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SHRIMP GAME: OVERKRILL›Events›Patch 1.03 - De-shrimplifying combat Stage 1
In-game event

Patch 1.03 - De-shrimplifying combat Stage 1

SHRIMP GAME: OVERKRILL · published 10 days ago · build 25024938

All eventsPlayers around this dateRead on Steam

Hey SHRIMP nation

Thank you for all your support!

Over the coming weeks, I'm going to be slowly making changes to make combat feel more dynamic.

Many players haven't been utilizing the Weapon Shrines (the puzzle in Sunken Polis and the Backwaters where you use pearls to make exotic powerful weapons) as I intended, so today I'm releasing a patch where:

Minibosses now drop Exotic Weapons

Minibosses and sometimes other objectives now drop Exotic Weapon types like Mines, Carpet Bomb, Musket shot, Pancake shot, Seeker shot, etc. that you could otherwise create in Weapon Shrines.
These weapons overheat from repeated use and have their own cooldowns due to their power. It should make gameplay more interesting!


Note: These Exotic Weapon drops are of a lower rarity than the ones that are created in Weapon Shrines (their stats will be roughly on par with red-tier weapons). We can call them "Imperfect" Exotic Weapons. Shrine Exotics allow you to customize the stats of the weapon too, while these are random just like normal weapon drops. So the bringing pearls to the Shrines is still worth doing for those who want the most powerful SHRIMP!

I've also made some changes to campaign gameplay in this latest patch:

  • Lowered all RMB special cooldowns by 2 seconds

  • Lowered all Utility (F) special cooldowns by 1 second

  • Lowered RMB charge requirement from 60 frames -> 50 frames

  • Increased baseline SP gain from extracting from the campaign

  • Squid Lord and Omega Swordfish now spawn earlier in their levels (with slightly reduced HP)

  • A bunch of other QOL changes and options changes

This week I'm going to look at changing how SHRIMP racial abilities are used. At the moment many players ignore them sense they proc passively with certain triggers. They'll likely become their own activated ability instead.

Beyond that, I'll be getting the campaign ready for more difficulty modes to increase the feeling of stake in the game. Hopefully that can be implemented soon!

Thank you krillers. Stay tuned

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SHRIMP GAME: OVERKRILLGame update4 Sep 2026Patch 1.06Major change for this patch: You are still prompted with upgrades past level SHRIMP cap now! These stat upgrades are more marginal and are not purely additive like normal levelling upgrades and thus provide you with an option to "pass" on upgrading entirely, for example: +2 Speed -2 Trajectory / +3 Firepower -3 Body / PASS Other changes include small bug fixes and rebalancing. Note: I am curren…In-game event2 Sep 2026Patch 1.05 - De-shrimplifying combat Stage 3Greetings Shrimpers SHRIMP abilities are now manually activated whenever you like while off cooldown * . These abilities are on 55 second cooldowns in campaign due to their power, and around 30 second cooldowns in PvP. They are on cooldown by default when you spawn, encouraging you to stay alive longer. *note: Shrimple Steve and Feely's SHRIMP abilities still need to be triggered under certain…In-game event1 Sep 2026Patch 1.04 - De-shrimplifying combat Stage 2As some hardcore krillers know, SHRIMP GAME started as a PvP only game, and as such the stats were originally balanced for quick frenetic ~10 minute games. Things have changed. SHRIMP world will never be the same. I have pushed an update to make all stats scale harder with new coefficients, meaning they should now be more discernable (with the exception of Firerate, Armor, and Acuity because th…