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BonkCity›Events›Early Access Release
Major update

Early Access Release

BonkCity · published 43 days ago

All eventsPlayers around this dateRead on Steam

BonkCity is out now in Early Access

The block is now open. BonkCity is live on Steam for $4.99, Windows and macOS, and every update from here to 1.0 is free to anyone who buys in now. If you played the Next Fest demo back in June: this is not that build. Here's what is different.


Your build is a build now


The biggest change. Weapons used to be a pile of damage sources you happened
to own. Now they belong to five archetypes — Boom Bap, Block Party, Chain Reaction, Posse Up, and
Set It Off. Equip two or more members and the archetype comes online, with its own proc, its own sound, and a badge row that tells you it's actually firing. That means drafting is a decision instead of a shrug. You can chase a specific identity from level one, or pivot at minute eight when the offers break your way.

  • Weapon upgrades are now granular and single-axis — you pick what gets better, not a vague "+1 level"

  • Stat perks moved into paid bags, and repeat offers get deduped, so the draft stops showing you the same card three times

  • Banish lets you throw away an offer you don't want — three per run, and it's on the controller too

  • Setlist Focus reserves slots in your final offer for the stats you've been committing to

Every run starts with a reason


Tonight's Set is a daily commitment card: one character, one featured beef, one archetype goal. Land all three in the same run and you cash a 250 Stacks bonus on top of the beef's own payout. It rotates on a fixed 5-day cycle, so every archetype comes up regularly instead of the two you already like. The Heat Start Wager lets you arm a higher starting Heat before you drop in — more pressure from minute zero, and a win counts at the Heat you won it at. There's also an evolution chase so the goal shelf never runs empty, and stalled archetypes now have a reachable completion instead of sitting at 80% forever.

The Street

A whole new district built on city-grid generation — real blocks, building frontages along the north wall, landmark points of interest with actual gameplay roles, and an atmosphere pass so it reads as a city you're defending instead of a room you're standing in.


Heat comes from you now

The old scheduled horde at 4:00 is gone. Pressure is driven by captures — take towers, raise the Heat, eat the consequences. You choose which pressure rises and when. Turnpike Tony's gate and ramp got softened so he shows up as a threat, not a wall. Balance beyond that:

  • Damage soft-caps at 1.75/2.50 with the overflow rolling into crit damage, so stacking one stat forever stops being the only plan

  • Kit floor raised, chest ladder reworked, beef payouts rebalanced

  • Store and starter perks nerfed, stat upgrades capped, baseline stats dimmed

  • Enemy speed dialed back ~13%

  • Tier-3 bosses exempt from the HP dial; Shield Cop trimmed

The Rap Sheet got rebuilt

Quests live on a proper rail now, REP has its own hub, and selecting anything gives you a rich detail pane instead of a cryptic line of text. Every tab has an explainer, unfamiliar terms have glossary hints, and entries deep-link into the codex. If you never understood what REP was for, that's on the old screen, not on you.


A HUD that gets out of the way

XP moved to a thin top-edge strip

  • Vitals compacted; idle counters fade out

  • Toasts moved to the bottom-right, out of the fight

  • The drip strip collapses to a single DRIP xN chip

  • Heat got promoted to its own chip

  • Guide Tips toggle in the pause menu actually silences teaching toasts now

  • Pixel font throughout, and menu text scales properly

It sounds like a game now


A full audio pass. Crits and kills have their own voices. Archetype procs
have signature sounds. Rare pickups, achievement pops, and the run summary
all got reward-moment audio. Turnpike Tony's incoming telegraph has its own
warning clip. Block Rocker got rebuilt three times until it stopped sounding
like a knife sharpener. Biggie's brick toss is sampled instead of firing on
every single throw.

Feel and VFX

  • Rim lighting on the player and bosses

  • Weapon-hit impact sparks, and dedicated impact art for every weapon

  • Enemy hit squash-and-stretch; projectile wall-impact sparks

  • Tinted death poofs, ambient grading, pickup and dash juice

  • Hitstop spread across the weapon set

  • Bucket Drum reworked around a 4-beat cycle with its own bass VFX

  • Shorty B's burst is player-steered — it follows your input instead of homing into the swarm

  • REDUCE MOTION now gates every screen shake in the game, no exceptions

Share the run

Build codes copy as clickable links now, so pasting one in Discord gives people a viewer instead of a wall of characters. The website got a builds leaderboard with a build column and per-character meta pages. The All-Time board is populated from daily runs. Full loadouts are captured into every submission, so the board shows what people actually played. You can always get the latest player builds and daily run leaderboards on www.bonkcity.com.

Controller

Controller support landed across the game — focus rings you can see, modal overlays that trap focus properly, gamepad banish, a STACKS button on the main menu action bar, and a Steam Input manifest so the button prompts match your actual pad. We're still hardening it. If you find a binding that feels wrong, say so and it gets fixed. Consider this Experimental but we welcome any and all feedback here as this is a CASUAL Arcade like game, it needs a great controller setup!

Performance and stability

Horde windows were the worst frame-time offender, so the per-death andper-hit VFX storms are capped, the impact catalog stopped churning, and a pile of object pools now drain properly instead of leaking. Pickups resolve magnet radius once per frame. The vinyl orbit stopped rescanning the entire horde once per disc. The death screen can no longer crash on a corrupt run log.


What's next

On the list: more weapons, mixtapes and drip in measured drops; Steam Deck verification; a Linux build; and revamping of the bosses. Price goes to $7.99 at 1.0 — if you buy now, you're done paying. No premium currency, no battle pass, no ads. One price, every update. This game may undergo drastic design shifts during Early Access and is not for the feint of heart ;-).

Tell us what's broken

The Daily Seed only works when people are on it, so the single most useful thing you can do is play today's block and post your score. Bug reports, weapon ideas, and balance complaints all land better in the Discord than anywhere else — the invite's on the main menu. See you on the block.

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