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Biomutant - Official Review Thread

Mossybrew

Member
So Im at 24 hours now, and this game hits enough of the right buttons for me to be really enjoyable. A big cool looking world full of nooks and crannies to explore, a shit ton of gear and parts to sift through along with satisfying crafting, and combat that is just fun enough to hold it all together. Yeah it definitely has issues with some of its many systems, like Im playing Dead Eye which is OP even on hard, so none of these mutations like Biogenetics or Psi Powers are remotely useful, I use them for variety but I can just shoot my enemies dead in seconds (tho again its fun enough, I can still enjoy easy games), the good/evil system is probably the most pointless to ever be in a game, and the entire story can safely be skipped thru and ignored because its all so much long winded drivel.

Two big quality of life issues I want asap: give me the option to scrap gear immediately when picking it up, and the game needs to stop rearranging my frigging consumables favorites.
 
Last edited:

Fredrik

Member
Just realized that there is a small part of the music from C64 Usagi Yojimbo in the open field music! 😃👌

I’ve just started to play this with my kids btw. Thanks devs for no blood and no humans!
 
Last edited:

Labadal

Member
22 hours in. One World Eater down, three tribes conquered, and lots of side stuff completed.

It's scratching that open world itch. I'm mostly quickly reading dialog, and skipping voices, like most open world gamrs.

Crafted a great two handed sword, solid assault rifle, and I'm using magic to spice things up.

At this rate, I'll spend another 40-50 hours with the game.
 

New patch


Is there not an OT for this game?
 

DeceptiveAlarm

Gold Member

New patch


Is there not an OT for this game?
Wow that is a lot of fixes. Did they patch the consoles yet?
 

Mossybrew

Member
This game has a lot of fun stuff that is entirely optional, side stuff you stumble across that end up giving significant rewards. You could just mainline the main story, call it a day and miss a huge amount of content.
 

Kadve

Member
The changelog for those that don't want to click. Sounds like they really listened to the feedback.
PC Specific

● Fixed crash with AMD-based CPUs with built-in graphics.
● Fixed crash when device info contains invalid display data on AMD-based CPUs.

Tutorial Area

In order to improve the pacing of the early parts of the game, we’ve edited dialogues to be shorter. We’ve also added more enemies and loot to these areas to better represent the experience later in the game.
● Added more early enemy encounters.
● Added missing loot in empty trenches outside Jagni Fortress.
● Added Item drop chance for Bunker 101 crates.
● Updated Best-Before memory to decrease the distance between the Nonos and the Pensai tree.
● Removed some parts of Out-of-Date and Best-Before’s dialogues to improve pacing.
● Removed multiple dialogue fragments to shorten tutorial area length.
● Removed some parts of Goop and Gizmo’s dialogues to improve pacing.
● Removed multiple camera presentations to improve pacing.

Dialogue & Narrator

● Reduced the amount of gibberish spoken before the Narrator starts translating.
● Added dialogue setting toggles for “Gibberish” and “Narrator” allowing players to select if they want to hear the narrator, the gibberish or both when talking to NPCs.
● Fixed narration and gibberish playing silently and producing an awkward pause when each corresponding volume setting is set to 0 instead of skipping the sound entirely.
● Removed the text delay animation when either gibberish or narration is disabled.

Difficulty Settings

● Added "Extreme" difficulty setting, where enemy damage and attack rate is further increased.
● Fixed difficulty settings not being applied for already spawned enemies.

New Game+

● Opened up all class perks for NG+ games. When starting an NG+ game, the player will now be able to unlock perks from all classes.

Settings

● Added Motion Blur slider to the settings.
● Fixed so the camera setting “Auto Adjust > Player” also applies for combat, if turned off the camera will no longer try to frame enemies while in combat.
● Fix Depth of Field toggle not being applied in dialogues

Items & Loot

● Increased chances that items found have a level requirements closer to the player's actual level when found. Players will still be able to find items with higher level requirements, but player level is now taken into account.
● Removed Common item loot drops from high level loot crates.
● Reduced the amount of healing items that the player will find from crates and defeated enemies.
● Increased base damage from melee bodies, handles and addons by approximately 5%.
● Reduced base damage from ranged bodies, muzzles and grips by approximately 5%.
● Fixed resistance stats not being applied for crafted gear when adding addons.
● Reduced gear addon resistance and critical chance bonuses. ● Ensured that quest reward “Diver's Helmet” will no longer drop as random loot.
● Removed slots from all protective suits.

Sound

● Updated melee sound effects across the board.
● Updated mount sound effects volume.
● Added sound effects for tribe war trebuchet.
● Updated sounds when the player lands inside HQ after being launched from catapult.

Combat

● Fixed issue with abnormally high damage output due to consumable top mod applying meta damage multiple times during equip and unequip.
● Fixed ability damage not being able to inflict critical hits.
● Reduced Dead-Eye Sharpshooter perk damage multiplier from 2.0 to 1.25 to ensure that it is comparable to other perks.
● Disabled end-of-combat slow motion camera for short combat scenarios.
● Adjusted valid angles for combat targets to reduce camera movement in combat.
● Disabled camera look-at when striking characters up in the air.
● Fixed a few cases where airstriking would not complete its last attack.
● Adjusted speed of some enemy grabs. It is now a bit easier to dodge them in time.
● Fixed kick attack from smaller enemies being too difficult to parry. Parry window is now more consistent and enemies can be staggered out of it.
● All Tribe Sifus and Lupa Lupin in the final encounter now react stronger to being parried, allowing players to parry and then counterattack.
● Fixed issues with tracking on Jagni Staff attacks. First three hits will no longer overshoot targets and dodge attack is more reliable.
● Fixed sometimes spawning double death particle effects on defeated enemies.
● Fixed issue with Pichu Nanchuk not stopping its animation.
● Fixed larger enemies with melee weapons animating too quickly at slow walking speeds.
● Adjusted hit reactions for Morks to make melee more viable and satisfying to use.
● Fixed issue with dodge shooting while reloading not moving the character correctly.
● Fixed issue with Airstrike sometimes being canceled.
● Adjusted the range for melee attacks to improve enemy tracking and reduce misses.
● Fixed issue where melee gap closer would sometimes overshoot.
● Fixed backwards attack for crush weapons resulting in a miss most of the time.
● Adjusted animations for unarmed and glove attacks to be faster.
● Fixed issue where the player would sometimes become stuck underneath larger enemies after being knocked to the ground.
● Added ability to slide underneath legs of titans.
● Fixed issue where the player would sometimes get stuck inside an enemy after a vault or legslide move.
● Fixed issue where the player would sometimes get stuck inside an enemy after Airstrike.
● Adjusted sound and rumble effect for successful parry to improve feedback.
● Fixed issue where Airstrike would cause enemies to be launched very far.
● Improved aiming for Jumbo Puff when throwing rocks.

Quests & Achievements

● Fixed game progress not being able to reach 100% due to unavailable quest states within a single playthrough.
● Fixed "Back to the Roots" quest sometimes not being completed.
● Adjusted tribe war flow to be more robust.
● Fixed the “Old World Gadgets” trophy correctly unlocking after finding old world gadgets.

Crash Fixes

● Fixed crash when moving objects between areas using Telekinesis.

User Interface

● New weapon Wung-Fu is now only unlocked when the player has crafted a new weapon instead of being unlocked when looting an individual component.
● Added correct “fast travel locked” message when attempting to fast travel while climbing a ladder or falling.
● Added Mercenary DLC indicator to the main menu.
● Added dark backdrop to QTE prompts to improve readability on lighter backgrounds.
● Moved Comic-book Effects to ensure that the counter QTE prompt is visible.
● Reversed Hypoxia Warning percent value to be consistent with other zones.
● Added fading to enemy & friendly markers at 30m distance to reduce HUD clutter.

World

● Remove several area objectives from Suburbia, as they are tied to the Moog quest and could cause confusion.
● Replaced a couple of NPC tasks that didn't work as intended.
● Added missing “No-Rain” volume to the sewer entrance at oil fields to prevent indoor rain effect.
● Subnautica station is now fully covered by correct post-process volume.
● Improved look for indoor puddles.
● Fixed issue where the player was able to fall through the world in the Myriad Fortress.
● Fixed issue where the player was able to fall through the world in an Ankati Outpost.
● Fixed issue where big oil planes were possible to walk on.
● Fixed Oil Field Monster's presentation camera being triggered underground.
● Fixed area objectives for Gutway 6G counting incorrect amount of Superb Loot.

Miscellaneous

● Disabled fast travel when jumping from water.
● Fixed issue where the “Unspeakable hand” Wung-Fu could cause NPCs to fall through water surfaces instead of drowning.
● Fixed issue with rocket NPC being stuck in air after explosion.
● Fixed issue with rocket NPC explosion particle effects popping when being removed.
● Adjusted free-fall duration needed for Mounts to trigger hard landing.
● Fixed attribute check labels in puzzles incorrectly being displayed as “Loot Chance” instead of “Intellect”.
● Fixed infinite jump while using photo mode.
● Fixed fireflies not spamming narration when caught.
● Fixed child memories being auto-completed when opening photo mode.
● Fixed some doors opening after using photo mode.
● Fixed smoke from burning villages sometimes being rendered as stripes on AMD GPU's.
● Adjusted default camera pitch up a bit so it's not positioned directly behind the player
● Fixed resistance being reset after modifying appearance.
 
Last edited:

Toots

Gold Member
I love the game but what the hell is it with the one armed blades length ?!
I swear apart from one or two all i looted were like one inch ugly ass looking stuff, with the occasionnal legendary radioactive toilet brush (which is fun the first time but i want my critter to be stylish not funny).

That and skirts, every good pants i find is an ugly ass skirt :'(

Might be bad luck tho, anyone sharing my plight?
 
Last edited:

Fredrik

Member
^ Toots Toots yeah I’ve found some skirts as well, I refuse to wear them out of principle lol


Last pic here show an area where you can find a tailor that have a ton of clothes to buy. You need to do some of his side quests though.

6B5OLDb.jpg

JLQw5ak.jpg

9nCsH8Z.jpg
 

Mossybrew

Member
About 40 hours in now and still finding new armor models, weapon parts, special weapons, enemies, unique oddball quests and locations. Im sure that with some time and a few patches to continue to sand down the rough spots that this game will be seen in hindsight as an underappreciated gem.
 
Last edited:

Larxia

Member
^ Toots Toots yeah I’ve found some skirts as well, I refuse to wear them out of principle lol


Last pic here show an area where you can find a tailor that have a ton of clothes to buy. You need to do some of his side quests though.

6B5OLDb.jpg

JLQw5ak.jpg

9nCsH8Z.jpg
Are you using reshade? The color palette looks quite different than it's supposed to, but it looks nice and a bit less agressive, I like it.
 

Fredrik

Member
is this on pc?
Yeah PC version at 1080p.
Are you using reshade? The color palette looks quite different than it's supposed to, but it looks nice and a bit less agressive, I like it.
It’s vanilla but I’ve tweaked the brightness and no HDR. Good idea with reshade though and I checked nexusmods and there seems to be some visual mods out now. But I honestly think it looks nice already and it’s entertaining enough just exploring and taking in the scenery. I like it a lot. Still cack indoors though.
 

IbizaPocholo

NeoGAFs Kent Brockman

Update June 7th 2021; This patch has been released for PC and also on PS4 and Xbox One.



PlayStation 4 Specific​

  • Fixed alignment on memory allocation on some buffers to avoid crashes

PC Specific​

  • Fixed crash with AMD-based CPUs with built-in graphics.
  • Fixed crash when device info contains invalid display data on AMD-based CPUs.

Tutorial Area​

In order to improve the pacing of the early parts of the game, we’ve edited dialogues to be shorter.
We’ve also added more enemies and loot to these areas to better represent the experience later in the game.

  • Added more early enemy encounters.
  • Added missing loot in empty trenches outside Jagni Fortress.
  • Added Item drop chance for Bunker 101 crates.
  • Updated Best-Before memory to decrease the distance between the Nonos and the Pensai tree.
  • Removed some parts of Out-of-Date and Best-Before’s dialogues to improve pacing.
  • Removed multiple dialogue fragments to shorten tutorial area length.
  • Removed some parts of Goop and Gizmo’s dialogues to improve pacing.
  • Removed multiple camera presentations to improve pacing.

Dialogue & Narrator​

  • Reduced the amount of gibberish spoken before the Narrator starts translating.
  • Added dialogue setting toggles for “Gibberish” and “Narrator” allowing players to select if they want to hear the narrator, the gibberish or both when talking to NPCs.
  • Fixed narration and gibberish playing silently and producing an awkward pause when each corresponding volume setting is set to 0 instead of skipping the sound entirely.
  • Removed the text delay animation when either gibberish or narration is disabled.

Difficulty Settings​

  • Added "Extreme" difficulty setting, where enemy damage and attack rate is further increased.
  • Fixed difficulty settings not being applied for already spawned enemies.

New Game+​

  • Opened up all class perks for NG+ games. When starting a NG+ game, the player will now be able to unlock perks from all classes.

Settings​

  • Added Motion Blur slider to the settings.
  • Fixed so the camera setting “Auto Adjust > Player” also applies for combat, if turned off the camera will no longer try to frame enemies while in combat.
  • Fix Depth of Field toggle not being applied in dialogues.

Items & Loot​

  • Increased chances that items found have a level requirements closer to the player's actual level when found. Players will still be able to find items with higher level requirements, but player level is now taken into account.
  • Removed Common item loot drops from high level loot crates.
  • Reduced the amount of healing items that the player will find from crates and defeated enemies.
  • Increased base damage from melee bodies, handles and addons by approximately 5%.
  • Reduced base damage from ranged bodies, muzzles and grips by approximately 5%.
  • Fixed resistance stats not being applied for crafted gear when adding addons.
  • Reduced gear addon resistance and critical chance bonuses.
  • Ensured that quest reward “Diver's Helmet” will no longer drop as random loot.
  • Removed slots from all protective suits.

Sound​

  • Updated melee sound effects across the board.
  • Updated mount sound effects volume.
  • Added sound effects for tribe war trebuchet.
  • Updated sounds when the player lands inside HQ after being launched from catapult.

Combat​

  • Fixed issue with abnormally high damage output due to consumable top mod applying meta damage multiple times during equip and unequip.
  • Fixed ability damage not being able to inflict critical hits.
  • Reduced Dead-Eye Sharpshooter perk damage multiplier from 2.0 to 1.25 to ensure that it is comparable to other perks.
  • Disabled end-of-combat slow motion camera for short combat scenarios.
  • Adjusted valid angles for combat targets to reduce camera movement in combat.
  • Disabled camera look-at when striking characters up in the air.
  • Fixed a few cases where airstriking would not complete its last attack. ● Adjusted speed of some enemy grabs. It is now a bit easier to dodge them in time.
  • Fixed kick attack from smaller enemies being too difficult to parry. Parry window is now more consistent and enemies can be staggered out of it.
  • All Tribe Sifus and Lupa Lupin in the final encounter now react stronger to being parried, allowing players to parry and then counterattack.
  • Fixed issues with tracking on Jagni Staff attacks. First three hits will no longer overshoot targets and dodge attack is more reliable.
  • Fixed sometimes spawning double death particle effects on defeated enemies.
  • Fixed issue with Pichu Nanchuk not stopping its animation.
  • Fixed larger enemies with melee weapons animating too quickly at slow walking speeds.
  • Adjusted hit reactions for Morks to make melee more viable and satisfying to use.
  • Fixed issue with dodge shooting while reloading not moving the character correctly.
  • Fixed issue with Airstrike sometimes being canceled.
  • Adjusted the range for melee attacks to improve enemy tracking and reduce misses.
  • Fixed issue where melee gap closer would sometimes overshoot.
  • Fixed backwards attack for crush weapons resulting in a miss most of the time.
  • Adjusted animations for unarmed and glove attacks to be faster.
  • Fixed issue where the player would sometimes become stuck underneath larger enemies after being knocked to the ground.
  • Added ability to slide underneath legs of titans.
  • Fixed issue where the player would sometimes get stuck inside an enemy after a vault or legslide move.
  • Fixed issue where the player would sometimes get stuck inside an enemy after Airstrike.
  • Adjusted sound and rumble effect for successful parry to improve feedback.
  • Fixed issue where Airstrike would cause enemies to be launched very far.
  • Improved aiming for Jumbo Puff when throwing rocks.

Quests & Achievements​

  • Fixed game progress not being able to reach 100% due to unavailable quest states within a single playthrough.
  • Fixed "Back to the Roots" quest sometimes not being completed.
  • Adjusted tribe war flow to be more robust.
  • Fixed the “Old World Gadgets” trophy correctly unlocking after finding old world gadgets.

Crash Fixes​

  • Fixed crash when moving objects between areas using Telekinesis.

User Interface​

  • New weapon Wung-Fu is now only unlocked when the player has crafted a new weapon instead of being unlocked when looting an individual component. ● Added correct “fast travel locked” message when attempting to fast travel while climbing a ladder or falling.
  • Added Mercenary DLC indicator to main menu.
  • Added dark backdrop to QTE prompts to improve readability on lighter backgrounds.
  • Moved Comic-book Effects to ensure that the counter QTE prompt is visible.
  • Reversed Hypoxia Warning percent value to be consistent with other zones.
  • Added fading to enemy & friendly markers at 30m distance to reduce HUD clutter.

World​

  • Remove several area objectives from Suburbia, as they are tied to the Moog quest and could cause confusion.
  • Replaced a couple of NPC tasks that didn't work as intended.
  • Added missing “No-Rain” volume to the sewer entrance at oil fields to prevent indoor rain effect.
  • Subnautica station is now fully covered by correct post-process volume.
  • Improved look for indoor puddles.
  • Fixed issue where the player was able to fall through the world in the Myriad Fortress.
  • Fixed issue where the player was able to fall through the world in an Ankati Outpost.
  • Fixed issue where big oil planes were possible to walk on.
  • Fixed Oil Field Monster's presentation camera being triggered underground.
  • Fixed area objectives for Gutway 6G counting incorrect amount of Superb Loot.

Miscellaneous​

  • Disabled fast travel when jumping from water.
  • Fixed issue where the “Unspeakable hand” Wung-Fu could cause NPCs to fall through water surfaces instead of drowning.
  • Fixed issue with rocket NPC being stuck in air after explosion.
  • Fixed issue with rocket NPC explosion particle effects popping when being removed.
  • Adjusted free-fall duration needed for Mounts to trigger hard landing.
  • Fixed attribute check labels in puzzles incorrectly being displayed as “Loot Chance” instead of “Intellect”.
  • Fixed infinite jump while using photo mode.
  • Fixed fireflies not spamming narration when caught.
  • Fixed child memories being auto-completed when opening photo mode.
  • Fixed some doors opening after using photo mode.
  • Fixed smoke from burning villages sometimes being rendered as stripes on AMD GPU's.
  • Adjusted default camera pitch up a bit so it's not positioned directly behind the player
  • Fixed resistance being reset after modifying appearance.
 
Last edited:

SantaC

Member
Devs keep pumping put huge patches despite that no one plays the game thanks to the reviews. I feel bad for them


BIOMUTANT Post-release Patch 1.5 18/06/2021

Here is the full changelog for the patch that we just launched, the entire patch will roll out on PC first and then Consoles as soon as possible, will ofc give an update when it is launched there.

As always do feel free to come to discuss these changes on the official discord here - Biomutant discord

PC Specific
● Added “Field of View Type” setting for selecting between horizontal and vertical Field of View. Vertical Field of View is useful when using a wider monitor to get the correct aspect ratio. By default, the Field of View is set to be horizontal.
● Fixed crash when temporarily losing contact with the GPU.

Progression
● Increased level cap from 50 to 100.

Items & Loot
In order to improve the looting experience, we’ve tweaked how the loot generation works to reduce duplicate items and improve variety. We have also added several new items which have higher stats than their lower rarity counterparts. This means that an item found with a certain rarity can also be found later with a higher rarity and much improved stats.

And to top it off we have also added a much-requested scrap action to the loot screen, which should reduce time spent cleaning up the inventory.

● Added more superb loot variations.
● Added higher tier relic and legendary weapon parts that will start dropping at level 50.
● Updated loot generation to provide more variation and less duplicate items.
● Added scrap action to loot screen.
● Added settings for hiding or showing head items.
● Increased damage of later tribe weapons to better fit player level and gear.
● Removed addon slots from special gear that can't be scrapped, lost or crafted with.
● Fixed issue which allowed an unlimited material supply to be gained from crafting.
● Fixed Missile Cloud to correctly fire on every fourth shot during Rapid Shot in Super
Wushu.
● Updated Saw Blades to have a lower spread, higher velocity and correct pierce through enemy behavior.
● Fixed Pichu Nanchuk being hidden in inspect mode.
● Fixed issue where it was possible to equip another one-handed weapon when the Pichu Nanchuk was already equipped.
● Fixed issue which caused Valve addon to have higher stats than intended.
● Reduced resistance values for Ancient Pants to make other gear more viable.
● Fixed favorite consumables quick menu being scrambled when there are no free slots available.
● Fixed Automaton Health Injector cooldown being reset when using Automaton Boost resulting in Automaton Health Injector only being refilled after resting.

Settings
● Added “HUD > Mode” setting where it’s possible to select either “ALWAYS SHOW” or “DYNAMIC”. Selecting the “DYNAMIC” option hides the persistent UI elements after a while outside combat. When “DYNAMIC” is selected the player can open either menu or quick menu for the UI elements to show up temporarily. By default, the old “ALWAYS SHOW” behavior is selected.
● Added “Quick Menu Toggle” accessibility setting. When enabled the player isn’t required to hold down the corresponding input to open the quick menus in order to e.g. use a consumable or swap weapons. Instead, the quick menus will open and close by tapping the corresponding button.

Dialogue & Narrator
● Changed so the "Just a few moves left… make them count." narration is played with a chance after the first time.
● Fixed issue where the Conscience voice over was disabled when using the setting “DIALOGUES > Narrator”.
● Fixed issue where Conscience characters would perform their animations in slow motion.
● Fixed first narrator voice line after character presentation in child village not playing when gibberish was disabled.
● Fixed dev-marker erroneously appearing in Popsi’s dialogue text.

Combat
● Added optional Lock-on targeting for melee combat.
● Added attack animation-canceling to certain moves by using dodge.
● Added ability for smaller enemies to throw rocks at the player when mounted.
● Added chance for the player to be knocked off their mount when hit.
● Added fleeing behavior to player mounts when in combat.
● Tweaked the Porky Puff double-boulder throw attack. Now it’s possible to dodge the second rock after being hit by the first one.
● Fixed issue where the player could get stuck in grab animations.
● Fixed Invincibility perk damage multiplier.
● Fixed Stimulus perk damage multiplier.
● Fixed cases where Airstrike would sometimes miss when using Klonkfist.
● Fixed jump attack preventing ranged attacks while airstriking.
● Fixed Rad Wisps being spawned while in menus.
● Fixed Lupa-Lupin camp intro cinematic being played when in combat
● Fixed issue where escorted characters were attempting to target already defeated enemies.
● Fixed issue which caused Pichu goons to only use kick attacks. Now they use their Pichu Nanchuks properly.
● Fixed issue where rocks thrown using Telekinesis would not deal damage.
● Fixed critical hits from abilities not showing red damage numbers.

User Interface
● Added indicators for completed area objectives on the Map.
● Added pinned indicator to items used in outfits.
● Fixed equipped indicator showing incorrect item after selling another item.
● Added paused playtime when in the system menu or when the game is deactivated.
● Added initial quest tab selection which opens either “Main” or “Side” quest tab based on the tracked quest.
● Fixed overlapping UI when changing tab directly after fast travel.
● Updated the transport menu with smoother transitions and removed the camera fades in-between selections.
● Fixed issue where pressing the map button would not close the map and bring you back to the game.
● Fixed percent stats not being capped at 100%.
● Fixed XP bar not being hidden when at max level.


Quests
● Fixed MkTon sometimes not spawning when talking to Gizmo.
● Fixed "Lupa-Lupin's Lair" not being completable after loading a save.
● Fixed issue where bandit camp quests sometimes would not be completed.
● Fixed issue where bandit camp captains sometimes would not spawn.
● Fixed issue where Lotus Captain quest could be given multiple times which prevented consecutive quest copies from being completed.
● Fixed issue where defeating Bompa Bonker before starting the corresponding quest would prevent the player from completing the quest after saving and loading.
● Fixed issue where some unique quest rewards did not get correct Material and Quality, resulting in them sometimes not having correct stats.
● Fixed puzzles being usable through walls using Klonkfist.
● Fixed issue where the player could change the allied tribe after meeting with either Gizmo, Goop, Whiz or Noko although the first outpost hadn't been captured.
● Fixed Batnam-nam being able to receive player damage.
● Fixed “Eyes on the Prize” which couldn't be completed after loading a save game.
● Fixed issue where the player could get stuck during an outpost capture when using the Klonkfist on the oil tanks.
● Fixed issue where the player was able to interact with a certain Lumen Shrine during combat.
● Fixed issue where all rival tribe weapons were not claimable when using tribewar shortcut.

New Game+
● Added modifiers which somewhat increase the difficulty after starting a NG+ game and also additionally for each new subsequent NG+ loop.
● Fixed Aura score not being reset when starting a NG+ game.
● Fixed Plank Resources being reset when starting a NG+ game.

World
● Added respawning enemies to some areas.
● Increased spawn rate for random encounters.
● Moved wrecked-ship to the correct Map location.
● Fixed Bio Nucleus 6D area objectives not being completable.
● Removed locked door blocking access to area objectives in Bangshelter 9H.
● Fixed a car that couldn't be looted in Bangshelter 3J.
● Fixed a door in Bangshelter 2G so the Anti-Radiation suit can be received.

Crash Fixes
● Fixed crash when a character receives damage.
● Fixed crash when player is forced to exit the MkTon.
● Fixed crash when player climbs up on an enemy.
● Fixed crash when launching towards an enemy.
● Fixed crash with narrator commentary.

Miscellaneous
● Fixed appearance not being reset when reverting character mutation changes.
● Fixed issue causing the player to take hazard damage while appearing to have maximum resistance.
● Removed bright spots from the post process that were always visible.
● Fixed missing "EXTREME" label on extreme difficulty save files.
● Fixed issue where Brogg could choke on Gullblimp and cause the player to become stuck.
● Fixed issue which allowed Fungi to be spawned on oil.
● Fixed some attack sounds having incorrect volume.
● Increased free-fall duration needed for mounts and the player to trigger a hard landing.
● Fixed jitter during mounting animation.
● Fixed issue where the MkTon door at gizmo sometimes would be incorrectly closed.
● Fixed issue where reload animations would trigger and conflict during cinematics.
● Fixed issue where an incorrect prompt was shown when using the Klonkfist on moth nests.
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https://steamcommunity.com/app/597820/eventcomments/3069747783680475334?snr=1_2108_9__2107

ss_c90cb58d38bfbcc79618185427f8790a2af0568b.1920x1080.jpg

STOR UPPDATERING
UPPLAGD
tis 1 juni
BIOMUTANT Post-release Patch 1.4 01/06/21

Here is the full changelog for the patch that we just launched, the entire patch will roll out on PC first and then Consoles as soon as possible due to the submission process and so on, will ofc give an update when it is launched there.

As always do feel free to come to discuss these changes on the official discord here - Biomutant discord


PC Specific
● Fixed crash with AMD-based CPUs with built-in graphics.
● Fixed crash when device info contains invalid display data on AMD-based CPUs.

Tutorial Area
In order to improve the pacing of the early parts of the game, we’ve edited dialogues to be shorter. We’ve also added more enemies and loot to these areas to better represent the experience later in the game.
● Added more early enemy encounters.
● Added missing loot in empty trenches outside Jagni Fortress.
● Added Item drop chance for Bunker 101 crates.
● Updated Best-Before memory to decrease the distance between the Nonos and the Pensai tree.
● Removed some parts of Out-of-Date and Best-Before’s dialogues to improve pacing.
● Removed multiple dialogue fragments to shorten tutorial area length.
● Removed some parts of Goop and Gizmo’s dialogues to improve pacing.
● Removed multiple camera presentations to improve pacing.

Dialogue & Narrator
● Reduced the amount of gibberish spoken before the Narrator starts translating.
● Added dialogue setting toggles for “Gibberish” and “Narrator” allowing players to select if they want to hear the narrator, the gibberish or both when talking to NPCs.
● Fixed narration and gibberish playing silently and producing an awkward pause when each corresponding volume setting is set to 0 instead of skipping the sound entirely.
● Removed the text delay animation when either gibberish or narration is disabled.

Difficulty Settings
● Added "Extreme" difficulty setting, where enemy damage and attack rate is further increased.
● Fixed difficulty settings not being applied for already spawned enemies.

New Game+
● Opened up all class perks for NG+ games. When starting an NG+ game, the player will now be able to unlock perks from all classes.

Settings
● Added Motion Blur slider to the settings.
● Fixed so the camera setting “Auto Adjust > Player” also applies for combat, if turned off the camera will no longer try to frame enemies while in combat.
● Fix Depth of Field toggle not being applied in dialogues

Items & Loot
● Increased chances that items found have a level requirements closer to the player's actual level when found. Players will still be able to find items with higher level requirements, but player level is now taken into account.
● Removed Common item loot drops from high level loot crates.
● Reduced the amount of healing items that the player will find from crates and defeated enemies.
● Increased base damage from melee bodies, handles and addons by approximately 5%.
● Reduced base damage from ranged bodies, muzzles and grips by approximately 5%.
● Fixed resistance stats not being applied for crafted gear when adding addons.
● Reduced gear addon resistance and critical chance bonuses. ● Ensured that quest reward “Diver's Helmet” will no longer drop as random loot.
● Removed slots from all protective suits.

Sound
● Updated melee sound effects across the board.
● Updated mount sound effects volume.
● Added sound effects for tribe war trebuchet.
● Updated sounds when the player lands inside HQ after being launched from catapult.

Combat
● Fixed issue with abnormally high damage output due to consumable top mod applying meta damage multiple times during equip and unequip.
● Fixed ability damage not being able to inflict critical hits.
● Reduced Dead-Eye Sharpshooter perk damage multiplier from 2.0 to 1.25 to ensure that it is comparable to other perks.
● Disabled end-of-combat slow motion camera for short combat scenarios.
● Adjusted valid angles for combat targets to reduce camera movement in combat.
● Disabled camera look-at when striking characters up in the air.
● Fixed a few cases where airstriking would not complete its last attack.
● Adjusted speed of some enemy grabs. It is now a bit easier to dodge them in time.
● Fixed kick attack from smaller enemies being too difficult to parry. Parry window is now more consistent and enemies can be staggered out of it.
● All Tribe Sifus and Lupa Lupin in the final encounter now react stronger to being parried, allowing players to parry and then counterattack.
● Fixed issues with tracking on Jagni Staff attacks. First three hits will no longer overshoot targets and dodge attack is more reliable.
● Fixed sometimes spawning double death particle effects on defeated enemies.
● Fixed issue with Pichu Nanchuk not stopping its animation.
● Fixed larger enemies with melee weapons animating too quickly at slow walking speeds.
● Adjusted hit reactions for Morks to make melee more viable and satisfying to use.
● Fixed issue with dodge shooting while reloading not moving the character correctly.
● Fixed issue with Airstrike sometimes being canceled.
● Adjusted the range for melee attacks to improve enemy tracking and reduce misses.
● Fixed issue where melee gap closer would sometimes overshoot.
● Fixed backwards attack for crush weapons resulting in a miss most of the time.
● Adjusted animations for unarmed and glove attacks to be faster.
● Fixed issue where the player would sometimes become stuck underneath larger enemies after being knocked to the ground.
● Added ability to slide underneath legs of titans.
● Fixed issue where the player would sometimes get stuck inside an enemy after a vault or legslide move.
● Fixed issue where the player would sometimes get stuck inside an enemy after Airstrike.
● Adjusted sound and rumble effect for successful parry to improve feedback.
● Fixed issue where Airstrike would cause enemies to be launched very far.
● Improved aiming for Jumbo Puff when throwing rocks.

Quests & Achievements
● Fixed game progress not being able to reach 100% due to unavailable quest states within a single playthrough.
● Fixed "Back to the Roots" quest sometimes not being completed.
● Adjusted tribe war flow to be more robust.
● Fixed the “Old World Gadgets” trophy correctly unlocking after finding old world gadgets.

Crash Fixes
● Fixed crash when moving objects between areas using Telekinesis.

User Interface
● New weapon Wung-Fu is now only unlocked when the player has crafted a new weapon instead of being unlocked when looting an individual component.
● Added correct “fast travel locked” message when attempting to fast travel while climbing a ladder or falling.
● Added Mercenary DLC indicator to the main menu.
● Added dark backdrop to QTE prompts to improve readability on lighter backgrounds.
● Moved Comic-book Effects to ensure that the counter QTE prompt is visible.
● Reversed Hypoxia Warning percent value to be consistent with other zones.
● Added fading to enemy & friendly markers at 30m distance to reduce HUD clutter.

World
● Remove several area objectives from Suburbia, as they are tied to the Moog quest and could cause confusion.
● Replaced a couple of NPC tasks that didn't work as intended.
● Added missing “No-Rain” volume to the sewer entrance at oil fields to prevent indoor rain effect.
● Subnautica station is now fully covered by correct post-process volume.
● Improved look for indoor puddles.
● Fixed issue where the player was able to fall through the world in the Myriad Fortress.
● Fixed issue where the player was able to fall through the world in an Ankati Outpost.
● Fixed issue where big oil planes were possible to walk on.
● Fixed Oil Field Monster's presentation camera being triggered underground.
● Fixed area objectives for Gutway 6G counting incorrect amount of Superb Loot.

Miscellaneous
● Disabled fast travel when jumping from water.
● Fixed issue where the “Unspeakable hand” Wung-Fu could cause NPCs to fall through water surfaces instead of drowning.
● Fixed issue with rocket NPC being stuck in air after explosion.
● Fixed issue with rocket NPC explosion particle effects popping when being removed.
● Adjusted free-fall duration needed for Mounts to trigger hard landing.
● Fixed attribute check labels in puzzles incorrectly being displayed as “Loot Chance” instead of “Intellect”.
● Fixed infinite jump while using photo mode.
● Fixed fireflies not spamming narration when caught.
● Fixed child memories being auto-completed when opening photo mode.
● Fixed some doors opening after using photo mode.
● Fixed smoke from burning villages sometimes being rendered as stripes on AMD GPU's.
● Adjusted default camera pitch up a bit so it's not positioned directly behind the player
● Fixed resistance being reset after modifying appearance.
3 722


443
https://steamcommunity.com/app/597820/eventcomments/3083257111908970311?snr=1_2108_9__2107

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SPELSLÄPP
UPPLAGD
tis 25 maj
Welcome to BIOMUTANT: Highly Anticipated Open-World-RPG is Out


BIOMUTANT

BIOMUTANT

Öppen världActionRPG (rollspel)En spelareÄventyr
BIOMUTANT® är ett postapokalyptiskt kung fu-rollspel i en öppen värld, med ett unikt kampsportsbaserat stridssystem som låter dig blanda närstrid, distansvapen och mutantförmågor.
+ Önskelistan
59,99€
Lägg till i kundvagn

BIOMUTANT's ever-evolving hero has been called a raccoon, a red panda, and even a cat, but what remains most important is its unique, martial-arts-style combat system that mixes melee, shooting, and mutant abilities. Players can look forward to unleashing these powers against surprise attacks from some of the most outlandish enemies ever confronted. BIOMUTANT's lush and vibrant gamescape, spanning everything from snowy tundras to rocky deserts, serves as the backdrop to an epic fable of one creature's journey to save his broken world.

Watch the Release Trailer on YouTube:
0.jpg

YouTube™-video: Biomutant – Release Trailer
Visningar: 7 967 180
It all started out with an announcement around gamescom back in 2017... After all the years of anticipation, it feels surreal that the time has finally come. Biomutant is out now.

We appreciate the patience we received from fans, critics, and partners over the years. Everyone at Experiment 1O1 and THQ Nordic hopes that you will have a great time with the game. At this point, there is nothing more to say except:
Welcome to BIOMUTANT
!

Enjoy and stay
https://steamcommunity.com/app/597820/eventcomments/5879990700816292979?snr=1_2108_9__2107
https://store.steampowered.com/news/?upcoming=1
 

Phase

Member
Devs keep pumping put huge patches despite that no one plays the game thanks to the reviews. I feel bad for them


BIOMUTANT Post-release Patch 1.5 18/06/2021

Here is the full changelog for the patch that we just launched, the entire patch will roll out on PC first and then Consoles as soon as possible, will ofc give an update when it is launched there.

As always do feel free to come to discuss these changes on the official discord here - Biomutant discord

PC Specific
● Added “Field of View Type” setting for selecting between horizontal and vertical Field of View. Vertical Field of View is useful when using a wider monitor to get the correct aspect ratio. By default, the Field of View is set to be horizontal.
● Fixed crash when temporarily losing contact with the GPU.

Progression
● Increased level cap from 50 to 100.

Items & Loot
In order to improve the looting experience, we’ve tweaked how the loot generation works to reduce duplicate items and improve variety. We have also added several new items which have higher stats than their lower rarity counterparts. This means that an item found with a certain rarity can also be found later with a higher rarity and much improved stats.

And to top it off we have also added a much-requested scrap action to the loot screen, which should reduce time spent cleaning up the inventory.

● Added more superb loot variations.
● Added higher tier relic and legendary weapon parts that will start dropping at level 50.
● Updated loot generation to provide more variation and less duplicate items.
● Added scrap action to loot screen.
● Added settings for hiding or showing head items.
● Increased damage of later tribe weapons to better fit player level and gear.
● Removed addon slots from special gear that can't be scrapped, lost or crafted with.
● Fixed issue which allowed an unlimited material supply to be gained from crafting.
● Fixed Missile Cloud to correctly fire on every fourth shot during Rapid Shot in Super
Wushu.
● Updated Saw Blades to have a lower spread, higher velocity and correct pierce through enemy behavior.
● Fixed Pichu Nanchuk being hidden in inspect mode.
● Fixed issue where it was possible to equip another one-handed weapon when the Pichu Nanchuk was already equipped.
● Fixed issue which caused Valve addon to have higher stats than intended.
● Reduced resistance values for Ancient Pants to make other gear more viable.
● Fixed favorite consumables quick menu being scrambled when there are no free slots available.
● Fixed Automaton Health Injector cooldown being reset when using Automaton Boost resulting in Automaton Health Injector only being refilled after resting.

Settings
● Added “HUD > Mode” setting where it’s possible to select either “ALWAYS SHOW” or “DYNAMIC”. Selecting the “DYNAMIC” option hides the persistent UI elements after a while outside combat. When “DYNAMIC” is selected the player can open either menu or quick menu for the UI elements to show up temporarily. By default, the old “ALWAYS SHOW” behavior is selected.
● Added “Quick Menu Toggle” accessibility setting. When enabled the player isn’t required to hold down the corresponding input to open the quick menus in order to e.g. use a consumable or swap weapons. Instead, the quick menus will open and close by tapping the corresponding button.

Dialogue & Narrator
● Changed so the "Just a few moves left… make them count." narration is played with a chance after the first time.
● Fixed issue where the Conscience voice over was disabled when using the setting “DIALOGUES > Narrator”.
● Fixed issue where Conscience characters would perform their animations in slow motion.
● Fixed first narrator voice line after character presentation in child village not playing when gibberish was disabled.
● Fixed dev-marker erroneously appearing in Popsi’s dialogue text.

Combat
● Added optional Lock-on targeting for melee combat.
● Added attack animation-canceling to certain moves by using dodge.
● Added ability for smaller enemies to throw rocks at the player when mounted.
● Added chance for the player to be knocked off their mount when hit.
● Added fleeing behavior to player mounts when in combat.
● Tweaked the Porky Puff double-boulder throw attack. Now it’s possible to dodge the second rock after being hit by the first one.
● Fixed issue where the player could get stuck in grab animations.
● Fixed Invincibility perk damage multiplier.
● Fixed Stimulus perk damage multiplier.
● Fixed cases where Airstrike would sometimes miss when using Klonkfist.
● Fixed jump attack preventing ranged attacks while airstriking.
● Fixed Rad Wisps being spawned while in menus.
● Fixed Lupa-Lupin camp intro cinematic being played when in combat
● Fixed issue where escorted characters were attempting to target already defeated enemies.
● Fixed issue which caused Pichu goons to only use kick attacks. Now they use their Pichu Nanchuks properly.
● Fixed issue where rocks thrown using Telekinesis would not deal damage.
● Fixed critical hits from abilities not showing red damage numbers.

User Interface
● Added indicators for completed area objectives on the Map.
● Added pinned indicator to items used in outfits.
● Fixed equipped indicator showing incorrect item after selling another item.
● Added paused playtime when in the system menu or when the game is deactivated.
● Added initial quest tab selection which opens either “Main” or “Side” quest tab based on the tracked quest.
● Fixed overlapping UI when changing tab directly after fast travel.
● Updated the transport menu with smoother transitions and removed the camera fades in-between selections.
● Fixed issue where pressing the map button would not close the map and bring you back to the game.
● Fixed percent stats not being capped at 100%.
● Fixed XP bar not being hidden when at max level.


Quests
● Fixed MkTon sometimes not spawning when talking to Gizmo.
● Fixed "Lupa-Lupin's Lair" not being completable after loading a save.
● Fixed issue where bandit camp quests sometimes would not be completed.
● Fixed issue where bandit camp captains sometimes would not spawn.
● Fixed issue where Lotus Captain quest could be given multiple times which prevented consecutive quest copies from being completed.
● Fixed issue where defeating Bompa Bonker before starting the corresponding quest would prevent the player from completing the quest after saving and loading.
● Fixed issue where some unique quest rewards did not get correct Material and Quality, resulting in them sometimes not having correct stats.
● Fixed puzzles being usable through walls using Klonkfist.
● Fixed issue where the player could change the allied tribe after meeting with either Gizmo, Goop, Whiz or Noko although the first outpost hadn't been captured.
● Fixed Batnam-nam being able to receive player damage.
● Fixed “Eyes on the Prize” which couldn't be completed after loading a save game.
● Fixed issue where the player could get stuck during an outpost capture when using the Klonkfist on the oil tanks.
● Fixed issue where the player was able to interact with a certain Lumen Shrine during combat.
● Fixed issue where all rival tribe weapons were not claimable when using tribewar shortcut.

New Game+
● Added modifiers which somewhat increase the difficulty after starting a NG+ game and also additionally for each new subsequent NG+ loop.
● Fixed Aura score not being reset when starting a NG+ game.
● Fixed Plank Resources being reset when starting a NG+ game.

World
● Added respawning enemies to some areas.
● Increased spawn rate for random encounters.
● Moved wrecked-ship to the correct Map location.
● Fixed Bio Nucleus 6D area objectives not being completable.
● Removed locked door blocking access to area objectives in Bangshelter 9H.
● Fixed a car that couldn't be looted in Bangshelter 3J.
● Fixed a door in Bangshelter 2G so the Anti-Radiation suit can be received.

Crash Fixes
● Fixed crash when a character receives damage.
● Fixed crash when player is forced to exit the MkTon.
● Fixed crash when player climbs up on an enemy.
● Fixed crash when launching towards an enemy.
● Fixed crash with narrator commentary.

Miscellaneous
● Fixed appearance not being reset when reverting character mutation changes.
● Fixed issue causing the player to take hazard damage while appearing to have maximum resistance.
● Removed bright spots from the post process that were always visible.
● Fixed missing "EXTREME" label on extreme difficulty save files.
● Fixed issue where Brogg could choke on Gullblimp and cause the player to become stuck.
● Fixed issue which allowed Fungi to be spawned on oil.
● Fixed some attack sounds having incorrect volume.
● Increased free-fall duration needed for mounts and the player to trigger a hard landing.
● Fixed jitter during mounting animation.
● Fixed issue where the MkTon door at gizmo sometimes would be incorrectly closed.
● Fixed issue where reload animations would trigger and conflict during cinematics.
● Fixed issue where an incorrect prompt was shown when using the Klonkfist on moth nests.
1 642


277
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UPPLAGD
tis 1 juni
BIOMUTANT Post-release Patch 1.4 01/06/21

Here is the full changelog for the patch that we just launched, the entire patch will roll out on PC first and then Consoles as soon as possible due to the submission process and so on, will ofc give an update when it is launched there.

As always do feel free to come to discuss these changes on the official discord here - Biomutant discord


PC Specific
● Fixed crash with AMD-based CPUs with built-in graphics.
● Fixed crash when device info contains invalid display data on AMD-based CPUs.

Tutorial Area
In order to improve the pacing of the early parts of the game, we’ve edited dialogues to be shorter. We’ve also added more enemies and loot to these areas to better represent the experience later in the game.
● Added more early enemy encounters.
● Added missing loot in empty trenches outside Jagni Fortress.
● Added Item drop chance for Bunker 101 crates.
● Updated Best-Before memory to decrease the distance between the Nonos and the Pensai tree.
● Removed some parts of Out-of-Date and Best-Before’s dialogues to improve pacing.
● Removed multiple dialogue fragments to shorten tutorial area length.
● Removed some parts of Goop and Gizmo’s dialogues to improve pacing.
● Removed multiple camera presentations to improve pacing.

Dialogue & Narrator
● Reduced the amount of gibberish spoken before the Narrator starts translating.
● Added dialogue setting toggles for “Gibberish” and “Narrator” allowing players to select if they want to hear the narrator, the gibberish or both when talking to NPCs.
● Fixed narration and gibberish playing silently and producing an awkward pause when each corresponding volume setting is set to 0 instead of skipping the sound entirely.
● Removed the text delay animation when either gibberish or narration is disabled.

Difficulty Settings
● Added "Extreme" difficulty setting, where enemy damage and attack rate is further increased.
● Fixed difficulty settings not being applied for already spawned enemies.

New Game+
● Opened up all class perks for NG+ games. When starting an NG+ game, the player will now be able to unlock perks from all classes.

Settings
● Added Motion Blur slider to the settings.
● Fixed so the camera setting “Auto Adjust > Player” also applies for combat, if turned off the camera will no longer try to frame enemies while in combat.
● Fix Depth of Field toggle not being applied in dialogues

Items & Loot
● Increased chances that items found have a level requirements closer to the player's actual level when found. Players will still be able to find items with higher level requirements, but player level is now taken into account.
● Removed Common item loot drops from high level loot crates.
● Reduced the amount of healing items that the player will find from crates and defeated enemies.
● Increased base damage from melee bodies, handles and addons by approximately 5%.
● Reduced base damage from ranged bodies, muzzles and grips by approximately 5%.
● Fixed resistance stats not being applied for crafted gear when adding addons.
● Reduced gear addon resistance and critical chance bonuses. ● Ensured that quest reward “Diver's Helmet” will no longer drop as random loot.
● Removed slots from all protective suits.

Sound
● Updated melee sound effects across the board.
● Updated mount sound effects volume.
● Added sound effects for tribe war trebuchet.
● Updated sounds when the player lands inside HQ after being launched from catapult.

Combat
● Fixed issue with abnormally high damage output due to consumable top mod applying meta damage multiple times during equip and unequip.
● Fixed ability damage not being able to inflict critical hits.
● Reduced Dead-Eye Sharpshooter perk damage multiplier from 2.0 to 1.25 to ensure that it is comparable to other perks.
● Disabled end-of-combat slow motion camera for short combat scenarios.
● Adjusted valid angles for combat targets to reduce camera movement in combat.
● Disabled camera look-at when striking characters up in the air.
● Fixed a few cases where airstriking would not complete its last attack.
● Adjusted speed of some enemy grabs. It is now a bit easier to dodge them in time.
● Fixed kick attack from smaller enemies being too difficult to parry. Parry window is now more consistent and enemies can be staggered out of it.
● All Tribe Sifus and Lupa Lupin in the final encounter now react stronger to being parried, allowing players to parry and then counterattack.
● Fixed issues with tracking on Jagni Staff attacks. First three hits will no longer overshoot targets and dodge attack is more reliable.
● Fixed sometimes spawning double death particle effects on defeated enemies.
● Fixed issue with Pichu Nanchuk not stopping its animation.
● Fixed larger enemies with melee weapons animating too quickly at slow walking speeds.
● Adjusted hit reactions for Morks to make melee more viable and satisfying to use.
● Fixed issue with dodge shooting while reloading not moving the character correctly.
● Fixed issue with Airstrike sometimes being canceled.
● Adjusted the range for melee attacks to improve enemy tracking and reduce misses.
● Fixed issue where melee gap closer would sometimes overshoot.
● Fixed backwards attack for crush weapons resulting in a miss most of the time.
● Adjusted animations for unarmed and glove attacks to be faster.
● Fixed issue where the player would sometimes become stuck underneath larger enemies after being knocked to the ground.
● Added ability to slide underneath legs of titans.
● Fixed issue where the player would sometimes get stuck inside an enemy after a vault or legslide move.
● Fixed issue where the player would sometimes get stuck inside an enemy after Airstrike.
● Adjusted sound and rumble effect for successful parry to improve feedback.
● Fixed issue where Airstrike would cause enemies to be launched very far.
● Improved aiming for Jumbo Puff when throwing rocks.

Quests & Achievements
● Fixed game progress not being able to reach 100% due to unavailable quest states within a single playthrough.
● Fixed "Back to the Roots" quest sometimes not being completed.
● Adjusted tribe war flow to be more robust.
● Fixed the “Old World Gadgets” trophy correctly unlocking after finding old world gadgets.

Crash Fixes
● Fixed crash when moving objects between areas using Telekinesis.

User Interface
● New weapon Wung-Fu is now only unlocked when the player has crafted a new weapon instead of being unlocked when looting an individual component.
● Added correct “fast travel locked” message when attempting to fast travel while climbing a ladder or falling.
● Added Mercenary DLC indicator to the main menu.
● Added dark backdrop to QTE prompts to improve readability on lighter backgrounds.
● Moved Comic-book Effects to ensure that the counter QTE prompt is visible.
● Reversed Hypoxia Warning percent value to be consistent with other zones.
● Added fading to enemy & friendly markers at 30m distance to reduce HUD clutter.

World
● Remove several area objectives from Suburbia, as they are tied to the Moog quest and could cause confusion.
● Replaced a couple of NPC tasks that didn't work as intended.
● Added missing “No-Rain” volume to the sewer entrance at oil fields to prevent indoor rain effect.
● Subnautica station is now fully covered by correct post-process volume.
● Improved look for indoor puddles.
● Fixed issue where the player was able to fall through the world in the Myriad Fortress.
● Fixed issue where the player was able to fall through the world in an Ankati Outpost.
● Fixed issue where big oil planes were possible to walk on.
● Fixed Oil Field Monster's presentation camera being triggered underground.
● Fixed area objectives for Gutway 6G counting incorrect amount of Superb Loot.

Miscellaneous
● Disabled fast travel when jumping from water.
● Fixed issue where the “Unspeakable hand” Wung-Fu could cause NPCs to fall through water surfaces instead of drowning.
● Fixed issue with rocket NPC being stuck in air after explosion.
● Fixed issue with rocket NPC explosion particle effects popping when being removed.
● Adjusted free-fall duration needed for Mounts to trigger hard landing.
● Fixed attribute check labels in puzzles incorrectly being displayed as “Loot Chance” instead of “Intellect”.
● Fixed infinite jump while using photo mode.
● Fixed fireflies not spamming narration when caught.
● Fixed child memories being auto-completed when opening photo mode.
● Fixed some doors opening after using photo mode.
● Fixed smoke from burning villages sometimes being rendered as stripes on AMD GPU's.
● Adjusted default camera pitch up a bit so it's not positioned directly behind the player
● Fixed resistance being reset after modifying appearance.
3 722


443
https://steamcommunity.com/app/597820/eventcomments/3083257111908970311?snr=1_2108_9__2107

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SPELSLÄPP
UPPLAGD
tis 25 maj
Welcome to BIOMUTANT: Highly Anticipated Open-World-RPG is Out

BIOMUTANT
BIOMUTANT

Öppen världActionRPG (rollspel)En spelareÄventyr
BIOMUTANT® är ett postapokalyptiskt kung fu-rollspel i en öppen värld, med ett unikt kampsportsbaserat stridssystem som låter dig blanda närstrid, distansvapen och mutantförmågor.
+ Önskelistan
59,99€
Lägg till i kundvagn

BIOMUTANT's ever-evolving hero has been called a raccoon, a red panda, and even a cat, but what remains most important is its unique, martial-arts-style combat system that mixes melee, shooting, and mutant abilities. Players can look forward to unleashing these powers against surprise attacks from some of the most outlandish enemies ever confronted. BIOMUTANT's lush and vibrant gamescape, spanning everything from snowy tundras to rocky deserts, serves as the backdrop to an epic fable of one creature's journey to save his broken world.

Watch the Release Trailer on YouTube:
0.jpg

YouTube™-video: Biomutant – Release Trailer
Visningar: 7 967 180
It all started out with an announcement around gamescom back in 2017... After all the years of anticipation, it feels surreal that the time has finally come. Biomutant is out now.

We appreciate the patience we received from fans, critics, and partners over the years. Everyone at Experiment 1O1 and THQ Nordic hopes that you will have a great time with the game. At this point, there is nothing more to say except:
Welcome to BIOMUTANT
!

Enjoy and stay
https://steamcommunity.com/app/597820/eventcomments/5879990700816292979?snr=1_2108_9__2107
https://store.steampowered.com/news/?upcoming=1
They should have finished the game before releasing it.
 
They should keep pumping out patches. The game sold decently on Steam and it's gonna have legs if they keep pushing patches and reducing the price. I think long term they can easily reach 1 million copies sold, which is pretty good for a 20 dev studio.
 

Mossybrew

Member
Nice improvements in that latest patch, especially the much needed option to scrap when picking up loot. May be time to start that NG+ soon.
 

j0hnnix

Gold Member
With these improvements reviewers should do a post review, that's the second huge patch. Trying to catch up on backlog but game is on my list to play.
 

Lanrutcon

Member
I refunded this. Will grab it again once it's finished and on a serious sale. You could see potential there but Lord, you have to dig.
 
I'm not far in, but bought it on the Xbox Series X for £23 via CJS and using a VPN.

Really enjoying it - don't find the narrative tedious - the graphics are great too. Really not sure what the reviews are on about here...
 

SJRB

Gold Member
Looking at those patch notes, they should've just delayed the game a month or so.

I mean goddamn they had this patch ready to go super fast, why not delay just a few weeks? Those first impressions are never going away, and neither are the unfavorable reviews.
 

Inviusx

Member
I will definitely be picking this up when it goes next gen. Have they talked about a next gen version in the future?
 

VN1X

Banned
With these improvements reviewers should do a post review, that's the second huge patch.
Nah. While I think most of the game reviewers these days are of the low tier clickbait grifting kind the onus is on the devs/publisher in this case. If you put out code that's available for review, one that's not supposed to be of the 'live service' variety, you can't expect journalists/reviews to constantly check in every other month to see if the devs have made progress.

The game's released and was done so in a shoddy state. If they can improve things then that's great but we shouldn't have to expect outlets to update their reviews. It'd be considerate if they do but not required.
 
Last edited:

gundalf

Member
Are there any news on a native PS5 version? The official Biomutant twitter is also relatively silent.
I won't say that there is no marketing for Biomutant but I feel like it was sent by THQ to die :-/

I'm willing to pay full price for the PS5 version, but if it doesn't happen, then I will just get the PS4 version from the bargain bin instead.
 

DAHGAMING

Gold Member
Are there any news on a native PS5 version? The official Biomutant twitter is also relatively silent.
I won't say that there is no marketing for Biomutant but I feel like it was sent by THQ to die :-/

I'm willing to pay full price for the PS5 version, but if it doesn't happen, then I will just get the PS4 version from the bargain bin instead.
I keep checking now and then and still no news on a next gen update, im on series x so we have 4k 60fps but i feel theres parts that could be cleaned up if a next gen update came out. They 100% said its in the works but I get the feeling they hope people will stop asking for it and never release it.
 

SantaC

Member
Are there any news on a native PS5 version? The official Biomutant twitter is also relatively silent.
I won't say that there is no marketing for Biomutant but I feel like it was sent by THQ to die :-/

I'm willing to pay full price for the PS5 version, but if it doesn't happen, then I will just get the PS4 version from the bargain bin instead.

 

dorkimoe

Member
I just picked this up used and am really enjoying it. I'm not too far but I am really liking it. The crafting and some of the menus confuse and overwhelm me a little, but the questing and gameplay to me is really good. Kind of upset i didnt pick it up earlier. Kudos to this team.
 

gundalf

Member
The Game got quite the discount (30€) but I'm still waiting for the PS5 version. No news from the devs so far on that front but I'm not in a hurry to play this game, although if there are no signs at the end of this year, then I will just get the PS4 as I think further development on the game has stopped.
 
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Sausy1987

Member
this reviewed poorly but wanted try it , looked cool. was only last week on ea play pro i seen it and said lovely now i can try it . gave it about 2 and half hours and it was really good !?
 

sublimit

Banned
On the other hand fans complained that this game will never be released. They were under pressured to get it out.
Then they shouldn't have announced it as early as they did.

And i don't think they were pressured by anyone. It's a new IP from an unknown studio (regardless if the devs themselves are industry veterans).
 
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gundalf

Member
Then they shouldn't have announced it as early as they did.

And i don't think they were pressured by anyone. It's a new IP from an unknown studio (regardless if the devs themselves are industry veterans).

I think the release timeline was just too weird, right at a spot where they could have sold it initially as a next-gen exclusive and reap the benefits of hype for a later last-gen release, but on the other hand it was too under cooked at start to get favorable reviews.
 

sublimit

Banned
I think the release timeline was just too weird, right at a spot where they could have sold it initially as a next-gen exclusive and reap the benefits of hype for a later last-gen release, but on the other hand it was too under cooked at start to get favorable reviews.
I think they knew the game wasn't ready but decided to not further delay it because they needed the money from its launch in order to pay the bills for the extra development time.

This is basically what almost every studio does these days.
 

Miles708

Member
I think they knew the game wasn't ready but decided to not further delay it because they needed the money from its launch in order to pay the bills for the extra development time.

This is basically what almost every studio does these days.

I hope they'll release a complete edition with everything patched and included, so you don't have to download half the game from servers.
 

gundalf

Member
I think they knew the game wasn't ready but decided to not further delay it because they needed the money from its launch in order to pay the bills for the extra development time.

This is basically what almost every studio does these days.
Sad but true.

So no current gen patch then?
They released a patch 4 weeks ago: https://store.steampowered.com/news/app/597820/view/2979682585175184957
No sign of life since then but maybe it means they are busy on the next-gen release, at least that is my hope.
 
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