
NEW PLAYABLE CHARACTERS: The roster has been replaced. Seven new characters are available:
- Wolf: reaches further to pick up items.
- Psych: every explosion he causes is 10% larger.
- Skidd: moves at full speed while shooting.
- Smoke: no cooldown on dash.
- Spank: reloads 15% faster.
- Bush: carries a fourth weapon slot.
- Halo: bonus still in development. ( This is a new healing class )
The game now shows a clear error at launch if the installation is broken or incomplete, instead of running with non-functional combat.
Two of a Kind: matching a pair now permanently speeds up the flood clock by 2.5 percent of its base rate, stacking with every pair. Floods arrive more often the further a match goes.
Deployed turrets now show a small countdown bar above the weapon with their remaining lifetime. Only the player who deployed the turret sees it.
If the game crashes, your next launch now pops up a crash report window. Click Copy Report and paste it in our Discord so we can track down exactly what went wrong. There is a button to send the report internally if Revenant is not immediately reachable.
Shield perk: shield impacts now show the player colors flash at the point of the hit, with a short ripple that stays on the shield surface. The effect triggers for enemy projectiles and melee contact, and in co-op it is visible to the shielded player and their teammates.
New perk: Halo Rounds. Your bullets spiral outward around the point you fired from. Additional picks spin faster and reach further.
New perk: Star Barrage. Every shot also fires a volley in all directions around you, growing from 4 to 8 to 16 bullets per pick. Each pick reduces all damage you deal by 25%, and the perk stops appearing after 3 picks.
New perk: Bullet Magnet. Your bullets arc wide and then hook into the enemy closest to your aim, converging from multiple directions. Also acts as aim assist on controller and touch. Additional picks hook harder.
Distant gunfire is now quieter and pans left or right based on where the shots come from.
Added Steam achievements. 16 achievements covering first kill, kill totals, wave milestones (10, 30, 50, 70, 80, 90, 100), boss kills, kill streaks and runs played. This is our basic set of base achievements more are to come from extremely difficult achievements that unlock cosmetics and hidden achievements that you have to discover on your own. (Still WIP, needs icons created still)
Added leaderboards. Separate solo and co-op boards rank runs by the furthest wave reached, with survival time as the tie breaker, and list your level and kills alongside.
Added a pre-match character select screen. Players choose their character/knack and player colour on the game modes themed stage.
The Breaker's lightning strikes now mark their impact area with a blue warning circle. The circle appears one full second before the bolt lands, up from 0.75 seconds with no clear ground marking.
Cleaned up the co-op match setup screen: Steam hosting and joining stay up front, and everything else (room code, LAN, join by IP) now lives in one Other Connections menu.
Optimized blood effects. Airborne droplets were checking every surface in the level, every frame, to determine where to land.
Two of a Kind: removed 9 rune symbols that looked nearly identical to other runes, so pairs are much easier to tell apart at a glance.
Two of a Kind: reworked the rune colors for readability. The light blue that was easily confused with blue is now a dark brown, and the yellow is brighter. All 7 rune colors are now clearly distinct from each other.
Reduced the Lifesteal perk from 3 HP to 1 HP healed per kill. It was far too strong. Each additional pick of the perk still adds 1 more HP per kill.
Drone Relay beacons no longer teleport your drones. They now fly out to the beacon, defend the spot for the full 8 seconds, and fly back to you when the timer ends. Works the same in co-op. Drone Relay beacons now also boost your drones with 50% faster fire the entire time the beacon is active.
Drone Relay reworded to a shorter description. The perk can now also be picked more than once, and each extra pick makes your drones defend the beacon 4 seconds longer.
Long Distance Runner reworded to a shorter description.
Fixed a major performance degradation that made the game run progressively worse the longer a session lasted. A bug in the muzzle flash effect created a hidden workload with every shot fired, and that cost accumulated for the entire match.
Fixed bullets and thrown weapons passing through enemies without dealing damage on Linux and Steam Deck. The native combat library shipped in a corrupted state due to a build system error and failed to load on Linux.
Fixed flamethrower turrets firing with no visible flame. Turrets deployed from the Disposable Arsenal perk now render their flame jet for every player. Turrets viewed by other squad members also now rotate to face their actual firing direction instead of idling.
Fxed Leave Squad kicking you back to the solo tab, an error when closing the connection windows, and the Join by IP title alignment.
Fixed the launch monitor setting resetting itself. The game no longer forgets which monitor you picked after an update, and launching while that monitor is asleep or unplugged only moves the game for that session instead of overwriting your choice.
Fixed the Explosive Rounds perk knocking enemies back. Perk explosions now deal their area damage without sending enemies flying, while grenades, rockets, and other true explosives keep their pushback. Applies to solo and co-op.
Fixed the drone companion always showing an outline. The drone now only gets an outline when the accessibility outline setting is actually turned on, matching the player.
Kinetic Capacitor charged shots now scale up properly on all weapons. Pistol, shotgun, railgun, minigun, and crossbow projectiles grow in every direction instead of only stretching longer, and the grenade launcher fires a visibly bigger shell.
Fixed the dash decoy facing backwards while shooting.
Shield effect is now the same on every player, teammates in co-op previously showed a simplified shield without the ripple and shimmer for the sake of performance improvement.
Host network usage in online matches is significantly reduced, improving large lobbies on ordinary connections.