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The Horde Wants You DeadEventsGame Balancing Update!
Major update

Game Balancing Update!

The Horde Wants You Dead · published 27 Dec 2025, 10:40 UTC · build 21323381

All eventsPlayers around this dateRead on Steam

Hey squad,

Happy holidays! We hope you're all enjoying the last few days of 2025!

To round out the year, we've got a big game balancing update for you all. This is something long overdue, but we wanted to find the right balance for everything while retaining the challenge of the game.

So let's go through the changes and new features...


Meta-Progression

Meta-progression values have been increased considerably for the majority of the skills. This was an area of strong feedback where players felt the values were too low and not impactful enough. With these changes, we aimed to make every upgrade feel like a noticeable improvement in-game. Also, remember that meta-progression not only boosts your starting value but also increases the maximum you can reach with in-game upgrades.

Here are the Old -> New values:

COMBAT

Fire Rate: 5% -> 25%

Weapon Damage: 5% -> 25%

Penetration: 5% -> 25%

Crit Chance: 10% -> 25%

Crit Multiplier: 25% (No change)

Grenade Damage: 10% -> 50%

Grenade Cooldown: 5% -> 25%

MOVEMENT

Movement Speed: 5% -> 25%

Stamina: 50% (No change)

Roll Cooldown: 5% -> 25%

Roll Distance: 5% -> 25%

Coin Magnet: 50% (No change)

HEALTH

Max Health: 25% (No change)

Med Pack Heal: 25% (No change)

Damage Resistance: 5% -> 10%

Life Steal: 5% -> 10%

Revive Health: 25% (No change)

Revive Radius: 50% (No change)


Movement Speed

As a result of the increased meta-progression values, the top movement speed has been increased by 20%, to a new maximum of 75% for a fully upgraded player.


New Upgrade Card RNG

We have completely reworked the RNG for upgrade cards in supply crates. We've written a new system that aims to provide a much more balanced selection of card types throughout your games, and now actively tries to avoid situations where you are not offered enough cards of a particular stat.


Card Locking and Re-rolling

To complement the new RNG, we've also added two new mechanics for supply crate upgrades.

Unwanted set of cards offered? Re-roll! You can now swap your entire set of cards for a new selection, but remember it may be better or worse than before. Re-rolls are limited so use them wisely!

Two great cards in the same crate? Lock one, pick the other. Locked cards will appear in future supply crates until you either choose it or unlock it. You have free and unlimited locks at your disposal. Locked cards will not be re-rolled.


Med Packs

Firstly, they now start spawning earlier, so that players are much more likely to have one in their possession when they first need it.

Secondly, we've increased how many med packs we spawn for lower player counts. This is aimed as a response to the fact that in multiplayer it is easier to res-chain as player numbers increase - and therefore stay alive as a team.

The values have changed as follows:

1-player: 40% more med packs will spawn.

2-player: 20% more med packs will spawn.

3-player: 10% more med packs will spawn.

4-player: No change.


Enemy AI

We couldn't let players get all the gains now, could we? So we gave the enemies a little boost of their own. They're now better at predicting player movements and will time their melee attacks accordingly to more likely hit you, making them more dangerous than before. So keep your distance and roll through danger!


We hope these changes make the game feel more rewarding, satisfying and fair. As always, we welcome any feedback you might have. Consider joining our discord to join the discussions, find players to form squads with and to give feedback or report bugs.

Martin & João

Bellyflop Games

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