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Pixel Gun Master » Early Access Patch 002 — v0.1.3

Hello Gunners,

In this patch, we’ve delivered on the planned difficulty increase for the Golem boss – expect a tighter map, stronger patterns, and a more frantic boss fight. We’ve also made a number of usability patches – we’ve added a number of features that should help you in areas where you may have felt frustrated, and we’ve designed the game to be more intuitive and have stronger feedback.

The next update is December 7th and includes the Fire and Brimstone system (Ascetic difficulty), boss fight cutscenes, and dash cooldown markers.

During the week, we received a large amount of bug reports and feedback via Discord. With your help, we were able to quickly identify improvements and incorporate them into this patch. Thank you, Gunners, for always caring and playing the game!ːsteamhappyː

– Patch Notes –
[Content Additions]
  • The Golem boss has been reworked to a higher difficulty.
  • The old shockwave (white circle) pattern was felt to be too easy and didn’t add much to the boss fight, so it has been replaced with a new pattern.
  • Reduced the size of the boss room, giving you less room to run and more time to focus on the boss.

[Graphical fix]
  • Well water now disappears when you drink it.
  • Fixed the shop map to reduce unnecessary traveling and make Big Deal visible at once.
  • The E button is now larger and more visible.
  • When chests containing items are frozen, the image has been modified to distinguish them from other monsters.
  • Added player death motion.
  • Added Big Deal’s smiling reaction when purchasing his items.
  • Added an image of boxes gradually crumbling when their health is low.
  • Changed so that the main character is not blocked by the bar table in the inn.

[UI Fixes]
  • The camera has been zoomed out so that there is more visible space on the stage.
    18 tiles horizontally -> 20 tiles vertically
  • Removed the Refresh and Earn Gold buttons from the gun parts acquisition window on stage 1-1.
  • Added an exclamation mark to indicate when an NPC’s dialog has changed.
  • Reduced the length of the soundbar in the settings.
  • Fixed the remaining stage time shown in the top bar to look the same as the actual time remaining.
  • Effect descriptions now appear above the main character’s head when using items (so now you know what the hand mirror does!)
  • Added a Q button under the items in your inventory UI.

  • We’ve increased monster spawn times to give you more time to react to monsters spawning under your feet.
    1 second spawn time -> 1.5 seconds
  • Added a 0.3 second wait between the boss’s pattern and the pattern.

[Bug fix]
  • Fixed a bug where previous conversation text was briefly visible when starting a conversation.
  • Fixed a bug where the game would freeze while talking to a shopkeeper.
  • Fixed a bug where the protagonist would still move when interacting with the E button (Toby should be a little calmer when talking to you now).
  • Fixed a bug where fireworks were dealing 1 damage.
  • Fixed a bug where the reload bar would get stuck and not reload.
  • Fixed a bug that could cause extremely long reload times.
  • Fixed a bug where cylinder magazines would not consume ammo based on critical hit chance when equipped.
  • Fixed a bug where entering a shop twice in the same attempt would cause the game to freeze without talking to the merchant.
  • Fixed a bug where bosses would only use a continuous dash pattern in phase 2.
  • Fixed a bug where using the full freeze item while equipped with the ice cream grip would cause the game to bounce.
  • There is currently a bug where monsters spawn where they shouldn’t. A hotfix will be applied as soon as we’re done fixing that bug.