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Echo Mates PlaytestNews0.3.4 — Melee That Lands
Game update

0.3.4 — Melee That Lands

Echo Mates Playtest · published 29 Sep 2026, 13:28 UTC

All newsPlayers around this dateRead on Steam

Melee finally feels like it hits


The wrench and the boot had no weight to them, and the real reason was timing: the clang played about a sixth of a second before the swing reached anything, and on a client the kicking leg only showed up after a round trip. Both are fixed — the hit now lands the moment contact happens, on your screen.

On top of that:

  • A landed hit stops for an instant and shoves your view, so the impact reads in your hands.
  • The creature flinches and flashes where it was struck. Metal ones throw sparks.
  • The wrench knocks a creature back half a metre.

Zombies are killable again

  • Hits on a zombie are now judged by what you see, not by where the server thinks its head is. Clients were swinging at a head that didn't exist where it was drawn — especially on a zombie lying on the floor.
  • Clear numbers: two wrench hits to the head, or six to the body.

The Listener gives you one more chance


It now carries you off and lets you go twice. The third time it catches the same person on one floor, it doesn't let go.

Crew board in the lift


A new base building for the lift cabin: a row of lamps, one per person on the shift. Green and pulsing while you're alive, red when you're not, with a stripe of your own colour beneath. No numbers, no text — one glance on the ride tells you who's still down there.

The flood job finishes properly


Once the floor is drained, the order adds one more paid task: go switch the pumps back off.

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