The mines are WAY harder than the first game. There's so much more going on. The molesI lasted 49 seconds in my first run. This is definitely Spelunky.![]()
So how much did you pay for this 7/10 mid, friendThey finally released this game on PSN Asia and I got 30 minutes to play it last night.
Why's this game still so fukking hard.![]()
They finally released this game on PSN Asia and I got 30 minutes to play it last night.
Why's this game still so fukking hard.![]()
Changes from Patch Series 1.21 to 1.23
Well, I can't think of a better way to sign off this post than a massive list of changes. Hope you've been enjoying them! Happy Spelunky-ing!
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New features:
- Reworked elixir
- Added in-game feats screen
- Added new languages: Russian, Chinese (Traditional and Simplified), Japanese and Korean
- Players should now be able to exit to the title screen after playing the daily
- Added button auto-repeat to some UI screens (like leaderboards)
- Added cross-progress between Switch and PC
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Arena:
- Added different selectable personalities to the AI
- Players can now add one bot at a time, up to three
- Added ghost deathmatch timer
- Added DM remaining lives counter
- Added new “End Match” option to the arena
- Added skip option to end a match in case only bots are alive
- Added back button to the team selection scene
- Added player indicators during the start of the match
- Arena will no longer spawn generic crates on level generation
- Added new 12/12 and 24/24 bags
- Added new items to the list
- Added “Very High” crate frequency setting
- Ghosts now spawn in deathmatch even if you’ve run out of lives
- Added new arena “Final Ghost” option
- Implemented configurable player ghost breath cooldown
- Added punish balls to the arena
- Fixed arena player ghost bounds
- Arena rules won’t be set as “Custom” unless a value actually changes
- Arena level previews now correctly flip conveyor belts on all rooms
- Fixed softlock when using “Level Select” after changing rule to “Take Turns”
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Level generation fixes:
- Dirk’s spawn is now guaranteed
- Prevented giant spiders from spawning on thorny vine ceilings
- Traps should no longer generate on top of existing cookfires (or any other items, for that matter)
- Prevented cosmic orbs from spawning right next to pipe entrances
- Sliding walls no longer spawn hovering above spikes as if these were solid floor tiles
- Duat’s special altar is now guaranteed
- Fixed issue where totem traps were being generated inside water pools
- Improved scenario where blowing up the entrance to Waddler could also blow up a nearby vault
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Performance improvements:
- A lot of performance improvements of implementation-details and rendering
- Performance improvements to multiple areas: warp particles, firebug, blur of UI shadows, quicksand, journal, lava levels, and more.
- Minor RAM usage optimizations
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Gameplay fixes:
- Fixed orb skip
- Fixed tossing system issue (skulls were being destroyed by ribcages)
- Fixed issue where a seemingly safe teleport could sometimes still crush the player
- Projectiles such as shotgun bullets now burst poison bubbles
- Fixed mole state on being stunned while it is leaving or entering a floor tile
- Fixed mole state after being killed by an explosion
- Fixed mole being crushed on receiving whip damage inside a floor
- Front layer players should now be moved to a safe spot when the eggship is taking off
- Enemies in the area will now be killed once players enter the eggship
- Fixed issue where tossing stuff against arrow traps immediately after exiting a layer door wasn’t triggering them
- Fixed issue where the drill at the bottom of the level was still generating weird collisions and could force bombs explode on contact
- Fixed issue when flipping over Olmec while near a wall
- Fixed issue where players could sometimes move through Olmec
- Fixed issue where hang spiders could very rarely be left in an idle state after destroying their hanging thread
- Fixed issue where mounts inside quicksand weren’t behaving correctly
- Bombs stolen by Leprechauns can now also be paste and power bombs
- Fixed issue when tossing something downwards while standing
- Falling into spikes now reset fall timers (needed when teleporter backpack saves you instead)
- Players climbing ropes and ladders now trigger bear traps
- Fixed issue where teleporting could sometimes force tossing the currently held item
- Sun challenge force fields will now be disabled on challenge failure
- Fixed caveman waking up suddenly when the player barely touches him
- Fragile stuff thrown at armored Olmites now correctly breaks
- Player ghosts blowing things such as a boomerang and hitting someone will now count as the player’s fault
- Shields and other blocks will no longer be able to push honey
- Fixed gold iframes in the hard boss level
- Prevented players from receiving poison damage continuously when they are mounting a mech and they are attacked by a scorpion
- Toggling the hoverpack will now immediately stop the player’s fall
- Opening a locked door from the back layer no longer automatically forces the player to enter (same behavior as with front doors)
- Fixed issue where hitting a magmar could tag it forever, making shopkeepers blame you on contact
- Fixed issue where the teleporter could be used downwards while standing during the throw animation
- Fixed pipes issue on destruction
- Fixed collision issues when stomping monsters that are riding mounts
- Slightly increased the size of small gold nuggets and gold coins so they can still be whipped while over thorny vines
- Held entities are now repositioned smoothly after being pushed by walls (fixes several issues)
- Prevented cavemen from continuously swapping equipped backpacks
- Fixed issue when players climbing ladders tried to jump and attack at the same time
- Olmites now correctly drop from their holders’ hands when frozen
- Shrunk giant fly’s collision shape
- Fixed turkey’s shop skip
- Fixed some issues when destroying trees or mushrooms
- Holding jump while stomping a frozen monster now makes the player jump slightly higher
- Proto shopkeepers now correctly deal damage when tossed
- Prevented crush traps from being set on fire
- Fixed axolotl not being able to enter a pipe while underwater
- Throwing a lit torch will no longer burn the rope you’re currently climbing
- Fixed issue where hugging a wall from the left made a nearby spring trap not trigger
- Fixed issue where untamed mounts could rarely squeeze into 1-tile gaps
- Fixed weapons issue where they could damage the mount of your holding player
- Fixed players receiving damage by thorny vines in some cases while wearing the climbing gloves
- Fixed issue where tossed eggplants were sometimes not damaging other entities
- Players can no longer keep walking if their punish ball is being held and the chain is extended
- Players now drop any held punish ball if the owner is too far
- Fixed teleports while having a punish ball
- Punish balls are now dropped when entering pipes as they were causing too many issues
- Fixed issue when a player with a punish ball gets bubbled
- Fixed hired hands rescued in the Gold City being carried as a corpse to Duat and the subsequent levels
- Fixed issue where Anubis could get stuck after being bubbled
- Tweaked Anubis’ ice cage and bubble size
- Players can now hang from smaller edges (reduced necessary margin)
- Fixed issue where mosquitoes pushed by orbs could sometimes get stuck indefinitely
- Olmites will now unstack if they get pushed horizontally
- Prevented the giant frog from killing some recently spawned tadpoles when closing its mouth
- Fixed player stomp check sometimes failing when colliding with monsters right after jumping
- Vendors will now anger if a player using the climbing gloves drops anything over their heads
- Prevented players from grabbing bear traps from another player’s hands
- Fixed issue where mounts weren’t letting players unmount while near a platform
- Fixed issue where players couldn’t drop items after tossing a bomb
- Bombs coming out of treasure chests will now be correctly tagged
- Fixed issue where broken eggsacs could be pushed away by blocks
- Fixed issue where shooting arrows while being held could damage your holder
- Fixed special end when players bring a land mine with them
- Fixed issue with thrown entities when ink was involved
- Boomerangs now stop following their owner on layer change
- Pangxie’s claw chains now deal damage the same way the claw itself does
- Fixed issue where being killed by a Lamassu could sometimes show a different death message
- Improved the way arrows ricochet in certain situations
- Arrows bouncing off of robots and armored Olmites now correctly play the ricochet sound
- Fixed issue when picking stuff up during the throwing animation
- It should now be harder for Anubis’ special shot to just linger in place after not finding a suitable target
- Fixed crush traps’, elevators’, falling platforms’ and sliding walls’ issue where touching them with a weapon (like the whip) would tag them to the attacker, potentially voiding pacifist runs
- Overhauled ghost opacity system so killing becomes more consistent
- Black market shop bounds will now be more symmetrical
- Tiamat’s attack made entities invulnerable for too long
- Players should now be able to start a challenge when the merchant is on top of a door
- Fixed issue where Dirk’s coffin was spawning in the wrong spot.
- Fixed issue when entering pipes while climbing
- Fixed issue where torch flames weren’t processing collisions
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Online:
- Add hourglass icon to identify when a client is running slow and causing soft desyncs due to clock drifting
- Fix sprite flickering and interpolation flushes when playing online
- Improved player ghost position interpolation during online matches
- Fixed player position glitch when a player is rescued from a coffin on online matches
- The camera will now move to the back layer when a player takes the eggship during an online match
- Determinism improvements to prepare for cross-play support
- Protocol improvements to reduce problems with some routers
- Protocol improvements to reduce disconnects on setups that were suffering from ISP microcuts and wifi background scans
- Ankh animation should now be correctly skipped if the reviving player gets disconnected
- Fixed issue when playing an online arena match after having played locally with bots
- Fixed crash when restoring screen settings to default in some setups
- Fixed issue where players needed to press “Exit” twice while on the daily game over screen
- Online arena should no longer keep on resetting rules after each match
- Added more specific platform icons
- Fixed journal page recap team size
- Arena can now be played online
- Removed server information
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Crashes:
- Fixed random crash in Arena mode, playing with bots
- Fixed crash on using repeated characters in Arena
- Fixed crash when backpacks fell on a conveyor belt
- Fixed crash when trying to start a challenge when the challenge door has exploded
- Fixed issue when an explosion occurs near the bottom of the level
- Fixed memory overrun when there were too many hired hands
- Fixed multiple crashes due to a text-related race condition when changing levels and playing online.
- Fixed issue where jiangshi assassins could sometimes crash the Cosmic Ocean.
- Fixed crash when changing the button icons setting
- Fixed crash when synchronizing cross-progress
- Fixed potential crash when killing a UFO
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AI:
- Fixed hired hands jumping into the lava on trying to reach a very far target
- Arena bots are now able to push blocks
- Improved AI dangerous detection for Arena mode
- Prevented hired hands from picking up turkeys delivered to Yang
- Prevented HHs from attacking mummies
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Minor / Visuals fixes:
- Fixed visual glitch when picking up a blinded player
- Made Arena results screen unskippable until the button prompt appears
- Fixed some glitches on the main title screen fire particle emitter
- Fixed particle animation glitch while the game was paused
- Made certain graphical effects work independently from the current resolution
- Removed more texture artifacts
- Fixed whip animation frame position for a specific character
- Changed the “1” to a “2” on the dice shop sign
- Fixed issue where the torch’s flame looked weird when the torch was picked up by a caveman
- Fixed block on entering into the arena when the main character in the character selection screen was a bot
- Fixed visual glitch on the lobby scene when cancelling the “Enter Code” prompt
- Vlad’s Castle sliding walls will now use the proper chain metal color
- Fixed issue where Pilot looked taller during his entering/leaving doors animation
- Updated some Switch buttons
- Successful shopkeeper clones now play the same sounds as regular shopkeepers
- Fixed issue when whipping while on top of a basecamp table
- Fixed issue where toggling the hoverpack could sometimes still show the spring shoes VFX
- Moved daily challenge to “Online” section
- Fixed issue where a back door leading to a locked door wouldn’t show a button indicator while holding a key
- Stun birds will now disappear during door transitions
- Added invincible effect when a rolling lizard is whipped
- Opening a locked door from the back layer now correctly plays the opened sound
- Added missing tile decorations on Abzu
- Fixed lingering light in Neo Babylon
- Fixed very rare case where an angered Yang could sometimes speak when he happens to be near a shop while the player goes through the door
- Fixed punish ball chain visual glitch when picking it up
- Fixed eggplant child name in French
- Removed some artifacts from Colin’s ghost