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UBERSLAUGHTER — patch notes and updates

Stored observation / content update:

Dated developer announcements recorded from Steam. Open the source for the complete update.

UpdateDateExcerpt / source
1.1 patch 12026-10-28there were some bugs with controller and cursor on main menu that should now be fixed
UBERSLAUGHTER 1.1 FOR STEAM SCREAM FEST2026-10-27UBERSLAUGHTER 1.1The big one. New languages, controller support, a reworked economy, a sharper KyroBlade and a pile of fixes. New14 new languages: French, Italian, German, Spanish, Brazilian Portuguese, Norwegian, Swedish, Finnish, Simplified Chinese, Japanese, Korean, Turkish, Russian and Ukrainian. Pick one on first launch, or change it any time from the main menu or Pause > Game. Your Steam language is used by default.Controller support: every action works on a gamepad, with its own stick sensitivity slider. The controls page shows controller or keyboard bindings depending on what you're holding.Rebinding: rebind keyboard and controller, a
KEYBIND REBINDING SUPPORT!2025-03-09You should now be able to set your own keybinds for most things in the in-game menu -> controls. It should also save the keybinds, and re-load the previously saved keybinds when relaunching the game. The only non-rebindable keybinds now should be: Left click (action, shooting, etc.) Escape (menu, quit, generic escape stuff) Spacebar (jump) T (talk to npcs) Q-E (drop-pickup weapons) F (various interactions with the world) Maybe some other generic ones I will eventually make those rebindable too, especially for possible controller support, but for now every other keybind should be rebindable in that menu mentioned at the beginning of this post.
Money glitch fix + other stuff2025-02-28-Money glitch should be fixed now (I know I've said that twice before already but third time's the charm innit). You guys are way too good at playing the stock market btw, when testing it I could never get it over one billion profit in one "sell all" trade. But the bug happened even with trades in the millions and after changing some stuff and testing it again I wasn't getting the bug again. Let me know if it somehow still isn't fixed lol. -Various features/slight bug fixes over the months, I should have kept track of what they are but they shouldn't be that noticeable anyways If this new build doesn't work or has new problems please let me k
Beta pushed to main branch2024-09-27I pushed the beta (the steamworkshop-compatible build) to the main branch and took the game out of Early Access. Most workshop-related features should work, but if they don't you can also revert back to the non-workshop build in the steam game properties betas dropdown (it should be called old_stable). If you have any bugs related to this new version don't hesitate to drop a message in the discussion board. I've also included a link in the map category (in main menu) to the custom maps tutorial.
BETA UPDATE 42024-06-13Few more cool additions today for the beta: Trenchbroom custom maps changes: -Teleporter point entities are now available in Trenchbroom. To link two teleporter, all you have to do is place down two teleporter point entities in your Trenchbroom map and give them the same tpID number. Please don't use numbers less than 10 as I am already using those in other parts of the game x) -Purchasable walls are now also available in Trenchbroom as brush entities. To use them do the following: create a brush on your map of the size and texture you want the purchasable wall/door to be. Then right click -> Create Brush Entity -> func -> purchasable wall. T
BETA UPDATE 32024-06-10Another small update today: -The rotations of point entities in trenchbroom not working are now fixed. Meaning that the little arrow indicator on point entities now actually represents the direction that the entity is facing. -**IMPORTANT!!** UBERSLAUGHTER Trenchbroom maps are now 1:1 scale with Quake 1 maps. The height of the player is now around z:60. This should make it easier for you guys to make custom maps if you already have experience mapping for Quake. This means that the part of the tutorial that says that player height reference should be z:400 is now obsolete! (I will have to make an updated tutorial anyways)
BETA UPDATE 2 - CUSTOM MAPS/STEAM WORKSHOP2024-06-09Two additions to the custom maps logic today! -Added destroyable doors/walls/anything you want. Right click a brush and go into brush entities and select destroyable. -Added lava. Same thing as above, make a brush and right click it and select Lava in brush entities. Then you can change the damage and damage tick interval in the entity properties. Known issues: -When applying in-built textures to a mesh and running the map, sometimes the mesh will just decide to use another in-built texture for whatever reason. Working on a fix! Custom textures should be working fine though. -Unity has a maximum of 8 light sources per object. Meaning that if
UBERSLAUGHTER Beta Update2024-06-06Okay so I've made a few changes to the Beta Build, which is the build you'd use to make custom maps and upload or play steam workshop custom maps. Here are some of the changes: -The main menu now has a "Maps" button which takes you to the maps list. This maps list allows to you to select which maps you want to play and unselect the ones you don't like. This list includes the official levels which are the following (I will name them appropriately in the future): "1" --> starter map "3-1" --> desert map "5" --> underground+outside area map "6" --> blood arena map "8" --> blue circular arena map "9" --> aztec pyramids jungle map So you can basic
TheEarlyBird plays UBERSLAUGHTER!2024-06-06UBERSLAUGHTER STREAM
New tutorial on how to make custom maps with steam workshop just dropped2024-06-03https://youtu.be/EhY4_CzSe1M?si=DUMWqs1THWijsLB3
Update on the custom maps + steam workshop!2024-06-02Okay after further testing, the custom maps still work, now with custom textures as well! Only thing missing for now is the skybox and having lava/water/trigger collider meshes. These will come in the future! While it it fully functional and the build is up on Steam (it's been uploaded as a beta), I've not explained quite yet how to make custom maps nor how to upload them to the workshop. I'm doing that tomorrow. I had planned it for today but there were some minor issues I had to fix first. If you really, really want to try to make custom maps today, you can hop on the discord server (link below) and I'll manually explain how to do it. Other
BIG NEWS!2024-05-29I've got big news everyone! I've been working on making UBERSLAUGHTER workshop-compatible for custom maps, and had a test today and.......... IT WORKS!!! That's right! In the upcoming few days I will release an update that lets you guys upload your own custom maps to the game, or even download custom maps and play them! How cool is that!! LETSS GOOOOOOOOOOOOOOOOOOOOO
Quick fix patch2024-05-26Just a quick patch to fix a bug that could occur: -Fixed bug where enemies would not spawn on round 1 due to maxEnemies setting being set to 0 by default. Should be fixed, as it should now set to 25 by default.
5/22/2024 PATCH2024-05-22-Added vsync option in video settings -Added Limit Framerate option in video settings -Made the god finger gun ability actually target almost every enemy (not triangulators or Big Baz). Also made it less laggy. Also made it so you have to actually visibly see the enemies. Anything in the way of the enemy, including other enemies, will prevent it from being targeted.
5/21/2024 PATCH2024-05-21-Added big late game mechanic (upgraded flipping the bird emote, you get it from leveling up options) -Fixed some weapons lag -Adjusted some weapons accuracy and sound volume -Fixed the pyramid map where triangulators would spawn and one tap you if you stayed too long in the intermission -Increased katana range
5/20/2024 PATCH2024-05-20Okay for this one I fixed a bunch of minor and ergonomics stuff -The whole crosshair + custom crosshairs settings now should properly save when restarting game. The open crosshair folder button also should be working -You can now disable/enable fps in the video settings menu, it should also save when exiting game -Pixelation, gamma, post exposure and contrast should save when exiting game. Also added a reset default button as those settings can get out of hand quickly and are fairly sensitive -I got some reports that the IRS round was bugging out when leaving the intermission area. I think it should be fixed now -You now get full hp back when
quick fix2024-05-15-had to quickly fix guns disappearing when the player fell off the map with them
5/15 PATCH2024-05-15-Capped the amount of burger perk drops per enemy to 20, so it wouldnt overload ram and cpu during later rounds -Gave Big Baz an area buff. Still got loads of work left on balancing it, and giving him more abilities. -Fixed some objects falling forever into the void which in later rounds would cause issues with Physics engine processing. -Added Ultrawide support. -Some other minor fixes that I forgot to write down Special thanks to Dashi for helping me fix up the Ultrawide support!
DAY-THREE PATCH ONE2024-05-13This one is a little shorter. I spent way too much time trying to fix the Aliens that would randomly stop moving forever, ended up removing the repositioning mechanic for now, and they now slide while shooting (surely that's intended...). I'll spend more time on it later. Here are the other fixes: -The IRS mechanic was a bit too overwhelming so I toned it down. -All slot machine outputs should now give money. Sometimes the yield is so low it would round to 0. But now it gives you one whole dollar!! But I also buffed the yield of some of the lower combinations. I think that might make the slot machines too rewarding but we shall see... -Buffed
DAY-TWO PATCH ONE2024-05-12This one is a bit heftier, a few changes that I hope I have implemented correctly. I have tested them but you never know... -Fixed the money in the billions going negative from the stock market -Lava tubes map has increased number of pickup locations (the hp, ammo, testosterone pickups) -Small arena map with the statues now has its lava dealing way less damage, so you don't get one-shot if you drop into it -Every enemy should now give testosterone. Testosterone gained is still based on distance to the enemy, keep in mind -Reroll button for leveling now has a different sound playing when the player doesn't have enough money to afford it -Stock
DAY-ONE PATCH ONE2024-05-11-Fixed Brutus laser artifacts -Added "Q - drop weapon" control help in in-game menu => Controls option -Fixed perks not showing as being already bought in the perk machine when maps reset -Fixed/nerfed the Lobotomizers as they would get to one billion+ damage way too quickly with level-up upgrades -Added one achievement
HOUR-FOUR PATCH2024-05-10-Fixed the upgraded variant of the Anton shotgun as it was unable to fire after swapping between weapons mid-firing -Made both doors unlock in the intermission area for the CCP room when buying just one of them -Nerfed flying tentacle monster damage of projectiles and speed of rising height
Hour-One patch2024-05-10-Fixed a bug where the player would not be able to complete the sniper-revive-on-headshot mechanic at the end of the final round of a map, essentially breaking the game if the player happened to die right after the last enemy of the final round was killed.