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Dread ProtocolEventsStability & Combat Improvements
In-game event

Stability & Combat Improvements

Dread Protocol · published 28 Jan 2026, 23:39 UTC

All eventsPlayers around this dateRead on Steam

Hey everyone, hope you’re doing well.

I didn’t expect to be posting another update so soon, but I’m heading off to Japan for a couple of weeks and wanted to squash a few issues before I could properly switch off.


Patch Notes

🔥 Major Fixes & Gameplay Changes

  • Fixed a run-ending bug with the Civilian Cruiser (Out of Fuel encounter)
    Exiting the event could reset your current station index to 0, effectively bricking the run. This is now fixed.

  • Melee improvements (big feel change)
    Melee is now much more generous with its area of effect. Previously you couldn’t reliably hit enemies who were downed, staggered, or slightly out of range, which made melee feel inconsistent and frustrating.
    It’s now far more forgiving, more fun to use, and yes, probably a bit broken in the early levels. I’m leaving it in.

  • Hacked actions are now queued properly
    Because the Hack UI animates your score, it was possible to trigger another hack before the previous one finished, overriding the result.
    In a worst-case edge scenario, you could hack the Warp Core, then immediately hack a loot object, which replaced the final exit and soft-locked the run.
    Hacks now resolve sequentially and can no longer override each other.

  • Fixed Ammo UI staying red when starting a new run


🧠 AI, Navigation & Level Fixes

  • Fixed enemies treating loot objects and cover as non-solid. They now correctly path around them.

  • Fixed enemies pathing through a wall in the Large Gruber Room with the giant smoking APC.

  • Fixed navigation issues in the Med Room.

  • Fixed pillars spawning in the middle of Hangar doors.

  • Reduced the collider radius on pillar objects. Player shots were colliding with invisible geometry, which was… extremely annoying.


🎧 Visuals & Audio

  • Improved lighting in several start rooms.

  • Quieter SFX when entering and exiting the Skill Tree.

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