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ATMOS PlaytestNewsPatch 1
Game update

Patch 1

ATMOS Playtest · published 6 Jul 2026, 07:22 UTC · build 24068843

All newsPlayers around this dateRead on Steam

Fixed next bugs:

  1. pink screen between rooms

  2. essence rooms allow picking up all 3 essences

  3. material pouch can sometimes overlap Toolkit's upgrade screen

  4. flying enemies set to Wanderer can sometimes go through walls and disappear

  5. sometimes the weapon animation gets stuck in weird pose if used between stage changes <should be fixed on gunner

  6. stage 2 has a pool of enemies which includes the fat one

  7. nerderite hammer doesnt give the token

  8. sometimes the enemies become immortal

  9. store is empty and storekeeper is uninteractible for some reason

More from ATMOS Playtest

Other announcements

All news
Game update11 Oct 2026October 11, 2026 (1.0.101)Changes - Introduced :shield: Protector set with a standard amount of items Moved couple of Generic items to this set, such as Pearly Pear and Tree Parasite - Broken Hose: buffed base chance from 5%[10%] to 10%[20%]. Bug Fixes - Fixed the wood texture in the Hub area - Fixed an issue where Broken Hose didn't stack it's proc chance properly - Fixed couple of misplaced objects in Ice MinesGame update10 Oct 2026October 10, 2026 (1.0.99)Changes - Adjusted camera level to better match with Diann's canonical height - Moved Memory Loader closer to the portal and added blows and whistles to it - Adjusted L-30's pathpoints to match the Memory Loader's new location - Nerderite Hammer now creates Toolkit at the artifact's position instead of the player's position Misc - Added couple of new UI animations to Upgrade/Deviance cards - Ad…Game update5 Oct 2026October 5, 2026 (1.0.90)Changes - Nerfed Laserpoint upgrade for Revolting Revolver: now only grants up to 2x damage *(prev: 3x)* Too strong, too strong. Needed nerf, ooh, needed nerf it did. And nerfed it got. - Extended ALL melee attacks reach by approximately 100%. - Effects that require a specific skill to be used are no longer get activated as soon as the button is pressed. Instead each class has their own trigger…