Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Plague BreakerNewsPatch for April 2026
Game update

Patch for April 2026

Plague Breaker · published 8 Apr 2026, 00:54 UTC · build 22656252

All newsPlayers around this dateRead on Steam

Hey everyone!

I mentioned last update that I would be adding an encyclopedia to the game, with the intention of filling it with information about everything in the game from enemies to interactables. I am still working on that, but I keep going back and forth on what it should look like and it has taken longer than I thought. Eventually I got sick of that so I decided to try to fix some bugs and add some improvements to the game!

Changes

  • Attacks are now automatic if the button is held down

  • Increased Axe damage

  • Quick Traps now reduces cooldown in addition to previous effects

  • Trap Expert can now place up to 10 traps instead of 6

  • Bombs now accurately reflect cooldown, allowing far more bombs to be placed

  • Blocking an attack with a shield no longer flickers your character

Bug Fixes

  • Attack animations now all properly use animation events

  • Fixed bug where attacking quickly when swapping weapons could result in weapons being broken

  • Fixed faulty magic wand occasionally not firing a spell

  • Fixed Hover Boot unlocking properly

  • Fixed bug where potions would be unequipped after use even if you had more in your inventory

  • Improved logic for overhead attack animation triggering. Alternate attack animations now always play after a normal attack if attacking rapidly.

Auto Attacking & Broken Attack Bugs

If you've played Plague Breaker enough you may have ran into a rare but game breaking bug where suddenly your attacks do nothing. There are also a few times when the Faulty Magic Wand just doesn't work!

A long time ago, back when Plague Breaker was unrecognizable and I was still learning game development, the entire combat system was based on timing events. An attack would take 1 second, and at 0.7 seconds the damage area would activate. This "works" but is horribly brittle and not a good practice, and it gets even worse when you equip items that increase or decrease attack speeds. The fix for this is to use proper animation events, which ensure that events execute on individual frames in an animation rather than guessing with the timing. I swapped over to those a long time ago, but I apparently didn't clean up the timing events properly at the time.

I spent some time diving into every animation in the game and cleaning them up. I also crawled through the code and found some bandaid fixes I added a few years ago to try and fix them, which ironically had made the bugs much worse! Now the code and animations have all been cleaned up and I haven't had the bug reappear yet, but if you come across it please let me know!

Auto Attacks

Fixing that bug also made it possible for you to hold down the attack button instead of mashing it, which was something I wanted a long time ago but didn't have the time to get working properly. Personally I think the game is a lot nicer with it!

I also made it so if you are holding down attack with a weapon you won't change direction when you move, but I open to feedback if that isn't what people like.

What's Next?

Next I will probably finish the encyclopedia. Unless I get sick of it again and move on to more fun things like Seeded Runs (which admittedly sounds more fun already) or expanding the rooms available in the levels. Who knows, just like Plague Breaker the future is randomly generated.

More from Plague Breaker

Other announcements

All news
In-game event27 Sep 2026September 2026 UpdateHey Everyone! Last update I announced that the original artist is back on the project, and the first thing we worked on was overhauling the first boss! The original boss was clearly meant to be a placeholder, but I never had the time to replace it until now. New Boss - Greater Enchanted Armor This is the main focus of this update, the new boss is similar to the old boss but looks much better! T…In-game event18 Jul 2026July 2026 UpdateHey Everyone! It's been a little while since the last update, but I have some exciting news! The original artist is back on the project and we've been working on some new things, so expect a bigger update in a month or two! In the meantime I finally got around to making saving and continues working in co-op, made a couple changes and fixed some bugs. Saving in Co-op The biggest change is that s…In-game event18 Apr 2026Mid April 2026 UpdateHey Everyone! It feels like I just released an update, and here is another one already! I started playing around with Seeded Runs and realized it was actually a bit easier than I thought it would be, and suddenly I already had it working! I also discovered an enemy variant I created which I never actually put into the game! Seeded Runs So this is a pretty standard idea in Rogue-likes, being abl…