
Hello, this is LIFUEL.
We would like to share an announcement regarding the content we uploaded early this morning. Since convenience improvements and bug fixes are always better when applied quickly, updates may sometimes go live before the official notice is posted. We kindly ask for your understanding.This patch focuses on improving various shortcomings in the game overall.Details are as follows:
Cooldown calculation formula changed
Cooldowns will now be calculated using compound reduction instead of simple reduction. Previously, cooldowns could easily reach 0 seconds even without core modifications, which undermined the value of other builds and, in the long run, negatively impacted gameplay. We’ve addressed this while keeping cooldown-focused builds strong. Fixed values will now be applied after compounding, ensuring their value remains impactful.
Increased the duration of starting boosters available from Isaac from 3 → 6 encounters.
Weapon Mod: DDoS Blade duration reduced from 4 → 2 seconds.
Corrected commentary for Piercing Drill.
Adjusted “Charge” keyword.
Adjusted “Burn” keyword (pending request).
Fixed an intermittent crash when the player dies during the Jewel Collector’s attack in Stage 3.
“Amplify” keyword split
To clearly distinguish between “Amplify” and “Increase,” we have separated them into different keywords. A tutorial explaining this will be added in a future codex update. Please note this may cause some odd translations at first—if you spot issues, please report them and we’ll fix them right away.
Corrected English text for “Blurred Path.”
Fixed an issue where, after unlocking a weapon and quitting the game, the save would revert to the pre-unlocked weapon, causing incorrect attacks to appear.
Fixed an issue where previewing immediately changed the EquippedWeapon in PlayingData (this also resolves mismatches between the displayed weapon and basic attacks after loading a save).
Improved responsiveness of downward attacks.
Fixed an exploit where dismantling while rearranging Combo Skills allowed infinite Blue P extraction.
Loop count tracking changed (now counts loop progression instead of death count).
Fixed skill modifications not being reflected in records.
Fixed suspicious NPC dialogue after defeating Dr. Wolf showing in Korean only.
Fixed certain languages displaying three times simultaneously in the Stage 1 Scrap Robot event.
Relaxed activation condition for “Pressure Headgear” module and fixed cases where it would not trigger.
Fixed issue where the Whistle’s “Energy +1” effect was not applied.
Adjusted color of system unlock counters.
Fixed certain cases where AED, Whistle, and Precision Tuning Driver did not function correctly:
When swapping order or dismantling skills, additional effects could trigger incorrectly.
Adjusted text position for the Mole guarding the entrance.
We reviewed feedback from the forums, Discord, and other channels and compiled everything internally. We are very grateful for all the thoughtful suggestions—they’ve been a huge help to development. We pay particular attention to clarity of text and translations. Though there is still much room for improvement, your reports are invaluable. Thank you once again to everyone across different countries helping us with language-related support.