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CleanFallNewsLegion And Energy Update Part 2
Major update

Legion And Energy Update Part 2

CleanFall · published 18 Dec 2025, 13:59 UTC · build 20168970

All newsPlayers around this dateRead on Steam

Hey folks! It's time for another CleanFall update.

I've been hard at work getting new items, mechanics, fixes, and achievements into the game. As I get more feedback from players, it gets more and more obvious the direction people would like me to take the game, so I'd like to share some slight changes to my plans for CleanFall. Please let me know in the comments if we don't like these changes!

  1. It seems that overall, the game is pretty stinking difficult... for this reason, I would like to delay Nightmare Mode, and instead focus that development time on the "true ending". The true ending will involve story reveals, new mini biomes, mechanics, and complications for those who seek it out. I'm not sure how far back to delay Nightmare mode- perhaps I'll run some polls down the line and see how people are feeling. I'm open to changing this if people are against it now.

  2. This change probably doesn't mean too much to the average person, but the "Bowels of the Planet Update" is the update where the "Stix Biome" will be added to the game. While the roadmap labels this as a chapter 3 biome, I am planning on moving this biome from chapter 3 to a relatively super secret location...

And without further ado, here are the patch notes for part 2 of the Legion and Energizer Update:

Patch Notes

Summary

  • Additional legion units and "legion alchemy".

  • Pocket Weapon rework and many new pocket weapons.

  • Weapon Modifiers.

  • New "Alchemy Buffs" aimed to improve the Energizer experience.

  • Ships can now be transferred between sections with a new item.

  • Legions now transfer between chapters.

  • Fungus Biome difficulty obelisks and improvements.

  • 10 new Sub-Perks.

  • ~10 new items.

  • Achievements have been added.

  • The game should be slightly easier overall.

  • I also went ahead and made a new trailer that shows off the content found in both part 1 and 2 of the Legion and Energy Update.

All Additions

  • New weapon modifiers.

  • Pocket Pistols have been reworked. They now follow the player in a massive chain that grows longer and longer.

  • New Pocket Zapper item.

  • New pocket Viper item.

  • New Dash Cloak item.

  • New Summoner Spicer item.

  • New Attack Speed Pillar item.

  • New alchemy recipe: Weapon Overcharge.

  • New Bug Net item.

  • New Rail gun item.

  • New Deconstructor item.

  • Added achievements.

  • The Fungus Biome now has difficulty obelisks that award sub-perks.

  • New self destruct sub perk.

  • New armor sub perk.

  • New blink stones sub perk.

  • New alchemization energy buff sub perk.

  • New weapon-drone scaling sub perk.

  • New gun turret sub perk.

  • New wild max energy sub perk.

  • New F-tool energy sub perk.

  • New ammo duplication sub perk.

  • The bomber mining tool has been reworked. It now deals damage while stunning enemies, costs energy to use, and is extremely effective at mining.

  • The grabber tool can now grab multiple units at a time. It no longer causes turrets to let go, allowing you to drag your ship around.

  • Weapons now show details about their stats when you hover over the item in your inventory.

  • New Repulse Alchemy buff (attack pillar + wall)

  • New Barrage alchemy buff (attack pillar + flame turret)

  • New Pocket sniper item found in the Hollow.

  • Legion units now transfer from chapter 1 to chapter 2.

  • Legion units caw now be alchemized.

  • Friendly Spider + gun turret creates a guardian drone.

  • Friendly Spider + Flame Turret creates a saw drone.

  • Saw drones have been re-balanced.

  • Many of the meta items can appear in the fungus biome now (Banned meta items will not appear).

  • The pause menu has been overhauled with new graphics, animations, and audio.

Balance Adjustments

  • Glow corn now gives +15 energy (was +10).

  • Vomit Spitters now appear later in the fungus biome.

  • Vomit spitters deal less damage.

  • Vomit spitter vomit tendrils travel 33% slower.

  • Swarm worm gun now slightly aims worms toward your cursor.

  • Gun turrets and flame turrets costs have been reduced in the fungus biome.

  • Generators can now stack and provide 30 energy regeneration. Default cost is now 5 ore and 5 fiber.

  • Blunderbuss energy cost reduced to 30 (from 40).

  • Blunderbuss damage reduced to 25 per pellet (was 50).

  • Vomit pouches now kill fungus.

  • You can now buy blink stones from mek crafters.

  • Vine wake boots now provide +20% move speed instead of +12%.

  • Vine wake boots slow increased to 60% (was 45%).

  • Vine wake boots now stack.

  • Venom pistol cost changed to 2 ore, 4 fiber (was 5 fiber).

  • The incinerator turret can now shoot through walls.

  • Murder bots now have +33% health.

  • Sniper turret damage from 70 to 200.

  • Sniper turret +25% attack speed.

  • Vine walker turret and fungus grabber turret weight massively reduced.

  • Fungus grabber turrets are no longer pushed out of purifiers.

  • Fungus grabber and vine walker reach range +33%.

  • Fungus cleanser radius increased by 20%.

  • Spore turret damage doubled.

  • Spore turret attack speed +18%.

  • Spore turret hp from 200 to 800.

  • Plasma and Burrow mite turrets do +33% damage.

  • Burrow Mite slowing force field has been buffed.

  • Burrow Mite’s nests have more health.

  • Laser turret now consumes 18% more energy per shot. (This means a laser turret costs 80 energy per minute if it never stops firing).

  • Forns now have a chance of dropping lives.

  • Nanite worms now restore 50% of your energy upon use.

  • Nanite worm damage has been doubled to 120.

  • Red Pits now have a 20% chance to drop lives.

  • Gatling turret spool-up duration decreased by 20%.

  • Bulb thrusters +15% thrust strength.

  • Bulb propellor +30% vertical thrust strength.

  • The technomancer class now starts with 1 deconstructor, allowing you to take part of your ship to chapter 2.

  • The jungle’s upgrade machines have been rebalanced. Many upgrades are cheaper.

  • Max jungle upgrade machine count increased from 5 to 6.

  • Mek biomes and Lush biomes now spawn as two continuous pillars on the left and right sides of the fungus biome instead of being various splotches.

  • Mek biomes spawn more crafters.

  • Chests give energy sub perk nerfed (from 7 to 3 max energy).

Bug Fixes

  • Ship foundation no longer takes damage from enemies inside its flutter field.

  • Life count is now saved when saving and loading a run.

  • Fixed a bug that would cause the f-tool to break the game when saving and resuming a run.

  • Ban menu will no longer destroy your ears when opening it.

  • Sniper turret audio is now affected by your SFX audio level.

  • Snipers can no longer be alchemized from incinerators.

  • Dig speed stat is no longer inverted in the pause menu.

  • You can no longer sell items while dying (this would sometimes soft-lock the game)

  • Fixed a problem where certain options in the pause menu were blocked by other options.

  • Fixed a bug that would cause Huft Plops to rarely drop in weird locations.

  • You can now teleport legion units even if they are grabbed by turrets.

Thanks for all of the feedback and encouragement. I have a lot more planned for the future.

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