Rise of the Giant

Important features

  • You'll now get access to the Cavern level after you beat the game for the first time. Look for this place inside the Graveyard... This whole new level is filled with nasty traps, perilous lava pools and violent new enemies. New ways to die!
  • Community suggestion Custom Mode will be now unlocked after few runs (no need to beat the final boss anymore).
    Custom options were adjusted accordingly.
  • A new boss has arrived. Right after the Cavern, you will have access to this epic battle, so be prepared!
  • A new shiny Skinning system was added to the game, giving you access to more than 50 new character outfits.
    You can unlock by paying for amazing loot boxes in our new Premium Shop using your credit c... Oh wait. No no no. We don't do that anymore.
    They will just drop as classic blueprints from existing enemies (in higher difficulty modes) and bosses. You might also find a few ones in specific hidden area of the game. You can customize your outfits in the Flask Room.
  • 10 new enemies types were added to the world! Some will wait for you in the Cavern or the hidden level, but many were also added to Hard / Very hard / Expert / Nightmare modes, for your sadistic pleasure. They will gladly bury your face into the ground, burn you to death and slice all your useful organs.
  • 3 new skills, including a flying pet and a single-use scroll that will reveal the current level map.
  • 10 new weapons, including the Giant Killer, the Boï Axe or the Thunder shield, for your violent needs.
  • A new Specialist shop replaces the old Hunter Grenade door in Prisoners' Quarters. It's still unlocked the classic way through the Collector shop. You can buy a Hunter Grenade, a Map or a nice shinny skin there.
  • A new complete hidden level was added for very advanced and skilled players to explore (did someone say Boss-Cells 5?). Unveil a whole new ending to your story by beating the crap out of the mysterious big bad guy that awaits for you there... Yes. There is an hidden boss fight too.
  • A new cursed gem might now drop from enemies that will grant tons of gold, but also curse you.
  • [Custom Game] Added an option to let the fountain always available in BC 1 and + (but will lock achievements)
  • The Custom Mode is now unlocked by beating a mini-boss in Prison Roofs. Update 12.1
  • Community suggestion Food drop was rebalanced:
    - you now have 100% chance to have 1 unit on mobs and 1 unit hidden in walls in every levels,
    - one food unit dropped by mobs is guaranteed to be clear from Infection,
    - food sold by shops is now always clean. Update 12.1
  • The Legendary Forge gameplay was updated: you can now invest cells up to 100% drop-rate in any rank (+, ++ and S), but you cannot invest in a rank if the previous one wasn't filled completely. Some ranks are also now locked, based on the current Difficulty setting.

    Here are the current values:

    - Normal mode: "+" rank up to 100%, "++" rank capped at 50%,
    - Hard mode: "+" and "++" ranks up to 100%,
    - Very hard mode: "+" and "++" ranks up to 100% and "S" rank capped at 25%,
    - Expert mode: "+" and "++" ranks up to 100% and "S" rank capped at 50%,
    - Nightmare mode:all ranks up to 100%. Update 12.2
  • Berserker is a new Brutality mutation that grants up to 60% damage reduction after killing an enemy. Update 12.2
  • Community suggestion Decreased every mob tiers in BC1, BC4 and BC5. Other difficulty levels (including BC0) remain unchanged. Update 12.2
  • Added the Mirror: this item, once unlocked right after the Specialist Showroom, will help you for blueprint hunting :) Update 12.5
  • Community suggestion Heavy weapons (ie. slow but powerful weapons) have changed. They have unique affixes that will increase their damage, give stun effect or area slow-downs. If you manage to hit your target, it should suffer.
    Attacks done with these weapons can no longer be interrupted if you get hit by an enemy, except if this enemy stuns you. Update 12.5
  • Full Malaise will now leave you with ~10% HP max. It will no longer kill you directly. Update 12.5
  • Tactics builds now have slightly less HP at higher levels, while Brutality will get a little more HP. Update 12.5
  • Community suggestion New FrontLine Shield which is a Survival/Brutality shield that that gets +X% damage if you recently hit an enemy using a melee attack. It drops in a secret place, somewhere. Update 12.6
  • Community suggestion Increased overall player HP. Update 12.7

Balancing

  • Community suggestion Dash shield velocity no longer reduced when hitting breakable props
  • Community suggestion NutCracker no longer removes stun/root/frost when it deals a critical hit.
  • Blueprints dropped by the Hand of the King will now be unlocked immediately, as you pick them (there's no Collector shop behind him).
  • Decoy explosion now creates multiple small bombs.
  • Hero pets should now attack invisible enemies if their invisibility is temporarily suspended.
  • The Purulent Zombie in graveyard now has a whole new gameplay.
  • The Purulent Zombie in sewers now has a whole new gameplay.
  • Community suggestion Legendary altars can no longer shield elites. Update 12.1
  • Elite "Cage" skill is now slightly larger but also inflicts slightly more damage. Update 12.1
  • Community suggestion Flask refills bought from shops received a permanent 40% discount. Update 12.1
  • Community suggestion Mobs will now be locked for a longer time after a BC4 teleportation (no more "instant attack after teleportation"). Update 12.1
  • Community suggestion Mob teleportation now interrupts elite skills like "Cage" or "Electric Field". Update 12.1
  • Elite skill "Cage" can no longer charge if the mob can't see the player. Update 12.1
  • The elite skill "Electric field" (similar to shocker skill) now lasts 0.5s instead of 1.5s. Update 12.2
  • Reduced the "+" rank at the Legendary Forge (now 750 cells instead of 1000 cells). Update 12.2
  • Community suggestion Ice Shard now has a limited amount of ammo that refills quickly after a short period of time. Update 12.2
  • Community suggestion Valmont Whip now has a much larger hitbox, making crits easier to happen. It also no longer locks your controls after an attack. Update 12.2
  • Community suggestion Death Orb twice lasts twice longer against enemies before exploding. Update 12.2
  • Ammo +1 affix no longer exists as a normal affix. It can still happen on legendary Boomerang. Update 12.2
  • Community suggestion Enemies in BC4 have a much shorter aggro range. Update 12.2
  • Community suggestion Arbiters can no longer teleport in BC4. Update 12.2
  • Community suggestion Reduced a lot aggro distance for many elite mobs (Arbiters, Demons, Inquisitors etc.). Update 12.3
  • HotK no longer drops ammo stuck on him when using its own stomp attacks. Update 12.3
  • Community suggestion You can now exit a level even if there are enemies nearby. Update 12.3
  • Damage from the Retaliation affix on Talismans can no longer be blocked by a Shield. Update 12.3
  • Community suggestion Dead Inside mutation now increases your Malaise limit. Update 12.4
  • Tainted Flask mutation now grants you a Malaise immunity for a few seconds when you use a healing flask. Update 12.4
  • New Melee mutation (it completely replaces the old one): it now slows down enemies hit for a short duration and prevents getting any Malaise infection from them for 2 sec. Update 12.4
  • Community suggestion Nerves of Steel now has 4 ammo instead of 6. Update 12.4
  • Necromancy mutation now reduces Malaise infection when killing elites and bosses. Update 12.4
  • Community suggestion Bleed, poison and fire DoTs can no longer interrupt enemy attacks. Update 12.4
  • Community suggestion Death Orb now inflicts enough total damage to kill multiple enemies in most levels. Update 12.4
  • New rare weapon affix: "the victim emits a toxic cloud on every hits". Update 12.4
  • Community suggestion BossCell 0: balanced all enemy tiers (the beginning of most levels should be slightly easier, but the ending remains the same). Update 12.4
  • Community suggestion BossCell 1-2: enemy tiers before Black Bridge are lower, while the ones after and before Castle are slightly higher. Fixed insane Cavern difficulty. Update 12.4
  • Community suggestion BossCell 3-5: decreased many level enemy tiers, especially before Black Bridge. Fixed insane Cavern difficulty. Update 12.4
  • New item: remedy that reduces Malaise level (it can be bought in food shops). Update 12.5
  • Tainted flask mutation now refills 1 flask unit if it's empty and you kill X elite enemies. This X scales down with your Brutality. Update 12.5
  • Soldier Resistance mutation now limit your Malaise increments to 1 unit every 1.2s (instead of the default "1 unit every 0.35s"). Update 12.5
  • You can't received more than 1 Malaise infection marker every 0.35 sec (used to be capped at 0.2 sec). Update 12.5
  • Community suggestion Decreased What doesn't kill me heal values. Update 12.5
  • Some very specific weapons are no longer affected by the Ammo x2 mutation (like Boomerang, Frost blast, etc.) Update 12.5
  • Extended Healing now heals 85% HP in 15 sec, it adds extra dmg during that duration. It gives a chance to drop a small Malaise remedy when killing Elites. Update 12.5
  • Parry and Punishment are no longer Tactic shields. Update 12.5
  • Updated the Hayabusa Gauntlets: they now inflict critical hits if the target has 40% HP or less. Update 12.5
  • Community suggestion Balanced Blade will now have increasing damage (up to +100%) as long you continuously hit something. It deals Critical hits after 10 hits. Update 12.5
  • Community suggestion Meat Skewer now performs 3 dashes in a row that pierces enemies in front of you. Update 12.5
  • Community suggestion Bosses & Elites will now get more life in higher difficulties. Update 12.5
  • Community suggestion Poison, bleed and fire no longer trigger the free shield related force-field. Update 12.6
  • Community suggestion Rapier now inflicts critical hits after a shield parry. Update 12.6
  • Community suggestion Added random items as rewards for some puzzle rooms containing blueprints you already have. Update 12.6
  • Community suggestion Enemies protected by shields can't teleport. Update 12.7
  • Balanced Pyrotechnics damage. Update 12.7
  • Community suggestion Hayabusa boots will now inflict extra damage to enemies pushed against a wall. The bump effect on last hit is also slightly more powerful. Update 12.7
  • Greed Shield now drops higher rewards if you own less than X gold. This number scales with your stats. Update 12.7
  • Hokuto Bow can no longer be affected by the Ammo x2 mutation. Update 12.8
  • Community suggestion Ammo stuck on Conjonctivius will now drop during its invincibility phases. Update 12.8
  • Fixed some incompatible shield affixes (ie. freeze + poison) Update 12.8
  • Shield bearer enemy is no longer stopped by cute worms or turrets when charging. Update 12.8
  • Community suggestion Explosive Crossbow is now about twice faster but has limited ammo (which auto-refills). Its damage & stun ability were balanced accordingly. Update 12.8
  • Heavy Crossbow now has a mini-hook when starting to charge that pulls any nearby enemy. Update 12.9
  • Added a short "soft interrupt" effect to the Hook skill (temporarily suspends enemy attack charging). This should prevent immediate enemy attacks after hooking. Update 12.9

Level design

  • New lore elements were added all around the world.
  • Community suggestion Toxic Sewers now have 2 cursed chests instead of 1 at BC4.
  • Community suggestion The exit to Ancient Sewers in PrisonDepths is now right before Ossuary exit.
  • 2 new keys were added to Prison Depths: they will give access to a scroll (the one that used to be in this level) and extra rewards.
  • New special rewards (including cells, gold and items) were added at the end of the Ancient Sewers. You'll need to find specific keys to get these rewards.
  • Community suggestion Fixed dead-ends without teleporters in Ancient Sewers.
  • Community suggestion Removed many useless empty corridors in Ancient Sewers.
  • Community suggestion Fixed lore rooms generated before the middle gate in Fog Fjord. Update 12.1
  • Fixed trapped player in Sewer transition level if he doesn't have a spider rune. Update 12.2
  • Food shops no longer have a useless Reroll option. Update 12.2
  • Removed Cursed treasures from prison depths. Update 12.5
  • Fixed Ancient Sewers generation errors. Update 12.7
  • Fixed Graveyard generation errors. Update 12.7
  • Community suggestion Fixed lore rooms building in unfortunate locations in Stilt Village Update 12.7
  • Community suggestion Added some spikes on walls in Conjonctivius lair. Update 12.7
  • Updated Slumbering Sanctuary level generation: fixed some issues with paths from entrance to exit being way too shorts. Update 12.8

Graphics & UI

  • Minor polish in the Ossuary and the Sewer Depths
  • Community suggestion Camera follow speed slightly increased
  • Community suggestion Invisible mobs now appear with more clearly when their invisibility is suspended (ie. when you hit them). Their HP bar will also be visible.
  • Improved legendary forge locked message (more precise)
  • The Ossuary Entrance hab been pimped !
  • Added a new cool Hand of the King death cinematic.
  • Community suggestion BC4 mob teleportation now displays briefly a "ghost shade" of the mob who is about to teleport. Update 12.1
  • Community suggestion Cinematics now properly interrupt player held attacks. Update 12.3
  • Enemies should no longer spawn behind secret passages walls. Update 12.3
  • Added an ingame message when Malaise infection is reduced by a player action. Update 12.4
  • Community suggestion Invisible enemies will now become briefly visible if they use an attack or skill. Update 12.5
  • Fixed Hayabusa Boots & Gauntlets animations. Update 12.5
  • Fixed What doesn't kill me description: it only works when parrying a melee attack. Update 12.8
  • Removed useless ammo recovery animation on Infinite Bow. Update 12.9

Music & Sfx

Bug fixes

  • [Custom Game] Fixed fixed seed (no more lore rooms will spawn if you enable it).
  • Community suggestion Hero worms should no longer attack doors.
  • Fixed abnormal CPU usage on some items (like Ice shards or Decoy) Update 12.1
  • Thornies are no longer allowed to teleport while rolling over your face. Update 12.1
  • Minor CPU optimizations with some weapons & mobs. Update 12.1
  • Fixed homunculus not coming back when Conjonctivius becomes invincible. Update 12.3
  • Better "in danger" detection (stuff that prevents some actions when enemies are nearby). Update 12.3
  • Fixed a bug that did reset item cooldowns for no reason, specifically when picking other items. Update 12.3
  • Fixed few exploits with ParryShield (eg. dodging to cancel control locking). Update 12.3
  • Fixed an exploit with all shields (except Assault Shield) that allowed control-lock canceling by using dodge while holding the shield up. Update 12.3
  • Kicking away a grenade from a Bombardier BEFORE it explodes will no longer generate 3 smaller grenades. If you kick/parry it away after the explosion, it's still too late. Update 12.3
  • The Crusher now has gravity, woooo! Update 12.4
  • Fixed "!" missing on Lancer Update 12.4
  • Fixed the control lock duration after using a shield. The total lock duration should be constant for all shields. Update 12.4
  • Kamikaze bat no longer triggers Necromancy. Update 12.5
  • Fixed incorrect affix description "Bleed on parry" (which was previously labeled as "Burn on parry"). Update 12.8
  • Killed tentacles that could remain in the level after a Conjonctivius battle. Update 12.8