiers into account, gaining more health as you do more damage. To compensate, the base lifesteal value of all weapons is being lowered overall. As always, we’ll be closely monitoring the feedback on this change, as we understand lifesteal plays a vital role in the game’s ecosystem.
  • 🔼 \ BOUNCING BALL: max available from 1 to 2
  • 🔼 \ CACTUS DAY: +3% chance for a Cactus Mino to spawn when an enemy dies > +5% chance for a Cactus Mino to spawn when an enemy dies
  • 🔼 \ CLUTCH: Max available from 1 to 2
  • Reworded to mention stacking: The last 2 bullets in your magazine are explosive > +2 explosive bullets at the end of your magazine
  • 🔼 \ PICK PICK: +5% chance on hit to spawn damaging pickaxes on the target > +10% chance on hit to spawn damaging pickaxes on the target
  • 🔼 \ RUN & GUN: Max available from 8 to 6
  • Reduced diminishing returns on bonus speed from 165 > 330 > 495 > 600 > 662.5 > 725 > 787.5 > 850 to 165 > 330 > 495 > 630 > 740 > 850
  • Run & Gun (along with Run & Reload) were meant to have diminishing returns on release to prevent speed stacking from going out of control, but they weren't implemented properly until last update, which was seen as a pretty hefty nerf to jokers you've all gotten used to. We're cutting back on the harshness of the diminishing returns while reducing the max number of these jokers you can equip. Same speed - less slots.
  • 🔼 \ RUN & RELOAD: Max available from 8 to 6
  • Reduced diminishing returns on bonus speed from 275 > 550 > 750 > 825 > 887.5 > 950 > 1012.5 > 1075 > 1137.5 > 1200 to 275 > 550 > 770 > 990 > 1185 > 1380 > 1545 > 1710
  • Enemies can now swap their aggro to a closer target if their initial target is too far Nukers will now explode if any player is nearby (not just its targeted player)
  • 🔽 \ CHAD: no longer droppable Chad could previously be dropped and shared with teammates, which in turn let an entire team benefit from the discount it provided. While this is a cool display of teamwork, it makes the joker's strength harder to pinpoint and more difficult to balance. This wasn't a common tactic, so it shouldn't be a big nerf, but we'll keep a close eye on it if Chad is too weak when used as intended.
  • 🔼 \ LUCKY STRIKE: lowered rarity from PRIME to FINE
  • 🔼 \ DESTROYER: The first 25% of your clip deals +15% damage > The first 25% of your clip deals +20% damage
  • 🔼 \ CHONKY: +20% damage, but +25% gravity > +20% damage, but +15% gravity
  • 🔼 \ WEAK LINK: Weakspot hits do 35% more damage, but regular hits do 35% less damage > Weakspot hits do 35% more damage, but regular hits do 20% less damage
  • ↔️ \ STONKS : +15% chance that opening a chest gives you a random Joker > +20% chance that opening a chest gives you a random Joker
  • Now uses diminishing returns
  • Stonks could previously offer an extreme amount of value when stacked using the Copy Press, which was previously kept in check by the Gold needed for the strategy. However, with the introduction of Uranium, this is no longer the case, so we're buffing the Joker's standalone power and making it less easy to abuse.
  • 🔽 \ CHEAPSKATE: Gain +1HP for every 20 Gold in your mission inventory > Gain +1HP for every 20 Gold in your mission inventory, up to +15 HP Without anything to spend Gold on during a mission, the value this Joker brings will be consistently higher. We're putting a hard cap on the HP it can provide to set a baseline, especially with the introduction of other HP-boosting jokers.
  • 🔽 \ BATTLEMAGE: Rarity increased from MYTHIC to LEGENDARY
  • Killing an enemy shortens all ongoing spell cooldowns by 1% > Killing an enemy shortens all ongoing spell cooldowns by 0.5%
  • This joker, alongside Wisp and Rain, forms a powerful trifecta of horde-clearing potential, and blows most other spells and related jokers out of the water. We understand this is mostly due to a lack of diversity and options when it comes to spell builds (expect an overhaul to spells in the future!) so we're only looking to slightly reign this joker in and let other options get a chance to shine.
  • 🔼 \ CONSUMER: Grants +20% weapon damage, but reloading now wastes unused ammo > Grants +25% weapon damage, but reloading now wastes unused ammo
  • 🔼 \ HEADBANG: Deal +20% damage to weakspots > Deal +30% damage to weakspots
  • 🔼 \ CANTRIP ONE-TRICK: Spells with base cooldowns of 35s or less gain -20% spell cooldown > Spells with base cooldowns of 35s or less gain -25% spell cooldown
  • 🔽 \ SPEEDSTER: +1% damage and attack speed per 2% bonus move speed, up to +55% > +1% damage and attack speed per 3% bonus move speed, up to +40% The undisputed king of damage jokers, Speedster set a new precedent for player power and how strong Jokers were supposed to be, for better and for worse. This nerf is expected to leave Speedster as a very good option still, being about a -28% loss in efficiency overall - but not the undeniably best. (We see you buildmaxxers! Be free!)
  • 🔼 \ FANNING ACE: Reduced spread angle from 5 to 2.5 (accuracy improved by x3.5)
  • Reduced slot cost from 5 to 3
  • 🔼 \ MARK ACE: reduced slot cost from 5 to 3
  • 🔼 \ RUSH BLAST: reduced slot cost from 5 to 4
  • ↔️ \ FOCUS SHOT: Every kill reduces the cooldown of your spells by 1 second > Every weakspot hit reduces the cooldown of your spells by 2 sec. This change additionally fixed a long-standing issue with the Long Ranger that prevented on-kill joker effects from triggering by non-bullet sources. Cast spells to your heart’s content, knowing they’ll now work properly!
  • 🔼 \ MIND SHOT: Weakspot hits have 50% chance to cause an explosion > Weakspot hits cause an explosion (damage and explosion radius unchanged)
  • Increased slot cost from 5 to 6
  • 🔼 \ FRENZY SPIN: reduced slot cost from 5 to 4
  • 🔼 \ EAGLE LEVER: reduced slot cost from 5 to 4
  • 🔼 \ STACKED LEVER: reduced slot cost from 5 to 4
  • ↔️ \ ULTRA DRAW: Now works on all 3 arrows from OVERDRAW instead of only the middle one
  • Lowered damage of Pyro and Elec explosions from 60/50 to 35 (to match Acid and Frost)
  • Increased slot cost from 5 to 7
  • This joker used to define the Bow - the weapon practically wasn't worth using without it, and grinding to unlock it felt like a journey to make the weapon usable. And we don't want that to be the case - no weapon should be married to its unique Jokers. Ultra Draw is intended to still be a viable option - but given the Bow's basekit buffs, we hope other playstyles and choices will open up.
  • 🔼 \ ECO TRICK: reduced slot cost from 5 to 2
  • 🔼 \ SWAMP TRICK: reduced slot cost from 5 to 2
  • 🔼 \ CHONKY THROW: reduced slot cost from 5 to 3
  • 🔼 \ LINGERING THROW: reduced slot cost from 5 to 4
  • 🔼 \ JUMP STAR: reduced slot cost from 5 to 4
  • 🔼 \ SCAVENGER STAR: reduced slot cost from 5 to 3
  • 🔽 Acid Rain: Duration reduced from 15 sec. to 10 sec.
  • 🔼 Acid Contagion: Explosions on death damage increased from 15 to 35 with a bigger radius
  • 🔼 Pyro Fireball: Cooldown reduced from 20 sec. to 15 sec.
  • 🔼 Pyro Firebeam: Cooldown reduced from 80 sec. to 60 sec.
  • 🔼 Pyro Surcharge: Cooldown reduced from 60 sec. to 50 sec.
  • 🔽 Pyro Wisp: Duration reduced from 25 sec. to 18 sec.
  • Can now only receive one buff at once
  • 🔼 Cactus Mino: Cooldown reduced from 10 sec. to 7 sec.
  • Reduced the cooldown between detonations from 3 sec. to 1 sec.
  • Made it easier to apply elements to Mino between detonations
  • Mino now lasts for a maximum of 15 detonations before disappearing
  • Mino + Voodoo no longer uses the cactus explosion, allowing enemies to be properly corrupted instead of killed
  • 🔼 Cryptic Nuker damage increased by 100% on Very Hard / Nightmare
  • Nukers no longer explode when a target flies high over their head
  • Enemies can now chase and attack players in water
  • Enabled our cheat detector system Our cheat detector is a custom-made, lightweight and non-intrusive way of detecting if players are using cheating softwares or mods, and appropriately tags them as modders if they do. Being tagged a modder doesn’t prevent you from playing the game or accessing any of its features, but allows vanilla players that do not want to play with modders to be able to do so.
  • Using mods, including stats visualizers and cosmetic mods, will tag you as a modder. We will progressively approve mods if they do not disrupt the original experience of the game so that you are not tagged as a modder, but this will take some time!
  • Discord Rich Presence support People can now show when they’re playing the game (based on Discord privacy settings), allowing friends or other Discord users to join them more easily
  • The activity also displays the player’s level and prestige, their current status (lobby or in-game), the difficulty played, the current map, as well as the session duration
  • Recoded a significant part of the internal enemy AI system . Enemies should now avoid each other instead of stacking up, they should no longer fall through the ground, and the CPU cost of each enemy should go down as a bonus
  • Multiple joker descriptions have been reworked to use terms that apply to every type of weapon at once (ex: “Firerate” has been replaced with “Attack Speed”, and “Bullets” with “Hits” or “Attacks”)
  • If the amount of slots used by your jokers exceed the amount of slots you have available, your cheapest jokers will automatically be unequipped until you’re back at your limit This can happen when we change the cost of jokers between updates, making your equipped jokers use more slots than your maximum available
  • Cryptic Grunts and Cryptic Bulls have new attack SFX
  • Replaced the male-gendered player hit sound (that wouldn’t fit with female battlecries/hats) for a more robotic/metallic effect
  • Updated some of the lobby dialogs
  • You can now ping blueprints
  • Fixed +100 bugs, including: Any UI should now properly scale to your resolution
  • You should no longer see “Item Name” on the leaderboard
  • You should no longer see an empty XP bar on the leaderboard
  • The lobby intro cinematic should now show the hands of the skin you have equipped
  • The compass should now properly update when you ping an objective
  • Talking to an NPC should no longer reload your weapon at the same time
  • Opening the emote interface before picking up a reward should no longer lock you in place
  • Your hands should no longer keep “collecting” a Joker if you quickly look at another interactable object such as an ammo box
  • Buffs should no longer stay on you forever when you switch to your mount, and you now properly lose them when you die (the buff system was partially reworked to support switching between player and mount)
  • Ammo should now properly burst out of crates on the client side
  • Dead players (tumbleweed ghost) should now be able to use Sand Tunnels
  • Non-boss enemy HP bars should now appear on the first hit instead of only showing after a second source of damage
  • Two Horsemen should no longer overlap each other
  • Elite Assassins should no longer teleport inside walls
  • Marauders should no longer spawn shields in the water
  • Bees attacking a client should no longer trigger damage indicators on the host
  • Cryptic Deadeyes: should now properly spawn in the air in points of interest
  • Cryptic Sigil: The timer should now start properly for clients joining after the sigil event
  • The amount of nearby players is now calculated and stored once at the start instead of being recalculated at runtime
  • Cryptic Spotlights: player names should now properly display in the storm trigger message
  • The gatling tower defense should now make sure no Cryptic stays alive in the lobby
  • Horses should no longer spawn upside down if your Dwarf scale is around 6
  • Dropped cactus pings should no longer disappear from the map when you click on them, like custom pings do
  • Target practices should now display particles when DoTs are applied
  • Gas Bomb: the bomb placed on the boss spawner should now have a full health bar
  • Cow Pen: cows should no longer spawn inside walls
  • Willy Billy: should no longer get trapped under the rails on the Far West map
  • Fixed the dense fog on the Desert and Far Far North maps
  • Boomerang: collecting a secondary ammo box while your boomerang is in flight should no longer grant you a second boomerang
  • Sheriff Stars: should no longer destroy Marauder shields when aiming at the red screen
  • ⚡ Elec Boing: should now work properly for clients
  • ⚡ Elec Swap: should now work properly with flying enemies
  • ⚡ Elec Swap: should no longer make you invincible when no target is found
  • 🪆 Voodoo Rescue: can no longer be cast on NPCs
  • Joker Shine Bright: its effect should no longer stay on your hands after you drop it
  • Joker Party Shot: should now display its VFX on low settings
  • Joker Pigshot: should no longer work on non-enemy targets, along with other on-impact Jokers
  • Joker Clutch: should now properly cause explosive shots on the final bullets of your magazine when using the Long Ranger
  • Joker Clutch + Joker Weakspot Refund: refunded explosive bullets should now properly explode
  • Joker Second Wind: its proc should now be more stable for clients
  • Joker Ricochet: should now properly target flying enemies
  • Joker Camper: Minigun shots preserved by Camper now include the Run & Gun movement speed bonus when calculating the Speedster damage boost
  • Joker Mindshot: piercing shots (e.g. Long Ranger) hitting a non-weakspot target after a weakspot hit should no longer cancel the trigger effects of Mindshot and other weakspot-based Jokers
  • Joker Eagle Lever: missing a shot with a secondary weapon should no longer reset the ramping damage stacks on the Leveredge
View full patch notes ↗