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Lethal Company

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A co-op horror about scavenging at abandoned moons to sell scrap to the Company.

Latest · by ZeekerssWebsite

Changelog

Version 80 - The Blooming Update

Hello, Version 80 is out of beta! This update has 3 new creatures for the forest moons (and a returning creature), the utility slot which is a spot dedicated to purchased tools, a few new rooms for the facility interior, a complete rework to March's exterior + foliage updates for Vow and Adamance, new graphics and accessibility settings, and numerous bugfixes, performance optimizations, and small improvements.

Version 85 should hopefully come soon and be much more "content-focused", whereas this update revamped many of the game's systems under the hood and fixed numerous small issues that had been bugging me since the game's release (or had been introduced in updates since), and a lot of time was spent on that. I am feeling somewhat relieved though after tackling all that stuff.

Patch log:

  • Completely reworked March's exterior

  • Added three new creatures native to the three forest moons (though two of them can be found elsewhere).

  • Backwater Gunkfish

  • Feiopars

  • Cadaver Bloom

  • Added a new Sigurd log: "Work"

  • Switched to a version of the game's main shader that renders in a single rendering pass (more performant) and allows the usage of foliage and better terrain. (This could not have been done quite as well without help from members of the modding community, so thank you very much.)

  • Readded the Kidnapper Fox

  • The fox is now more afraid to leave its territory and more accurately determines the size of its territory.

  • The fox cannot spawn at the very beginning of the day.

  • Weeds will never begin growing nearby the ship, though they can spread to the ship from the place where they started.

  • The Vain Shrouds are more rare than before. However, the weeds will always begin growing on the current moon if you repeatedly "savescum" by disconnecting while not in orbit.

  • Added proper foliage to the forest moons.

  • Reduced frequent, heavy memory allocations in many areas across the game to reduce lag spikes

  • Optimized memory usage regarding all creature AI so that they share the same pool of memory when appropriate

  • Added functionality to creature AI and settings for creature AI to prevent land creatures from walking deep underwater when outside.

  • Fixed the paycheck UI not scrolling properly through all the sold scrap.

  • Fixed the player's hand and fingers not quite matching the lever of the ship when pulling the lever to land.

  • Added a proper, satisfying animation and sound for the player pushing the lever to leave the moon.

  • Added a visual animation for the main entrance door to the interior of all moons and overhauled the sound effects for it. Animations can be seen from inside and outside when another player is entering or leaving.

  • Fixed interactions where creatures could collide with and damage players from outside the mineshaft elevator while it was closed and the player was inside (or vice-versa)

  • Also fixed some creatures not moving towards the player even when they could be seen in the closed elevator and were still technically in chase. This may also fix cases where creatures did not move towards players if they were standing on certain ledges.
  • Fixed creatures setting their destination unnecessarily, which would cause them to stop and 'jitter' on very large maps (mostly just Titan).

  • Optimized creature search algorithms to perform better and more quickly, making creatures slightly less dumb and slow on large maps (specifically Titan) where creatures have to calculate longer paths.

  • Turned the head-mounted camera around and increased its draw distance.

  • Fixed the head-mounted camera not displaying the sky and instead just a black void outdoors.
  • Cameras on the monitors indoors now display at a lower framerate to save costs on performance.

  • The interiors now have basic distance culling to save on performance especially in large interiors; only rooms near you are rendered.

  • Old Birds can now break bridges when walking on them as well as Forest Keepers.

  • Lights indoors now have basic "indirect" lighting. This can be toggled off in the settings.

  • Added a setting to decrease the game's pixel resolution, which should save GPU performance significantly if needed. This is also fun.

  • Added accessibility options:

  • Disable head-bobbing when running and jumping

  • Enable toggle-to-sprint.

  • Fixed company advertisements displaying an inverted sale percentage for a shop item (that is on a sale) for clients vs host.

  • Fixed desync between when the "collected ___" hologram would display for different players; now they only display when players drop their scrap in the ship, not all at once when entering.

  • Increased time it takes to drown by about a second.

  • Baboon hawks dropping scrap will now properly drop it on the cruiser

  • Players dropping their items as a result of death, etc. will now properly drop it on the cruiser and mineshaft elevator (and other moving objects.)

  • Old Birds can now be stood on while moving, and scrap can be placed on their heads.

  • Added three new rooms/halls to the factory interior type.

  • Mineshaft interior now has more pockets of caves along with the main cave network, which should make it easier to find scrap. It also limits the generation to a certain distance from the entrance, making the interior more bendy and interconnected.

  • Scrap can now spawn at the end of normal hallways in the factory interior.

  • When loading while landing the ship, the game loads the interior asynchronously, meaning that instead of a single lag spike, there is a longer but more pleasing loading sequence in which you can mostly use voice chat like normal.

  • The visuals and audio of landing the ship and leaving in the ship have been improved and embellished.
  • Fixed Hygrodere not properly morphing to accomodate the environment

  • Fixed Hygrodere not changing size based on variables

  • Fixed Hygrodere camping the main entrance when it would follow a player to the main entrance.

  • Added the utility slot, which can only be used for (most) non-scrap, shop-purchased items.

  • Shovels are excluded.

  • While I liked the strategic tradeoff of having to use a scrap slot to hold tools, it meant that most players opted out of using items all-together.

  • Running into your fellow employees will shove them aside; if both employees are running at each other, they will both collide. Crouching or carrying heavy scrap makes you harder to get around.

  • Fixed cases where spray paint, etc. would not work when facing up while someone is watching you on the map monitor.

  • Added a diversity meter to some moons which limits the amount of unique species that can spawn in a single day, to keep from overwhelming new players especially. This is to prepare for adding more creatures.

  • Fixed the game's randomness so that creatures will always spawn in the same order on Challenge Moons.

  • When creatures die, which would normally open up space for different creatures to spawn early, it now waits until the determined spawn order has been finished to begin spawning extra creatures.

  • Also made it so the Old Birds cannot spawn from thin air.

  • The game now detects if your client is running a mod loader and uses this to indicate to other players browsing the server list. This does not mean that mods are officially supported or recommended, but I understand the value they add to the game for many players.

  • Fixed Tulip Snakes causing lag spikes for the host player when they would walk the interior.

  • Indoor creature spawn curves, which are based on the time of day, now round up as well as down when determining the number of creatures to spawn, meaning that the creature spawn curve defined for each moon is represented more accurately. Spawn levels have all been adjusted down slightly by the same amount to compensate. (This might require rebalancing or I may revert it.)

  • Slightly lowered night vision range to make the dark more dangerous without a light source

  • Increased the distance at which Coilheads will not enable their collision if they stop while ontop of a player, to prevent Coilheads from pushing players through walls

  • Fixed cases where Forest Keepers could be "charged up" by almost seeing one player and then use that charge on another player, causing it to immediately see the other player.

  • Crouching or standing still or just walking is now more effective on Forest Keepers when at a distance, and past a certain, far distance they cannot see you at all.

  • Starting a new file now sets a random seed initially, instead of always defaulting to zero, which means the furniture on sale will always be different on the first quota.

  • Swapped Sigurd's log locations on many moons

  • Fog on moons has been updated to fit better visually, and foggy weather is also varied by moon to fit.

  • Fixed players not using the proper two-handed hold animation when switching from a two-handed item to an empty item and then to another two-handed item that uses a different animation

  • And so many other fixes and changes that I'm not going to be able to get through them all.

Version 80 Beta!

Hello, long time no see! Version 80 is out in beta for you to test. You can access it by opting into the public beta branch for Lethal Company on Steam.

V80 brings a complete rework of March's exterior, a wide range of bugfixes, performance improvements, and other improvements, 3 new creatures (and a returning creature), a few new rooms for the factory interior, and the utility slot.

This update isn't quite as content-heavy as it is feature-focused, but it sets up the game with all sorts of under-the-hood fixes and adjustments to fix things I've broken over the past few updates, so I'll be able to think more about just adding new content real soon; this is just the start. Where V70 was mostly just for the costly snow moons, this update focuses on the forest moons, and I also hope it makes the game better for newcomers.

Patch log:

  • Completely reworked March's exterior

  • Added three new creatures native to the three forest moons (though two of them can be found elsewhere).

  • Backwater Gunkfish

  • Feiopars

  • Cadaver Bloom

  • Added a new Sigurd log: "Work"

  • Switched to a version of the game's main shader that renders in a single rendering pass (more performant) and allows the usage of foliage and better terrain. (This could not have been done quite as well without help from members of the modding community, so thank you very much.)

  • Readded the Kidnapper Fox

  • The fox is now more afraid to leave its territory and more accurately determines the size of its territory.

  • The fox cannot spawn at the very beginning of the day.

  • Weeds will never begin growing nearby the ship, though they can spread to the ship from the place where they started.

  • The Vain Shrouds are more rare than before. However, the weeds will always begin growing on the current moon if you repeatedly "savescum" by disconnecting while not in orbit.

  • Added proper foliage to the forest moons.

  • Reduced frequent, heavy memory allocations in many areas across the game to reduce lag spikes

  • Optimized memory usage regarding all creature AI so that they share the same pool of memory when appropriate

  • Added functionality to creature AI and settings for creature AI to prevent land creatures from walking deep underwater when outside.

  • Fixed the paycheck UI not scrolling properly through all the sold scrap.

  • Fixed the player's hand and fingers not quite matching the lever of the ship when pulling the lever to land.

  • Added a proper, satisfying animation and sound for the player pushing the lever to leave the moon.

  • Added a visual animation for the main entrance door to the interior of all moons and overhauled the sound effects for it. Animations can be seen from inside and outside when another player is entering or leaving.

  • Fixed interactions where creatures could collide with and damage players from outside the mineshaft elevator while it was closed and the player was inside (or vice-versa)

  • Also fixed some creatures not moving towards the player even when they could be seen in the closed elevator and were still technically in chase. This may also fix cases where creatures did not move towards players if they were standing on certain ledges.
  • Fixed creatures setting their destination unnecessarily, which would cause them to stop and 'jitter' on very large maps (mostly just Titan).

  • Optimized creature search algorithms to perform better and more quickly, making creatures slightly less dumb and slow on large maps (specifically Titan) where creatures have to calculate longer paths.

  • Turned the head-mounted camera around and increased its draw distance.

  • Fixed the head-mounted camera not displaying the sky and instead just a black void outdoors.
  • Cameras on the monitors indoors now display at a lower framerate to save costs on performance.

  • The interiors now have basic distance culling to save on performance especially in large interiors; only rooms near you are rendered.

  • Old Birds can now break bridges when walking on them as well as Forest Keepers.

  • Lights indoors now have basic "indirect" lighting. This can be toggled off in the settings.

  • Added a setting to decrease the game's pixel resolution, which should save GPU performance significantly if needed. This is also fun.

  • Added accessibility options:

  • Disable head-bobbing when running and jumping

  • Enable toggle-to-sprint.

  • Fixed company advertisements displaying an inverted sale percentage for a shop item (that is on a sale) for clients vs host.

  • Fixed desync between when the "collected ___" hologram would display for different players; now they only display when players drop their scrap in the ship, not all at once when entering.

  • Increased time it takes to drown by about a second.

  • Baboon hawks dropping scrap will now properly drop it on the cruiser

  • Players dropping their items as a result of death, etc. will now properly drop it on the cruiser and mineshaft elevator (and other moving objects.)

  • Old Birds can now be stood on while moving, and scrap can be placed on their heads.

  • Added three new rooms/halls to the factory interior type.

  • Mineshaft interior now has more pockets of caves along with the main cave network, which should make it easier to find scrap. It also limits the generation to a certain distance from the entrance, making the interior more bendy and interconnected.

  • Scrap can now spawn at the end of normal hallways in the factory interior.

  • When loading while landing the ship, the game loads the interior asynchronously, meaning that instead of a single lag spike, there is a longer but more pleasing loading sequence in which you can mostly use voice chat like normal.

  • The visuals and audio of landing the ship and leaving in the ship have been improved and embellished.
  • Fixed Hygrodere not properly morphing to accomodate the environment

  • Fixed Hygrodere not changing size based on variables

  • Fixed Hygrodere camping the main entrance when it would follow a player to the main entrance.

  • Added the utility slot, which can only be used for (most) non-scrap, shop-purchased items.

  • Shovels are excluded.

  • While I liked the strategic tradeoff of having to use a scrap slot to hold tools, it meant that most players opted out of using items all-together.

  • Running into your fellow employees will shove them aside; if both employees are running at each other, they will both collide. Crouching or carrying heavy scrap makes you harder to get around.

  • Fixed cases where spray paint, etc. would not work when facing up while someone is watching you on the map monitor.

  • Added a diversity meter to some moons which limits the amount of unique species that can spawn in a single day, to keep from overwhelming new players especially. This is to prepare for adding more creatures.

  • Fixed the game's randomness so that creatures will always spawn in the same order on Challenge Moons.

  • When creatures die, which would normally open up space for different creatures to spawn early, it now waits until the determined spawn order has been finished to begin spawning extra creatures.

  • Also made it so the Old Birds cannot spawn from thin air.

  • The game now detects if your client is running a mod loader and uses this to indicate to other players browsing the server list. This does not mean that mods are officially supported or recommended, but I understand the value they add to the game for many players.

  • Fixed Tulip Snakes causing lag spikes for the host player when they would walk the interior.

  • Indoor creature spawn curves, which are based on the time of day, now round up as well as down when determining the number of creatures to spawn, meaning that the creature spawn curve defined for each moon is represented more accurately. Spawn levels have all been adjusted down slightly by the same amount to compensate. (This might require rebalancing or I may revert it.)

  • Slightly lowered night vision range to make the dark more dangerous without a light source

  • Increased the distance at which Coilheads will not enable their collision if they stop while ontop of a player, to prevent Coilheads from pushing players through walls

  • Fixed cases where Forest Keepers could be "charged up" by almost seeing one player and then use that charge on another player, causing it to immediately see the other player.

  • Crouching or standing still or just walking is now more effective on Forest Keepers when at a distance, and past a certain, far distance they cannot see you at all.

  • Starting a new file now sets a random seed initially, instead of always defaulting to zero, which means the furniture on sale will always be different on the first quota.

Handy Patch V73

Hello, I'm back with a minor security patch, so make sure to play on the newest version. I've also made adjustments to the scrap which can spawn on Dine, so you should check that out.

I am still working on my text-based adventure Welcome To The Dark Place, which will be released for free on October 24. After that I'll come back to Lethal Company. See you soon!

V72 Bug fix patch

Hi, here is another round of bug fixes for things mostly to do with V70 additions.

  • Fixed an issue where the clock and candy scrap were not spawning
  • Fixed an issue where enemies could not navigate onto the bedroom bed or onto the car in the garage in mansion interiors.
  • Fixed enemy interaction with the bathroom shower door in the mansion interior
  • Fixed an issue where gift boxes were not spawning items randomly and would all contain the same item depending on the moon.
  • Fixed the bird being able to instantly kill enemies rather than doing quick damage.
  • Fixed errors regarding the body parts spawned by players who are killed by the Giant Sapsucker, which may have caused crashes.
  • Fixed? a memory leak caused by the new directional compass on the HUD.

V71 Bug fix patch

Hi, I fixed some problems.

  • Fixed an issue preventing players from opening the buyable fridge

  • Fixed a lamp that was floating off the wall in Dine's exterior

  • Fixed weedkiller sounds being global

  • Fixed an issue where the small stairwell in the mansion interior could lead up to the greenhouse room, which made it impossible to fit through the doorway due to the railing.

  • Made the fog in Vow more gradual vertically, where before it used to cut off harshly at the top of the valley

  • Fixed some issues regarding the logic that determines if the radar signal has cut out when monitoring players in the caves, which could prevent the signal from coming back on or off.

  • Fixed an issue where the radar booster would be covered by a big radar dot while being displayed in a Company commercial

  • Fixed the bathroom's shower door not being openable by creatures

  • Fixed the bathroom's tub being off-limits to creatures

  • Fixed? an issue where a cabinet could spawn halfway inside a bookshelf in one of the mansion hallways.

  • The bird can now damage the player in more situations where the player is higher up than the bird

  • Slightly decreased chance of mineshaft interior in Rend

  • Fixed enemies not being able to navigate up onto the alcove in the narrow hallway in the mansion

V70 - The Incubating Update

Long time no see. The Company has a new update for all you hard workers.

Patch Notes

- Overhauled the radar
  • Added a face cam which allows you to see your fellow employees on the terminal.

  • Reworked the radar's appearance, now using 2D sprites to display rooms.

  • Added a compass to the HUD and to the terminal; pinging your scanner makes it more visible at the bottom of the screen.

  • Added a line on the radar which shows the path from the currently viewed player to the exit.

  • Added contour lines to represent terrain outdoors

This should bring the radar up to the visual standard of the rest of the game and make it easier to make a difference as the computer guy.

- Added new furniture
  • Fridge

  • Sofa chair

  • Dog house

  • Microwave

  • Fancy painting

  • Electric Chair

Some of these you can sit on or store scrap inside!

- Added a new outdoor daytime creature, the Giant Sapsucker

(which is common to Vow)

- Reworked the mansion interior
  • Added about 8 new rooms/hallways with lots of interactable objects for scrap to hide inside.

  • Added cabinets which can spawn in the hallways.

  • Shrunk the vertical size of many rooms/hallways in the mansion to a more accurate scale.

  • Overhauled the logic used to generate the mansion layouts.

Now the mansion should be more interesting to explore, and has more opportunities to loop back in on itself and create non-linear layouts.

- Added a new log from Sigurd: "Team Synergy"

I am planning to rework the way Sigurd's logs are found so that they will appear like rare scrap in the interiors. For now, this one is in Artifice.

- Updated the Company Cruiser
  • Reinforced materials. It can now withstand knocking into many, many trees and rocks.

  • The Company Cruiser now passively tries to set itself upright.

  • There is now a tiny boost when pressing down the pedal after changing gears.

  • Various minor bug fixes

This is the first of a series of several updates in which I'll be reworking or adding rooms to each interior, as well as adding new creatures, leading up to the update that takes the game out of Early Access. I hope you enjoy the changes here!

One more thing...

My friend, who made music for the disco ball and boombox, has worked with Makeship and cooked up a plush of the one and only Zed Dog! As you may or may not know, it's the rarest scrap item in Lethal Company. But I increased its spawn chance just a little bit for this special occasion. Get your very own!

https://www.makeship.com/products/zed-dog

Jolly Patch V69

Merry Christmas!

  • I added snowmen around the ice planets
  • I fixed some wonky behavior with the masked enemy that had to do with the elevator
  • Presents are more likely to spawn

1 Year Anniversary!

I released Version 65 which is a tiny update for Lethal Company's first birthday. You've been working around the clock for a whole year, you deserve a bonus!

Temporary changes for the anniversary:

  • Added birthday hats on each player, and the default suit is the original brown

  • There is an 8% chance for a hoarding bug infestation

  • Increased frequency of sales in the store

  • Buying and keeping furniture in the ship now gains you "luck", which is factored into the amount that the quota increases when you fulfill it.

Thank you. I'm sorry I couldn't do a full-sized update for this time, but I am focused on my text-based adventure, Welcome To The Dark Place. Don't worry, I am not done with Lethal Company.

The Bag Patch - Version 64

Hello, I'm back with another smaller update. While working on this, I started losing steam, even though I was happy with the direction things are going. So I decided to switch to another project for a while (Welcome To The Dark Place) with the hopes of finishing it soon. Rather than holding onto this update I'm releasing it now as V64 since it has a couple nice features:

  • The tactical belt bag can now be bought from the terminal. It holds 15 non-scrap items and can be accessed by other players while it's around your waist. Use "INFO" to learn more about it.
  • A new, rare 0.6% chance weather event can now occur on any day at a random time.
  • A few bug fixes

V62 Patch

Here is a list of fixes and changes. boo

Mineshaft

  • Fixed an error with inverse teleporters when the mineshaft was present

  • Fixed an issue where a room could overlap with the mineshaft entrance room.

  • Fixed an issue where a specific corner could be walked through in the caves

  • Fixed an issue where the Maneater would freeze if it was crushed by a spike trap as a baby.

  • Fixed table props not being able to spawn in the mineshaft, which could dramatically reduce its scrap count.

  • Fixed an incorrect placement of a navigation blocker in the caves which prevented creatures from pathing through it.

  • Fixed an issue where players could drop the child down the elevator shaft. You monsters

  • Fixed a breaker box being able to spawn floating in the air

  • Scaled up the railing around the elevator to make it reasonably difficult to get ontop of the elevator from below.

  • The main entrance doorway can now spawn in a few different locations in the manor and mineshaft.

Coilheads

  • Slightly decreased the time coilheads need to spend moving before recharging and decreased the time they spend to recharge
  • Coilheads recharge timer counts down 80% slower when they are pushing on a doorway (or otherwise stuck) than when they are actually moving, even if they are not being looked at.
  • Coilheads eventually enter recharge mode if they are inside the elevator.

Misc

  • Soccer balls should now collide with objects in the ship
  • When turrets begin shooting they are now audible to enemies that can hear
  • Fixed an issue where pocketing walkie talkies and spray paint in your inventory could cause other items such as jetpacks or flashlights to begin draining battery or activate when being placed.
  • Tried a fix for a visual bug for non-host players, where the Maneater would transform and then briefly teleport.
  • The Maneater can eat scrap which belongs to hoarding bugs; this would cause hoarding bugs to become enraged forever. Now the Maneater can still eat a hoarding bug's scrap but only if this Maneater has been encountered by players.

Small Patch V61

Hello, V61 is a patch/hotfix for a few things.

  • The bestiary entry for the Maneater should now be functional.
  • An additional 6 scrap now spawns within the mineshaft to reflect its high risk.
  • There is also evidently some inconsistency with the amount of scrap spawning in the mineshaft, and I will look into that.
  • Coilheads will not move when looked at, under any circumstances, including if they cannot reach the player that is looking at them.
  • Fixed desync in the Maneater's position when it caught a player.
  • Fixed some problems with being able to kick the soccer ball.

Version 60 - The Stuffy Update

Hello! I am happy to bring you Version 60. This update most prominently features a new interior which is common on Offense, Vow, Dine, and Artifice but can appear on any moon.

Patch notes:

  • Removed the Kidnapper Fox (for now)
  • Removed the Bog Crawler
  • Removed the Goopy Goblin
  • Made changes to the Dine entrance positions
  • Changes to coilheads:
  • Coilheads now enter a recharge phase after chasing you for a certain distance.
  • Coilheads can lose track of you after a long time of being out of range and line of sight.
  • Coilheads cannot complete a jump as easily if they are spotted by a player while jumping.
  • Made optimizations to Flowerman and Spore lizard AI to prevent lag spikes when they avoid the player in large maps.
  • Added the Maneater
  • Added 7 or 8 new pieces of scrap
  • Added a rare chance for every scrap spawned on a moon to be the same type
  • Changed the wooden doors of the mansion to have a unique sound effect.
  • Added the mineshaft interior.
  • Slightly reduced the number of weather to be present on many different moons at once
  • And more I can't remember off the top of my head

In the next update I'd like to make store-bought items easier and more efficient to bring with you, even while carrying scrap. I also want to add more furniture that you can buy for the ship. For now, enjoy! And get to work.

Version 55 - The Cruising Update

Hello, Version 55 is here! This update is mainly just the Company Cruiser, an epic luxury transportation vehicle, capable of transporting an unimaginable amount of scrap all at once.

There are also two new creatures and some fixes. Also, you can buy weed killer.

Fixes:

  • Fixed some desync problems with the position of nutcrackers and mechs

  • Fixed inconsistent damage numbers or just totally whiffing when attacking creatures with weapons.

  • Fixed inconsistent damage numbers when hitting other players with weapons. Also increased the damage when hitting other players from its originally intended 10% to 20% to keep things similar to before.

  • Fixed incorrect positioning of a breaker box in the factory and vent spawn in the manor

  • Fixed the logic for weight so that it's not possible to have your speed increased

  • Fixed an issue where two players could get on the terminal at the same time, which would softlock one of them.

As Version 55 came sooner than Version 50, I suspect Version 60 will come even sooner. I'm planning a bunch of new scrap and new map tiles for the interiors. But for now, I hope you have fun with the truck. I made a truck for you.

Version 55 now available in the beta branch!

Hello, you can now test Version 55 in the public beta branch! Try out the Company Cruiser--the most safe and luxurious method of transportation. I'll be working on improvements and fixes over the next few days until I feel the changes do not harm the experience, then I will release it officially. I hope you have fun!

Version 50 - The Hopping Update

Hi, it's been a long time, but at long last I have another lethal update to bring you! I hope you'll forgive me for suggesting in a previous post here that lethal updates would be somewhat regular and predictable--that was a bit naïve of me. Sorry, I'm just not working like I have a quota, because that would be ironic.

New additions include:

  • A new forest moon, Adamance
  • Reworked Dine's exterior
  • Two new entities outdoors, one new entity indoors
  • Added Easter eggs which can be thrown.
  • Two new suits in the rotating shop + a disco ball
  • You can now run down slopes faster.
  • A new hazard/trap indoors

Changes:

  • The bell now makes chimes when dropped (which will alert enemies within a large radius.)

  • Baboon hawks now spawn in groups of two, have 4 HP instead of 6, and do less damage when stabbing the player.

  • Various small changes to the scrap output and spawn rates in moons, with the goal of making more moons rewarding to go to.

  • It's possible to bounce off walls when hitting them at a steep angle.

  • Slightly increased the weight of the shovel, to make each player less of a self-sufficient killing machine.

  • Fixed crouch-sprinting; previously, pressing the crouch button while sprinting would cause you to crouch and then uncrouch at the same time; when spamming the key, this made it possible to sprint without making noise.

  • Falling out of bounds no longer teleports you to the main entrance of the facility

  • I know this kind of change might seem antagonistic to speed-runners, etc. But these made it possible to bypass Lethal Company's design and mechanics without requiring any more skill or strategy; I guess it would also make speed runs of Lethal Company less accessible to people who don't want to (or can't) spam a button very fast on the regular.
  • As a side side note, I had targeted the jetpack's crazy efficiency for this same reason (safely bypassing part of the game), but I've realized it has an irreplaceable purpose as the most wacky gimmick item, so I will respect that.
  • Since the manor layouts are generally more spread out than the facility layouts, manors will now always generate smaller when loaded. This was mostly an issue on Titan, which had a significant chance to generate absurdly large manors.
  • To compensate, the size multiplier of indoor levels in Rend and Dine have been increased, which should result in them feeling the same as before. Dine now has the same size as Rend.

In the next update I want to add more creatures outside and inside, and I will probably focus a little less on end-game content for a while. I also still want to add more variety to interiors.

The Challenge Moons Patch - Version 47

Hello employees, I hope you had a good Christmas. Now get back to work!!!

I've been taking a break, catching up on movies and writing and drawing, so this update isn't too crazy but has lots of little things. In Version 50 I hope to add lots of new creatures and map variation. (However since there are big changes in my life, I might not be able to work on it as quickly as I worked on Version 45.) Edit: Sorry, I'm not as active on Steam so I forgot to mention here: Lethal Company won the Better With Friends award! Thank you, that is so cool.

Version 47 Notes:

  • Added replayable challenge moons
  • These are weekly moons that use the same random seed for everyone, based off the current week using the UTC time zone. The profit you make at the end of the challenge day will be uploaded to a leaderboard so you can compare your efficiency to your friends.
  • The challenge moons also have randomly generated names, increased amounts of scrap, random starting credits, and other randomly tweaked properties.
  • The point of this is less for competition and more to give us all a shared experience. It will also give even the most seasoned employees a challenge; I have no idea what moons will be generated for the months to come, but some of them will surely be crazier than others.
  • If you're using a modded client, turn off all mods to guarantee you get the same moon as everyone else.
  • Position of random lightning strikes, the destination of the inverse teleporter, contents of gift boxes, and the precise positions of scrap items are now deterministic and based off the random seed.

  • Added the server tag feature for the public lobbies list. Type in a tag exactly to filter by servers that were created with that tag.

  • Added a new type of hallway to the factory map type.

  • For now I'll continue to add more rooms and variety to the current indoor map types, rather than adding new map types.

Changes to existing enemies:

  • The thumper's movement has been reworked so its animations and acceleration should be more consistent.
  • The thumper speeds up slightly faster after being hit, but its turn speed drops off more reliably when it reaches high speed.
  • The bunker spider now becomes slightly faster when it is almost dead.
  • The bunker spider's webs have a slightly larger collision radius.
  • The forest giant is more likely to leave the ship alone after chasing a player near it.
  • Slightly increased the audible range of the coilhead's footsteps.
  • Made nutcrackers able to move slightly while aiming
  • They only do this if they've fired at the same person several times
  • Made the jester take longer to begin cranking

  • Added a new journal entry

  • Modified the bunker spider file to patch some confusing continuinity

  • You can now take a small amount of damage when falling from a slightly lesser height.

  • The height damage increases are intended to make verticality feel more important; for example I felt Titan's return trips were too simple for its level of reward.

Fixes :

  • Fixed an issue introduced in the previous version where landmines instantly exploded when touching them, rather than waiting for players to step off.

  • Made shovel collisions more consistent; you can now hit enemies around corners and nearby objects without it blocking the shovel.

  • Fixed an issue which occurred when the masked enemy was interrupted while converting a player, which could result in the player becoming stuck or unable to move their mouse and sync position to other players

  • Prevented a case where the masked enemy could create dozens of duplicates of the same player if that player was somehow not allowed to die, resulting in chaos
  • Fixed an issue where items were incorrectly considered as being off the ship by the host if a player walked on the ship with them and didn't drop them (and vice-versa).
  • Spray paint should now always disappear from the moon when you enter orbit
  • Items from gift boxes should always stay on the ship when it moves
  • Prevented a case where players could take the same item out of a gift box infinite times if it somehow was not able to be despawned

  • Decreased the chance of gift boxes to spawn and removed Christmas decor from the item ship. The old item ship music is back.

  • Fixed an issue where placing the extension ladder in the cupboard and then moving it would cause the ladder's colliders to become enabled even when holding them, which resulted in erratic movement.

The Frosty Update - Version 45

Hello, it has felt like a while hasn't it! I held myself back from releasing this update last weekend, and I'm glad, because some of the best stuff was added just this week. Since I'm having a hard time thinking of what to say, here is Version 45.

Patch notes:

Added chemistry flasks and dramatic Masks, nutcrackers with guns and spray paint cans for funs. Rail cheese has been nearly destroyed, but the forest giant is easier to avoid. Added to radar boosters the "flash" command, and the ship's new "signal translator" will be in great demand. Keybind settings are in, and I gave the item delivery ship a jolly spin. Gravity is more dangerous, but improved Mansion map generations will be good for us. Arachnophobia mode will ease your fear, and I wish you a merry Christmas and a happy new year.

For compatibility with mods, you can opt into the "previous" branch on Steam to play the old version.

The Autumnal Update - Version 40

Hello, welcome to the first update to Lethal Company. I've gotten countless good laughs watching everyone explore the game for the first time. There are a staggering amount of you, but I hope everyone can still be pleasant and make this place as cozy as it is chaotic.

This update is here to fix some important bugs as well as add a little bit of new stuff.

Changes:
  • Added Radar Boosters. Each one has a unique name and rich personality. Please take care of them.

  • Changes to the radar screen:

  • You can use the keyword "SWITCH" along with a player's name to view them on the terminal. This can also be used to view activated radar boosters by typing their names.
  • Added Baboon hawks.

  • Added the Inverse Teleporter. It is not recommended for a single player, as your mileage will vary drastically.

  • Improvements to lobbies:

  • Added the player list in-game, including voice volume sliders, links to Steam profiles, and kick buttons for the host.

  • Fixed an issue where if clients were unable to connect, they would just see an endless loading screen; host would then experience problems until they restarted the server.

  • Added giant pumpkins outdoors for the autumn season.

  • Added a jack-o-lantern to the ship's random shop; he is a bit late.

Small changes to the zap gun:

  • The zap gun should no longer lock onto targets behind you.

  • The zap gun now has a slightly larger range at which it can begin locking on.

  • The jetpack now properly syncs the user's rotation with other players.

  • Hives hopefully should no longer disappear when entering orbit.

  • Various fixes and improvements to AI, including:

  • Forest giants will drop a player if they are stunned while attempting to eat them.

  • Manticoils can now be killed.

  • Eyeless dogs can now be killed.

  • Previously, one hit would sometimes register as two hits on Flowerman.

...And more I've forgotten!