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Net.Attack()NewsBig Bullet Fest Update
Major update

Big Bullet Fest Update

Net.Attack() · published 8 Jun 2026, 12:32 UTC · build 22465506

All newsPlayers around this dateRead on Steam

Hello Hackers!

Apologies for going dark on you for longer than intended. Our team worked hard to fix the bugs you reported alongside some quality of life upgrades that needed more brainpower than expected. Either way, we are finally ready to come out of our programming cave: just in time for Steam's Bullet Fest.

Controller Support

Official controller support is here! We reworked the input system completely to allow for a smooth experience that doesn't require you to switch back and forth between the different input methods any more.

Now you can go from bullet heaven combat to the node environment and stay on your controller. This should also make for a smoother experience on the Steam Deck for those of you on the go.

Save & Return to Runs

We heard you: busy lives demand from the best of us that we leave our gaming stations and tend to more urgent tasks.

Be it a quick round started and not finished before work, or childcare needs interrupting your focus session: the game is now automatically saved at certain points and will patiently wait for you to return into the fray.

In Standard Mode, progress is saved whenever a layer exit is reached. In 20-Minute Mode, progress is saved when entering or closing the coding environment.

Adjustments

  • Difficulty levels in level selection are now shown by a colored bar

  • Enemy waves have been reworked

  • Daily Challenge Shop node selection has been improved

  • Tooltips are no longer displayed when dragging or connecting a node

  • Firewall increases it’s damage over time

  • The ‘Signal Booster’ DarkMarket upgrade and it’s achievement has been removed

  • Node balancing

Bug Fixes

  • Controls displayed in the node environment are now translated correctly

  • Reduced the excessive collectable spawn when using the Node Collectable Transistor upgrade with the maximum number of nodes

  • Restarting a run while the player was dying could cause the next run to freeze, this is now fixed

  • Prevented that a chip could be extracted again shortly after it had already been extracted

  • The OnStanding Node now displays its effect correctly

  • Many More Bug fixes


That's it from us for now! We hope you enjoy this update; as always, we are eager to see your run results on our Community Discord and also available there for any questions and bug reports you might have.

Signed electronically, 
Your Net.Attack() Team 

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