Ossan Hamster · published · build 24759995

Hey!
Patch 1.6 is here — focused on leaderboard scoring, co-op reliability, gameplay polish, controls, visual layering, and a large number of fixes and quality-of-life improvements.
Thanks again for playing and sharing feedback.
🏆 Score & Leaderboard Rework
Leaderboard scoring has been redesigned
Ranking Score is now calculated as:
Score − completed seconds
with a minimum result of 0.
Tiebreakers are now more precise
If two players have the same Ranking Score, higher raw points are preferred, followed by a shorter completion time.
Results now show more information
The Game Over screen, Campaign menu, and Co-op lobby now display separately:
Ranking Score
Points
Time
Existing Campaign and Co-op records are automatically migrated to the new format.
Steam leaderboards now use the new Ranking Score system, allowing old raw-point records to be replaced by results using the new formula.
Disconnected Co-op sessions can still save and submit their results.
👑 Final Boss & Gameplay Balance
Final Boss HP increased from 5,000 to 10,000.
Final Boss encounters now scale properly in Co-op
One boss appears per player, each targeting the correct hamster and beginning the fight from opposite sides.
The total score reward is divided between the bosses, so Co-op does not provide extra score simply for spawning additional bosses.
Market Mouse Robot now fires 3 projectiles instead of 1.
Shielded Swamp Muskrat Basic is now slower until its protection is broken by the first hit.
Energy MouseTrap fixed
The energy variant now correctly removes 5 energy when triggered.
Energy Tank interactions improved
It can no longer be activated without valid targets.
A new configurable keyboard shortcut can activate it directly.
Poison level items can no longer be collected by clicking them.
They remain an environmental mechanic intended for enemies.
Ghost-form enemies now behave more consistently
They are ignored by friendly drones and spirits, cannot trigger MouseTraps, and are unaffected by several player effects such as bombs and poison.
Summoned enemies now select targets correctly
Holograms, small slimes, summoned guards, and similar units now inherit the proper target or choose the nearest living hamster instead of always attacking Player 1.
Reduced the volume of the friendly drone rifle and reduced overlapping trap/effect sounds.
🖱️ Clicking & Interaction Improvements
Added a unified interaction priority system
Interaction priority is now:
Revive → Energy Tank → Loot → Level Item → Projectile → Enemy → Cables → Wheel
Enemies therefore take priority over cables when their hitboxes overlap.
When multiple objects of the same type overlap, the game now selects the one that is actually rendered on top.
Complex enemy hitboxes are still handled correctly, including special interactions such as hedge hitboxes and area attacks.
🤝 Co-op Improvements
Player 2 can now destroy enemy projectiles.
Both players can repair each other's cables.
Cable repairs, healing text, and the player performing the interaction are now synchronized correctly.
Detailed statistics are now tracked separately for both players, including:
kills and elite kills
click, skill, and cannon damage
damage taken
projectiles destroyed
energy spent and skills used
trap kills
loot collected
level items destroyed
The Game Over screen now displays separate stat columns for each player.
Player 2's damage and effect text is displayed at 50% opacity, making it easier to identify which player caused an effect.
Co-op startup synchronization has been improved, reducing cases where the host could begin before the client was fully ready.
Fixed several client HUD and manual cannon synchronization issues.
Improved synchronization for many gameplay effects, including:
barriers and blessings
lightning and capacitor effects
bounty markers
Ultimates and UFO
Gas Nova
explosions and upgrade effects
cannon shots and impacts
drone attacks
MouseTrap activations
loot, armor, and repair effects
automatic skill selections
level events
Co-op state recovery and reconnection behavior has also been improved.
🌩️ Level Events
Several level events now trigger based on time instead of the number of spawned enemies:
Level 9: Darkness every 30 seconds after reaching 1,000 points
Level 10: Airstrike every 30 seconds after reaching 3,000 points
Level 13: Airstrike every 30 seconds after reaching 3,000 points
Level 19: Soldier vehicle every 60 seconds after reaching 3,000 points
Additionally:
Level events are synchronized in Co-op.
During airstrikes, each living player now receives their own incoming projectile.
Weather particle effects were fixed on several levels.
🎮 Controls & Settings
Added configurable controls for both players:
Wheel: Space by default
Energy Tank: E by default
Change Cannon Mode: M by default
Additional improvements:
The same key can no longer be assigned to multiple actions.
Existing duplicate keybinds are automatically cleaned up when settings are loaded.
Attempting to assign an already-used key now shows a warning.
Resolution can now only be changed in Windowed mode.
Borderless now uses true borderless fullscreen, while Fullscreen uses exclusive fullscreen.
Windowed mode now applies its size more reliably and centers the window on the current monitor.
Resetting settings or recovering from a damaged settings file now correctly detects the system language again.
🎨 UI & UX Improvements
Saved builds can now be duplicated.
Toasts can now display icons.
Automatically selected skills now show a toast with the skill name and icon and play the level-up sound.
Mastery contract completion messages improved
The toast now distinguishes between:
unlocking a new tier
completing the highest tier
completing a contract without unlocking another tier
The score bar now shows progress between the current and next upgrade-row threshold.
Added a circular indicator showing the number of unlocked upgrade rows.
In Mastery Mode, it displays the current Mastery Level instead.
Added 12 Mastery portraits
The Mastery portrait now changes every 50 levels, from level 0 through 550.
Removed unnecessary headers from the Mastery, Multiplayer, and Upgrade menus.
Energy Tanks and cables were moved toward the upper center of the battlefield, making their placement more consistent.
Fixed abbreviated number formatting so integer values ending in zero no longer lose their trailing zeroes.
Updated text across all 15 supported languages.
✨ Rendering & Visual Improvements
Improved world rendering order
Ground objects are now sorted by their Y position, so characters and objects overlap naturally while moving around the battlefield.
Flying units, projectiles, effects, particles, floating text, and other world elements now use more consistent visual layers.
The same visual ordering is also used when deciding which overlapping object receives a click.
Added or improved shadows for:
level items
loot
Energy Tanks
Hamster Cannons
Flying units, spirits, and revealed Molebats now consistently use the flying-unit layer.
Active skill and upgrade VFX were standardized so effects appear consistently in both solo and Co-op gameplay.
💬 What’s next?
More fixes, balance updates, and gameplay improvements are on the way.
If you notice anything weird — bugs, balance issues, UX problems, or Co-op issues — feel free to share.
Thanks for playing 🙏