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TROUBLE SHOOTERS Troubleshooting›Events›Updates/new stuff (Sept 5, 2026)
Game update

Updates/new stuff (Sept 5, 2026)

TROUBLE SHOOTERS Troubleshooting · published 6 Sep 2026, 02:47 UTC

All eventsPlayers around this dateRead on Steam

Weapons (Sep 5)

Four new field weapons:
Minigun (Standard): the Service Revolver's hitscan at 5× cadence, gated behind a 0.5 s spin-up. A tap that never reaches speed still pays out one round.
Acid Lobber (Standard): lobbed canister that leaves a corrosive pool. The shell itself does no impact damage; the pool is the whole weapon.
Ion Drill (Prototype): big laser drill, highest damage in the game at close range. Widest at the muzzle, tapering to a point.
Hornet Launcher (Xenotech): a captured nest firing live wasps that drift, then lock on.

Acid is now a real damage element: it eats metal and the alien infantry shrugs it off (a Spitter Crawler takes 0.4×). Spitting Venom's poison is typed to it, so that item now counters armour.

Weapon tiers rebalanced: Grenade Launcher and Flamethrower demoted to Standard, Ion Caster promoted to Xenotech. Pools went from a 4/7/1 hourglass to a 6/6/3 pyramid.

Fixes: the Plasma Lance could never fire (a shared meter was being drained from outside); nothing phases through destructibles any more (all five delivery shapes against all five non-enemy targets).

Levels and rooms (Sep 3–4)
Twenty hand-designed room variants across four archetype families, plus mirrors
Room emitters now actually mounted to geometry instead of floating; stitcher stops docking repeat tiles at seams
Ascending stitched rooms get a vertically tracking camera

Conveyor belts reworked — chevrons point the way the belt drags, enemies leave the lip
Boss-arena walls take the zone tileset and slam down on the trigger

Authored floor hazards inherit their zone instead of being lava everywhere

Exit doors became pixel-quantized portals; launch pads, foreground crystals, silhouette rosters for Zones 2–4

Menu, HUD and input (Sep 3–5)
Main menu OS register pass: the terminal stopped painting like a website
HUD/menu audit: focus states, dead CSS removed, design tokens adopted, type scale enforced
Debug toasts cut; boss phase breaks punch the camera instead; a pad can finally open the inventory
Controller prompts draw real button glyphs via a subset PromptFont
Audio (Sep 3–5)
Stem-group desync fixed twice — cold decode, then voice virtualisation under SFX load
Boss music: Foremen P2 crossfades on the kill, Sentinel and pre-boss lead-ins reshaped, arena walls pulse on the beat
Co-op and tutorial
Multiplayer performance review closed (SimVersion 514)
Co-op Uplink pass: player chips, kit detail; KIA drones leave the field

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