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Bio-Breaker Playtest›Events›"Moderately Bigger Than Average Regular Update" Update 0.4.3.0
In-game event

"Moderately Bigger Than Average Regular Update" Update 0.4.3.0

Bio-Breaker Playtest · published 2 months ago · build 24054117

All eventsPlayers around this dateRead on Steam

Main changes

Stun Grenade Complete Rework

  • Stun Grenade is now called Cryo Grenade

  • Recolored related sprites

  • Increased recharge requirement from 20 to 50

  • Stun time no longer varies on enemy

  • Cryo Grenade flash-freezes enemies for 5 seconds (enemies can't move, attack, or really do anything while frozen)

  • If an enemy is damaged while frozen, it will immediately break free but take 3x damage from the hit that broke it free

  • If an enemy is on fire when getting frozen, it will immediately end both effects and take 10 damage (this is called thermal shock)

  • Added a new upgrade called "SHATTER" that increases the damage multiplier when shattering a frozen enemy

  • Kindlers immediately die when frozen

  • Explosive enemies that get frozen lose their explosion and instead just shatter (Boom-Brute excluded)

Sniper 4th Upgrade Complete Rework

  • 4th upgrade is now called "bounces"

  • No longer inflicts poison on hit, instead ricochets off walls and obstacles

  • For every ricochet before hitting an enemy, the bullets gains +20% damage, +20% velocity and +20% knockback strength to really make it meaty to hit a crazy ricochet

  • Can be upgraded up to 3 times max

New Active Ability: Gas Grenade

  • Takes 25 damage to charge
  • Throws a grenade like the Cryo Grenade, except when it explodes it leaves a lingering gas cloud that lasts 5 seconds at base which will poison anything that walks through it (including the player, but it only deals damage and it's pretty weak against you. It also can't kill you)
  • Poison does what the Sniper's poison upgrade did which is:

    • Last for 4 seconds

    • Deal 0.75 damage every 0.2 seconds

    • Reduce movement speed by 20%

    • Reduce melee attack damage by 20%

Upgrades:

  • Status duration: +1 second to poison duration (does not apply to player poison) (costs $40 at base, can be upgraded 2 times)
  • Area size: +10% gas cloud size, (costs $40 at base, can be upgraded 3 times)
  • Area duration: +1 second to gas cloud duration (costs $35 at base, can be upgraded 3 times)

When you want to replace a Passive Perk you no longer have to get rid of both. Instead you can click the buy button on a non-equipped perk when having 2 perks equipped which will open a popup saying "Select a passive perk to replace" with the option to select one to replace or cancel the action

Removed the Passive Perk Clear button from the Shop because of the new feature listed above

You no longer need to go to Remove to remove your current Active Ability in order to swap Active, now you can just click buy on an non-equipped Active which will open a popup saying "Replace current active ability with the selected one?"

Removed the Remove Active Ability button from the Shop because of the new feature listed above

Reworked how health drop chances work to make them easier to work with behind the scenes (Tweaked some drop odds also)

Damaging status effects now no longer recharge active ability

Fire and The Bramble's poison spore damage are now counted as environmental damage

Armorbugs can now be damaged from the front (damage is reduced by 80% when done so however)

Healboosters now apply a boost status effect for 5 seconds that heals 1 HP per second to the enemy

Rebalanced wave 7 for each difficulty on each stage

Shelter

  • Easy mode: Added 3 Explosive zombies and increased the spawn interval from 0.23 to 0.35

  • Normal mode: Lowered Fast zombie count from 50 to 40, added 4 Explosive zombies and increased the spawn interval from 0.15 to 0.25

  • Hard mode: Lowered Fast zombie count from 50 to 40, added 4 Explosive zombies and increased the spawn interval from 0.15 to 0.25

Forest

  • Easy mode: Lowered Normal zombie count from 65 to 55, added 5 Explosive zombies and increased the spawn interval from 0.33 to 0.4

  • Normal mode: Lowered Normal zombie count from 75 to 65, added 5 Explosive zombies and increased the spawn interval from 0.25 to 0.3

  • Hard mode: Lowered Normal zombie count from 45 to 40, increased Exalted Normal count from 15 to 20, added 5 Explosive zombies and increased the spawn interval from 0.2 to 0.3

Parking Cellar

  • Easy mode: Added 4 Explosive zombies

  • Normal mode: Added 4 Explosive zombies

  • Hard mode: ...Added 4 Explosive zombies ._."

Lowered Parasite health from 4 to 3

Parasites can now pass under other enemies (except for Rabbitlings and other Parasites)

Increased the score value of Torpedo zombies from 4 to 5

Increased the burn duration reduction that's based on movement from 1.5x to 1.65

Moved burn barrels on stage 3

Added a "Enemy hurt SFX on status tick" toggle to the sounds menu that when disabled will make it so when enemies take damage from Damage over Time status effects they won't play the hurt sound (Toggle is enabled by default)

When a cluster of enemies die from an explosion there's now a max amount enemy death SFX it'll play at once (the max is 7)

Rewrote some text in some places

Optimized some stuff

Bug fixes

Fixed an extra enemy spawning in Endless mode after the next phase timer starts

Fixed a bug with checkpoints messing up with specific circumstances (THANKS CLEMENTINE FOSS!!)

Did some other stuff I prob forgor ¯\\_(ツ)_/¯

More from Bio-Breaker Playtest

Other announcements

All events
Bio-Breaker PlaytestGame update7 Sep 2026VERSION REVERT BECAUSE TECHNICAL ISSUESSTAGES WON'T LOAD FOR SOME DUMB REASON. WILL UPDATE WHEN FIXED!!In-game event6 Sep 2026"Game Over Screen and Cutscenes! :D" Update 0.5.1.0Main changes Decoy explosion no longer recharges the ability Reduced damage charge requirement for Decoy from 90 to 65 New Enemy: Bloat · A slow, tanky, explosive zombie that can take a beating · The more damage it takes, the more swells up, increasing its explosion's damage and size. The max size and damage increase depends on difficulty: · Easy: +30% · Normal: +35% · Hard: +50% · Compared to…Major update11 Aug 2026"THE 3RD BOSS IS REALLLL" Major Update 0.5.0.0Main changes THE 3RD BOSS IS FINALLY HERE!!!1!!1!!!11 · It spawns on wave 11 of Parking Cellar (Aka stage 3) or phase 4 of Endless mode on Parking Cellar · On Endless mode it's nerfed in several ways compared to Wave mode · I'm not gonna spoil its attacks and other things, so you'll have to fight it to find anything out about it · IT TOOK REALLY LONG TO GET WORKING PROPERLY, please PLEASE ACTUA…