
Noobs Are Coming releases on July 15! So many great things are happening ahead of the release! Tons of new players are joining, and content creators are already making amazing videos and streams on Noobs Are Coming. Huge thanks to everyone for being a part of it! I can't wait to release the game :)
Discord | PRESSKIT A lot of updates and enhancements have been made over the past few months, directly based on player feedback on the private beta (on Discord). Many thanks to all the beta-testers!
Early Access (Prerelease) - Update 2.2 - (15 July 2025)
Changed the order the content is unlocked
Boomperor Character: now take max 4 Damage Per Hit
Boomperor Character: 15 HP Max at Start
Castlecap Character: now starts with +20% Armor (and thanks to the +2% Damage per +1% Armor, it means it also starts with +40% Damage)
Castlecap Character: +3 Amount
NoLife Hero Bossfight: shoots projectile when bouncing off walls in Rolling Ball mode
Stacknoob Hero Bossfight: shoots projectile while dashing
Spammers Item: Unique => Limited to 2
Many Eyes Item: +7 Range => +10 Range
Improved community quests menu
Many other little balancing tweaks
Early Access (Prerelease) - Update 2.1 - (11 July 2025)
Lot of balancing tweaks
The game is now harder
Added a “Retry Failed Waves” option
Co-op: Added a “Split Souls” option so all picked souls are shared equally between players
Added a “Secret” Menu but sssh it’s a secret (this feature is only available in the Full Game)
(Added secrets to the Secrets Menu)
Difficulty 5: enemy now have higher speed
Many enemies do more damages
New Hero bossfights (Including a NoLife hero boss)
Changed several waves
Blue masked enemy type now drops an explosive when it dies
Increased the subtle Knockback that is applied on near enemies when the player kicks something
Nerfed Items providing Amount stat: some of them are now limited/unique item - this way it’s just harder to reach high amount stat values while it doesn’t impact reaching lower amount stat - values
Improved the sound design (lowered the volume of some effects that were too loud such as Blocking a noob spawn or Plant Minions)
The difficulties are now faster to unlock
Closed Beta - Update 19
New Title Logo
Enemy projectiles are now displayed above everything else
Frog Enemy: now shoots projectiles when landing after a jump
Added Vortex Animated Background during Level Uprade Choice/Chest phase
Many balancing tweaks
The SFX of some enemies were too loud
Ore of Souls: more HP (longer to destroy)
Soul Portal: increased the duration of the period during which the player can pickup sould even if they’re being slurped by the portal
Removed the info about Steam Remote Play Audio issue as it is now fixed
Fix issue with some translation
Bugfix: fix rounding issues that could happen on displayed Crit Chance for an Attack
Bugfix: Noob could bark several text bubbles at the same time
Bugfix: fix issues related to changing the value of the Music Volume slider
Cat: removed vampire wand from start attacks
Closed Beta - Update 18
Bugfix: Steam Remote Play Together: the joiner players didn't have the audio of the game (only the host player had the audio working)
Bugfix: Status Effect like Burn or Poison had a rounding issue (ex: "3.0000002 seconds")
Bugfix: Ores of Souls were considered as Noobs (os they barked and could be affected by some effects that didn’t make sense)
Improved russian translations
Closed Beta - Update 17
Implemented Steam Cloud Save
Singleplayer UI: Level Up Upgrade Phase and Chest Pickup Phase UI now display the items and attacks inventories (useful to check the scaling of current equipped attacks for example)
Many Balancing tweaks
Balancing: nerfed Life Steal in various ways (lower values gained from items)
Balancing: nerfed Knockback in various ways (lower values gained, higher item rarity, lower max applied value)
Balancing: too much items enhancing HP Max were put in the Demo, this means it was easier to get a lot of HP and to survive in the Demo due to higher ratio of items providing HP
Added a subtle duration during which the player can still pickup Souls even if they’re slurped by the Soul Portal
Tooltips for attacks now include the tier level next to the name, improving accessibility for players with colorblindness.
Fine tuned the color of some weapons to improve the visibility
Balancing: Ballista don’t double their projectiles based on amount anymore (only number of ballistas scales with amount)
Twin Attack: now correctly attacks in the direction of enemies instead of player
If Player HP is Full and HP Max > 20, the player can’t be one-shot
Bugfix: Steam Achievements could trigger several times
Bugfix: a specific achievement requiring to reroll 10 times in a single shop was broken
Bugfix: Longnek head disappeared after losing some Amount stat
Bugfix: in-game achievement pop up could be displayed below other UI elements while it should always be above everything else
Potential Bugfix for a rare bug happening in Multiplayer shop where player2 Shop sections wasn’t displayed at all
Closed Beta - Update 16
6 NEW HEROES BOSSFIGHTS (some will be secret at launch)
Lots of Balancing
Kickable Rework: Spikeballs are now much more fun to play, as they automatically move towards nearest enemy when kicked (synergyse extremely well with Minions)
Minions should now be funnier to play and more powerful
Balancing: Kickable Buff
Balancing: Minion Buff
Progress/Achievements: unlocking a new difficulty now require to win the previous difficulty with 3 characters instead of 5
Closed Beta - Update 15 - FULL GAME PROGRESS + ACHIEVEMENTS + SFX REWORK
Steam Achievements are implemented.
Massively improved the Sound Design
There's now real progress tracking in the beta, so you can unlock content as you play. (before everything was unlocked for easier testing)
For now, in the beta, there’s still an option to toggle everything unlocked—this lets you try out all characters quickly for easier testing or reviewing. However, if you enable it, your best scores won’t be saved and Steam Achievements won’t be unlocked.
This option will be removed in a few days or weeks. It's just a temporary feature to help content creators to showcase the features and also for anyone who wants to help test all the content to make sure it’s balanced and bug-free
Heroes (Bossfights) are now more powerful
It is now impossible to fight the same Hero/Bossfight two times in a row
Bugfix: Overboy’s character ability to merge other character had a bug if a new run was restarted before a choice was made
Bugfix: Wormator bodypart sprite wasn't assigned
Bugfix: Centilegs legs weren't visible
Bugfix: Mom didn't spawn its Minime correctly
Closed Beta - Update 14
Balancing Tweaks
Improved some sprites
Improve visual clarity by making small tweaks to the background, and keep only the best background skins, as some didn't meet the visual quality I wanted.
Remove Some WIP Attacks that were included by mistake (Twin, Turret Doppel)
Bugfix: Mom with certain Minions like Bonecrushers could create a game breaking bug
Bugfix: some test yellow item like Invulnerable could appear once you won on D5 with a character
Closed Beta - Update 12 & 13
Performance: A lot of optimisations
Polished/remade many sprites
Lots of balancing tweaks
Chained Ball is now an upgradable Attack
It is now possible to find Pickup Range as free level up stat upgrades
Bugfix: Explosive Decoy didn’t move if they weren’t enemies closed to them
Bugfixx: P (Photo mode) correctly disabled HUD and Music but didn't restore Music when pressed again
Fix translation issue
Charmed Enemies’s projectiles and telegraph are now blue so the player understand it will damage other enemies and not the player
Bugfix: If the player has several Overdisks equipped, they aren’t stacked anymore at the beginning of a wave
Closed Beta - Update 11
NEW MAP SKINS
Visual enhancements to the Room (better lighting)
UX: Multiplayer Shop: Improved Menu Navigation
Slightly nerfed Knockback and lower the hardest effective value applied on a hit unit
Bugfix: last update broke Critical Hit and LifeSteal in many situations
Bugfix : Multiplayer Shop: a recent update broke the visual feedback for locking an item (locked icon)
Bugfix: Multiplayer: a recent update broke the end run screen
Bugfix: Multiplayer: if a previous run was ended during the shop phase, it could create issue in the shop phase of a next multiplayer run
Bugfix: the same upgrade for an Upgradable attack could appear twice in a shop
Bugfix: last update introduced a game-breaking bug with Punching Dummy Turret
Bugfix: Attack Orbit Speed was capped to a too low value last update
Bugfix: disabling Screenshakes or setting a volume slider setting to 0 failed to load properly after a game reboot
New SFX for Chest Pickup (more rewarding, stands out more)
SFX: changed Laser Eye SFX to use the same as the water laser (bubble sfx) as an experiment
Fixed translation issues
Closed Beta - Update 10 : 4 NEW CHARACTERS + ATTACK RNG REWORK & PHOTO/VIDEO MODE & Balancing & Fixes
NEW CHARACTER: Nosferastik
NEW CHARACTER: Highroller
NEW CHARACTER: Pandark
NEW CHARACTER: Yokai
Full Rework on the RNG for Attacks in Shop, after a LOT of experiments those past days, I think I finally found a system that is the right balance between finding items coherent with players build and still allowing “Attack” discovery. The Game has so many attack/playstyle variety (even more of the Full Version), that it was pretty hard to do right!
Many balancing
UX: End Screen now automatically selects the Restart Button on entered
Bugfix: rounding issue on status effect duration
Many minor fixes and improvements
Bugfix: Fire Bow could cause many units to freeze with LifeSteal value positive or negative
Punching Dummy Turret: now displayed the correct info stat about the attack
Status Effect (like Burn) can’t trigger Life Steal anymore
Status Effect can’t do Critical Hits anymore
Bugfix: Wraithshot item was bugged if Luck Stat was positive or negative
Bugfix: displayed duration of Status Effect (Burn, Poison) was “undefined”
Bugfix: Minime + Overdisk was softlocking the game
Fine-tuned the Stat List UI to avoid visual issues in edge cases (example: in French, “Armor” getting outside the list when an other stat took several lines due to reaching a maximum value like “Critical Hit” > 100)
Capped Amount stat to 20 max
Other minor fixes and improvements
Improved some icons
Closed Beta - Update 9: NEW ITEMS & TONS OF BALANCING
MANY NEW ITEMS, some with new unique effects
Reworked all synergies bonus, added missing bonus for most of the attack types
A lot of balancing tweaks: modified 40+ existing items, + many Level Rewards
Reworked many waves
Modified many other numerical values (drop chance for pickups, for example)
Improved Shop ATK RNG (changes in previous update weren’t that good after all)
Soul Portal: 30% => 50% uncollected souls are converted to x2 next wave
Inflation is smaller and starts later (wave 10 or 15 depending on difficulty)
Reduced enemy death SFX
Fixed some translation issues
Many little fixes
Closed Beta - Update 8
9 NEW ITEMS
NEW ENEMY: “Boo Rogue”, very fast rogue but stop when the player look at him (spawn at wave 16)
The current difficulty is now indicated next to the wave count during the waves
Wave 20: very few enemies were spawning during the second half of the wave, due to typos in numerical values, wave 20 was completely reworked
Changed the balancing of some other waves
UX: clicking an item in your inventory in Shop now automatically select the Go Button
UX: clicking an item in your inventory in Pause Menu now automatically select the Resume Button
Shop: improved the RNG for Attacks picking
Several balancing changes
Balancing Change: there are now more Items giving HP and they have a bit more chance to appear in Shop
StackNoob Bossfight: StackNoob was never triggering its attacks
NEW ITEM: Riposte: On Dodge > Inflict damage to a random enemy scaling which damage scale with Dodge
NEW ITEM: Vampiric Hit: On Crit > You heal
Bugfix: Cat character was able to Heal
Bugfix: Cat character capped HP didn’t work due to a regressive bug in a recent update
Closed Beta - Update 7
Endless Mode: the endless score (max wave beaten) is saved at the end of each wave, so even if the app is closed during the endless run, the score is saved
Endless Mode: option to terminate the run in the Pause Menu
Balancing improvements
Little visual improvements in the UI
Bugfix: very low negative value of speed caused the character to go very fast but with inverted control, now speed <= -100 just prevent the player to move
Fixed little issues in the stat system that could introduce bugs in specific situations
Bugfix: reducing the room size could cause the player to start the wave offscreen
Improved russian translations based on contributor feedbacks
Bugfix: some very specific UI elements sometimes failed to translate
Bugfix: some texts weren’t localized
Did a lot of Localisation QA/UI adjustments to improve the layouting of the stat lists in every supported language
The cutscene before a bossfight vs Trinity Guild now correctly display the 3 hero enemies
Closed Beta - Update 6
Synergies Tooltip now display the current number of Attacks equipped with this Type next to the Type Name
Singleplayer Shop: holding Tab show all synergies bonus associated to Attacks you can buy in Shop
Singleplayer Shop [Gamepad UX]: RT automatically select the “Go to Next Wave” button
Singleplayer Shop [Gamepad UX]: LT automatically select the “Reroll” button
Bugfix: some UI elements weren’t translated at all (Random Item, settings header column, Coop boolean, some effects)
Improved chinese translation thanks to contributor help
Hero Bossfight: Heroes now drop extra souls + 1 golden soul + 1 chest when killed (this way it is more rewarding to actually kill the Hero Boss versus just surviving them)
Items that scales a stat on an other one (“+2% Damage for every +1% Speed”) now can have maximum bonus/malus values
Added maximum scaled values on many stat-scaling items
Amputation is now a unique item
Closed Beta - Update 5
Plant Mechanic Rework: Grown Plants Allies now have a Duration, you can water them to make them last longer
Water Attacks: it is now clear that higher tier have more Watering power
Inflation: price of items and attacks now increase depending on the current wave (inflation is stronger in Endless mode)
Changes and improvements to the Shop RNG
Cheater Item is rarer
When you already have a Cheater item or you’re playing with Mr. Glitch, you can’t find another Cheater Item
Cheater Item/Mr Glitch character: it is now impossible to find a unique item for the 3rd time (you can only find unique items for a 2nd time). I might add exceptions for specific items in the future.
Bugfix: Upgradable Attack you had equipped at maximum upgrade could still appear in shop (regressive bug introduced in previous update)
All unlimited items are now in fact limited to maximum 10 times the same item
Changes to some synergies bonuses
Some attack balancing changes
Bugfix: Room Size Stat: high value was causing visual issues with the god ray effect at the top of the room
Bugfix: Text Bubble Spawned by Noobs were disappearing too fast due to a recent change
Bugfix: some attacks that weren't affected by Duration still displayed it in their stats
Closed Beta - Update 4
Balancing changes on some items and attacks
Improved localisations, all the current content should be fully translated in French and English now
End Run Screen is now looking better
Red and yellow items are rarer
Gray and Green Attacks you find are now a bit more expansive once you’re above 3 equipped Attacks
Plant Attacks: better description about the fact you need to water them and that it provides you a free watercan if you don’t have water attacks
Bugfix: Necromancer Wand Text pop up to inform about the +1 HP Max Gain was bugged due to the new Text Popup system
Bugfix: Attacks scaling with Amount Stat could display negative number while Negative Amount stat value doesn’t affect them
Reintroduced Necrotic Echo item, now increasing the new Soul Portal stat
Closed Beta - Update 3
Getting Mom effect from a character merge let you gains its Minime attack even if you’re don’t have empty attack slot
In general, the systems are now more permissive to let you obtain an attack even if your attack slot is full if it’s obtained thanks to an item or character effect (you just can’t buy new attack in shop if your inventory is full), this will help with the many edgecases introduced by the chara merging feature
Harvest Stat: it is now clear that negative harvest remove souls at the end of the wave
Wave 18: removed a bunch of Elite Horned Knight Dashers (this wave was ridiculous by mistake)
Improved localisations and descriptions (most characters and attacks are now translated and have actual names, and some stat descriptions are now better)
Continue the balancing on many items (most of the gray items were reworked during the last 2 days, including in previous updates)
nerfed the values of the free stat bonus you can pick after a levelup
Chained Ball: don’t trigger the too loud sfx/feedback on wall hit anymore
Reduced the volume of the Wall Charge sfx that can happen in various situation
Bugfix: upgradable attacks at their maximum tier could sometimes cause the shop reroll/refresh to fail (was happening pretty often with Mom due to its Minime attack)
Upgradable Attack at max tier now display “Unique (max upgrade)” instead of “Unique and Upgradable”
Reroll Price stat is now capped at (20%), before it could go negative, meaning rerolling was giving free souls (even worse: exponentially more free souls each reroll)
NEW STAT: Soul Portal (% of uncollected souls converted in double souls)
Soul Portal at the end of wave now display “% of Total uncollected Souls” so it’s easier to understand
The maximum effective knockback applied to enemies is now capped to avoid glitch caused by super high knockback numbers
Bugfix: Chara Merge description was displaying wrong wave number once it was in inventory
Reworked/Improved the way minimum/maximum/current values of a stat is displayed in the stat list when a max or min limit is reached
Shop Navigation UX (Keyboard/Gamepad): when you just bought an item, prevent to inadvertently select the items/attacks inventory
Chara Merge (and future yellow items) can now only be found if you won a run in difficulty 5 with the character
Rework the text info popups system during Waves (“Chest Found”, “Level Up”, “Block Spawn”), the previous systems had visual glitches
“Block Spawn” info text popup now only display the icon without text after wave 5
Bugfix: after merging an item, the tooltip stayed (regression/bug introduced in the previous update)
Bugfix: soul count was disappearing during Bossfight Waves (against Hero enemy)
The limit of entity (and associated depop) now only applies to basic Noob characters (not for Elite enemies or Boss)
Potential fix for rare weird situations where very few enemies spawned (not sure)
Closed Beta - Update 2
Mom Character fixed: the mini clone now should work well and copy all your attacks (try it it’s very fun lol)
Worm King Character & Snake Item: the attacks following the character like a serpent have more space in between
Cyclop: upgrade one of its attack at each level up (so it means its single attack quickly reach purple tier)
A LOT of Items, Attacks and Characters balancing (not listed here)
Improved many descriptions
Improved english and french localisation of new content
Goblin Minion is smaller, and only damages enemies while dashing
Most of the Charmed noobs now only damages while dashing
Bugfix: some Minions directly triggered their pattern in the void on spawn
Bugfix: if a character didn’t have a target, it was moving top left
Bugfix: if the player had only 1 attack, meaning the attack is not sellable and not mergeable, it was still possible to trigger its context menu while it was useless
Bugfix: Yoyo Punch Attacks (Yoyo Punch + Punching Turret) didn’t rotate in their moving direction (a visual issue that is now fixed)
Bugfix: fixed a bug with Chained Ball
Bugfix: Siege Bossfight: Siege ballistas sprite wasn’t assigned
Closed Beta - Update 1
Removed Fire Bow for now as it was suspected to cause a game breaking bug where many enemies and minion stop moving (please tell me if this bug still happens without the fire bow)
A LOT of balancing changes on many items, probably around 20 items were modified (some items are now unique, have new malus, some value change)
Many changes to playable characters (i forgot to list most of them)
Max Amount Stat is now capped at 40
Max Attack Slots is now capped at 16
Cyclop Character fixed: the single attack now keeps all its synergy bonus maxed correctly
Cyclop Character buff: +100% Damage
Belzebuth Character nerf: -50% XP Gain
Bomb Character: explosion on contact damage now scales with Amount stat
Bonus/Malus balancing of many characters
Love Javelin: now 8/15/20/25% Chance to charm an enemy (before it was 100%)
Dicehead bugfix: can now pick a start weapon
If you have only 1 attack equipped, you can’t sell it
Bugfix: attract turrets effect didn’t work
Bugfix: kicking a turret was sticking it in the wall and creating an audio spam bug
You can now merge existing attacks even if you don't have enough attack slots anymore (because you lost some due to an item or character merge for example)
Fragile Hammer is now a very cheap attack and its chance to break is 2%
Fetus Minion now shoots at enemies directly and not towards the Player
Improved some descriptions
Improved the system that display the stat icons in various places
Removed Fire Imp character for now as i want to find a more interesting concept for it
Closed Beta - Release
There are just way too many changes and new stuff to list everything new versus last demo version
a lot of new characters
a lot of new unique attacks
a lot of new items
a lot of balancing changes
a lot of rework/small enhancements on UI/gameplay/features
Bossfights at the end of a run against special "Hero" ennemies
Endless Mode
5 Difficulties