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Monster MercsNewsPlaytest #3 Completed
Community

Playtest #3 Completed

Monster Mercs · published 23 Jan 2026, 18:14 UTC

All newsPlayers around this dateRead on Steam

🎉 Thank You, Mercs!

Playtest #3 is officially completed, and we want to give a huge thank you to everyone who jumped in, fought monsters, broke things, and sent feedback. Your time, your clips, your bug reports, and your brutally honest opinions are shaping Monster Mercs into a tighter, more satisfying co-op experience.

This playtest gave us exactly what we needed: real combat data, edge cases we can’t simulate internally, and clarity on what feels good—and what didn’t yet. The result is a major round of improvements focused on combat clarity, responsiveness, and moment-to-moment readability.

Here’s a snapshot of what’s already been updated based directly on your feedback:

🔧 Gameplay & Combat Improvements

  • Updated animations to better handle strafing

  • New Soft Lock targeting system for combat

  • Greatly improved melee hitboxing

  • Added lock-on indicator to enemies

  • Clearer indications when the player takes damage

  • Players can no longer accidentally cast two spells at once

  • Skill cooldown visualizations with countdown timer

🧭 UI, Audio & Feedback

  • Minimap now orients to the camera, not the character

  • Audio and visual cue for low health (heartbeat effect)

  • Success and failure music / sound cues

  • Fixed: Threat indicators jumping around

  • Lowered default sensitivity

🛠 Fixes & Polish

  • Fixed: Rain of Fire becoming blocked

  • Fixed: Incorrect sounds on some animations

  • Fixed: Holes in the level

  • Nerfed: Sprint (yes, we heard you 😄)

  • …and more

This is just one step in the process, but it’s a big one. Every playtest brings us closer to the experience we want Monster Mercs to be: fast, readable, cooperative, and brutally fun.

If you participated—thank you.
If you missed this one—more opportunities are coming soon.

Stay sharp,
⚔️ The Monster Mercs Team

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