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Operation OctoNewsThe Creeps20 Turret - Everywhere Eel
In-game event

The Creeps20 Turret - Everywhere Eel

Operation Octo · published 23 Dec 2025, 12:17 UTC · build 21293906

All newsPlayers around this dateRead on Steam

New Turret - Everywhere Eel!


Behold the Garden Eel turret designed by the PvZ YouTuber Creeps20!
(Yes, Creeps voice acted for it too)Everywhere Eels randomly teleport themselves all over the map, and shoot bubbles at skeletons.
They get scared away when approached by either you or skeletons - Strategically relocate those Eels to move them to where skeletons are!

Before people ask, you can in fact upgrade Everywhere Eels.
You'll just have to figure out how to get close enough without scaring them away ;) Unlock Everywhere Eel now inside the Toxic Wasteland store! (Bought for 5 Rubies after you've beaten Level 2-10)

Watch on YouTube

If you encounter any bugs while playing, please report them to me on Discord! -------------------------------------------------------------------

Balance Changes

  • Mutant Clam now costs 20 pearls to upgrade

  • Mutant Clam simply provides too much value over the course of a long level. This nerf adds a temporary economic setback to upgrading a Mutant Clam (especially impactful early on).

  • Mutant Pleco upgrade cost increased from 0 to 30

  • Mutant Pleco now heals a single damaged turret within its collection range, based on the amount of pearls collected (affects knocked-out turrets, protective bubbles, and Odin)

  • Mutant Pleco had always been the worst upgrade in the entire game. There weren't any burst healing options before, so here is one now!

  • Mutant Pistol Shrimp now has passive regen

  • Suggested by Virty Laughs; Mutant Shrimp's shotgun projectiles can more consistently deal extra damage if skeletons got up close to it - The passive regen will make close combat scenarios less punishing for Mutant Shrimp; Pistol Shrimps are also known for regrowing limbs in real life, so giving it regen makes sense.

  • Frogfish is now immune to all status effects

  • This is for consistency with all other invincible single-use turrets.

  • Mutant Argonaut's duplicates now remember how much of their stored pearls were produced by the player while inside Level 2-5 "Clam Farm"

  • When a Reaper Skeleton decides whether to ignore a turret that is already about to wake up, the Rage status is now taken into account for speeding up the wake timer


-------------------------------------------------------------------

Bug Fixes

  • Fixed a glitch where certain levels' tutorial phases could get stuck if you place a Blobfish that instantly kills a tutorial skeleton on the frame that it spawns

  • Reported by Silviu Offtopic

  • Fixed a glitch where large enemies could get stuck if spawned at very specific graves where their sizes don't fit the surroundings

  • Reported by TheStimerGames

  • Fixed a glitch where Spiky Urchins continue to spike enemies infinitely after the player has died

  • Reported by Darthen

  • Fixed a glitch where Skeleton Pods inside the shop can get enlarged icons if the shop was reopened after purchasing Turret Pods

  • Reported by TylazerMK

  • Fixed a glitch where Argonaut could not be acquired for your Graveyard

  • Oops I thought it was just a super rare drop 😬

  • Fixed a glitch where bandanaed skeletons could fail to spawn on border tiles if the tiles are occupied by turrets

  • Fixed a glitch where the Rage status effect sometimes caused a knocked-out turret to wake up extremely quickly

  • Fixed a glitch where forcing shutting down the game immediately after starting / stopping a Graveyard turret pod charge could cause a pod to be gained or lost

  • Fixed a glitch where pre-existing Captain Phantoms inside Graveyards do not wear bandanas

  • Fixed a glitch where Potion Factories inside Graveyards do not despawn when their pods are retrieved

  • Fixed a glitch where status effect vfx position gets messed up if applied to an enemy while it is hopping

  • Fixed a glitch where status effect vfx could get scaled up over time when placed onto specific enemies

  • Fixed a glitch where disorientation & spray painted vfx could flip at the moment when the status effect ends


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UI Changes

  • Voyager Manual now allows you to toggle between a character's forms (applicable to Argonaut & Potion Factory)

  • Voyager Manual now shows Watchdog's price cap at 60

  • Pressing Esc will now simply close a Graveyard storage without also pausing the game

  • Added Controller Support for the Graveyard UI

  • The game now automatically pauses when a controller is disconnected, or when the Steam overlay is opened


-------------------------------------------------------------------

Misc Changes

  • "Aye Yai Yai, Captain" Achievement no longer fails if Captain Phantom hits a turret that is invulnerable

  • Reported by Alejandro

  • When attempting to click on the tile beneath a turret, there is now a slight leeway for when the cursor is above the intended tile

  • Suggested by fish.in.a.barrel

  • Bottled Mutant shop item price increased to 20 rubies

  • Like I warned y'all last update, starting elixirs would be set to their rightful price once other affordable Ruby purchase options are out :))

  • You can now get random Gadget pod drops for your Graveyards!

  • Decreased buy & sell prices for Graveyard turrets that are bought / sold via Rubies

  • The full-screen stars for disorientation now change color and shake violently when the disorientation effect is about to wear off

  • The end-of-level reward will now always drop at the position of the last enemy that was manually killed by the player (as opposed to being automatically killed by level completion)

  • Added a Treat Bucket tip for Frogfish

  • Pop-up tutorials that detect when Potion Factories have not been damaged now account for Potion Factories' decreasing health caps over time

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