Welcome to SteamAH, Exit the Gungeon 2.0 has releaseed on Steam now. here is the V2.0 update details.
Game Rebalancing
We’ve done a huge rebalancing pass on the game, including making gameplay more challenging and runs longer. Among other changes, we:
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Overhauled the enemy spawn system, increasing enemy/room variety, level length, and difficulty
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Redistributed enemies and waves across all elevators and levels
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Increased enemy health across the board, and increased projectile speed on later levels
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Rebalanced pickup, chest and powerup spawns (increasing drop variation and protecting against duplicate item drops)
We’ve also overhauled the combo system, making it easier to reach higher tiers and affect player power progression
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Damaging enemies and dodge rolling through bullets award more combo points
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Blanks reduce combo level by half instead of wiping it out
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Combo no longer degrades over time during boss fights, and takes longer to degrade in combat rooms
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Jammed boss and enemy probability increases as your combo raises (similar to curse in ETG)
Enemies/Bosses
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Added several new enemies and brought back Jammed enemies!
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Reworked many enemy behaviors, with an eye to increasing difficulty and making enemies more interesting
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Improved enemy effects and animations
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Reworked every boss in the game, including new attack patterns, animations, effects and difficulty increases
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This is doubly true for the final boss, though we have further improvements planned for him in the future as well!
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Updated some boss names and localization
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Boss intros are now skippable (yay!)
Elevators/Rooms
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Added one entirely new elevator, several elevator variants, and improved many existing elevators
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Increased dodge roll distance on flying elevators
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Convict’s level 4 has new art and hazards
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Hunter’s level 3 has better telegraphed attack animations
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Bullet’s level 3 has an entirely new layout
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Running and climbing levels have much improved art and effects
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Teleporting levels now allow you to telefrag enemies
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Multi-room elevators now have a unique room pool
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Added a second floor to some elevators
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Visual improvements to all elevators, including totally new wall variations and backgrounds
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Over 100 new rooms with far more spawning variety, including support for larger rooms
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New room art for every floor
NPC’s:
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Several new NPC interactions across all NPCs
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Conversation flow improvements across many interactions throughout the game
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Translation QA across much of the text
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New quest for Bello which rewards a new item
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Daisuke now appears in the Gungeon and can give you rewards based on your combo level, and has a new quest (which rewards a new item)
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NPC quests in general now give you the reward on the run you turn it in, rather than the one after
Other Features/QOL Improvements:
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Improved visual status effects (fire, freeze, transmogrification and others)
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Improved debris of all types, including casings, clips, hit effects, and more
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Added new hats, improved hat placement on all characters/skins and fixed several hat-related bugs
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Improved hat purchasing and selection
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UI improvements to the pause menu, various shop windows, HUD, dialogue screens and boss intros
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Improved Minigame controls, reward logic, backgrounds and intro screens
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Enabled vertical knockback for many weapons and explosions, improving knockback of all types
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Players are now notified when they unlock more things, and given more information as to how they can access them
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Polished the intro movie and title screen
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Rebuilt the ending flow, including story beats and the credits screen
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Beast Mode Lv. 2 is now available in the options for players that have completed Beast Mode
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Fully rebindable controls
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Players will no longer shoot through a very close enemy if their gun is long enough to poke out the other side of them. Similarly, players can no longer shoot through thin walls with longer weapons
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A wide variety of improvements and bug-fixes for the tutorial
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Auto-Fire Charged Weapons: Added an option to auto-fire charged weapons once they’re fully charged (this is a little less efficient than manually timing the charge, but helps in hectic situations)
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Added transparency to projectiles in cases where guns/items produce a large number or projectiles, or very large projectiles
Items:
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New item, Spiked Boots: Jump on enemy heads to apply damage and bounce in the air
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Many item improvements:
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Amulet of the Pit Lord – Added a cooldown and updated UI to prevent abuse (still good, but no longer broken)
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Banana Jam Hands – Now throws weapons as projectiles that do damage
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Crown of the Coin King- Bug fixes
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Heavy Boots – Adjusted cooldown behavior to make this more consistent
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Roll Bombs – Made it easier to hit enemies with bombs
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Gunboots – Visual improvements
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Medkit – Works correctly with the Robot
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Pig – Improved <REDACTED> sequence
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Clone – Updated behavior to match ETG’s functionality
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Enraging Photo – Fixed issues with the visual effect disappearing
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Rolling Eye – Bug fixes
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Bouncy Bullets – Fixed issues with certain projectiles
Guns:
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Many gun improvements, including:
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Alien Sidearm – Rebalanced, and added new & improved projectiles
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Balloon Gun – Falling into a pit from the balloon gun popping no longer damages the player
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Brick Breaker – New projectiles and improved functionality
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Casey – When charged, auto-swings when the player would want to, vastly improving it
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Directional Pad – Rework, new projectiles and functionality
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Electric Rifle – New trail effect
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Elephant Gun – New gun art, projectile art, functionality
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Mega-Hand – New fire mode
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Flying Disc – Improved how this works with Heavy bullets, removed the accidental throw cap
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Bubble Blaster – Improved functionality, much more useful and effective now
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Banana – Now properly spawns child banana’s like in Enter the Gungeon
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Compressed Air Tank – New firing effects, sharks no longer glow, faster hit effect
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AU Gun – New Impact effect
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Face-Melter – New Projectiles and behavior, visual clarity improvements (this used to cover the screen in bullets, now they fade out and the amps shoot invisible sound wave bullets that seek enemies, making it much more usable)
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Gunslingers Ashes – Gunslinger Spirits are now translucent so you can actually see what is going on when you are firing the gun, and fire more often
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Quad Laser – Projectiles are now the correct size (like in Enter the Gungeon), but become transparent after 3 seconds so you don’t fill your screen with yellow squares
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RC Rocket – New Projectile art
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Screecher – New projectile art, functionality, vastly improved effectiveness
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Skull Splitter – Skulls now actually split!
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Makeshift Cannon – New Effects, looks way better
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Improved guns with arc projectiles, like Anvillian, Flame Hand, Grenade Launcher, iCarbine and Mahoguny
And probably many more things that we’re forgetting here…
Related Posts:
- Exit the Gungeon Soundtrack Lists
- Exit the Gungeon: All Bosses Lists
- Exit the Gungeon: How to Get the Hat “The Beast” and the “Beastmaster” Achievement
- Exit the Gungeon All NPC Quests & Achievement Guide
- Enter the Gungeon: All Item lists