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Horde Reapers Playtest
Patches
Playtest update
Playtest update
Horde Reapers Playtest
· published
30 Oct 2026, 15:33 UTC
· build
26326835
All news
Read on Steam
Gameplay update
Added a new weapon: Spear
Buffed FireMan’s active spell: teleporting now leaves a pool of fire at the departure point
Reworked boss and miniboss rewards: bosses now grant an offer with at least Epic rewards, and minibosses with at least Rare rewards
Weapon-specific augment bonuses now give more stats, and up to +2projectiles for legendary augments
Adjusted various unlock conditions and village building prices
Changed the Battery power-up to a flask
Movement and animations
Updated player movement animations
Slides can now be maintained while travelling downhill, granting a speed boost
Improved player collision to reduce the chance of clipping through terrain (again..)
Removed the automatic camera rotation (it was a shortcut used for debug)
Multiplayer and interactions
Teammates are now visible on the minimap as blue dots
Charging Statues and gathering resources is now faster when multiple players participate
Statue and resource interaction progress now decreases gradually after leaving the area instead of immediately resetting to zero
Interface and clarity
The level-selection unlock panel now shows all unlock progress in a scrollable list instead of only three entries
Updated buttons text color
Renamed “Fire Rate” to “Attack Speed”
Weapon Chests are now easier to spot
Fixed weapon-specific augment values displaying incorrectly in the Tab Menu.
Fixed various tutorial issues
Enemies and bug fixes
Fixed the Scythe unlock after defeating Death. Killing Death now unlocks Scythe for all players connected
Enemy should no longer run in place when player is out of reach
Enemies can now spawn and jump on castle, and on boxes in Houses
Fixed an issue where fog and lighting from a previous run could remain active in the village
Fixed Slash effects becoming invisible at high Attack Speed and projectile counts while standing still
Optimization on loading times (starting a run went from ~14s to ~7s for me)