EGW-NewsMegabonk Spooky Update Expands Content And Reworks Systems
Megabonk Spooky Update Expands Content And Reworks Systems
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Megabonk Spooky Update Expands Content And Reworks Systems

Megabonk has received its long-delayed Spooky Update, arriving later than planned but broader in scope than originally intended. The update adds a new map, a new playable character, fresh weapons and enemies, and a long list of balance changes and technical fixes. Solo developer Vedinad had initially aimed for a smaller Halloween-themed release before deciding to expand the update as development progressed.

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The developer explained the change in direction during development, saying the update was meant to be limited at first but grew once work began.

“to make it bigger”— Vedinad

That expansion pushed the update past its original seasonal window, but it now lands as a full content drop rather than a themed add-on. Alongside new gameplay elements, the patch addresses several late-game performance problems, exploits, and progression bugs that had accumulated over time.

A major technical focus of the Megabonk update patch note is late-game stability. Frame rate improvements were made specifically for extended runs, where item synergies and enemy density had previously caused noticeable drops in performance. Several fixes also close loopholes that allowed players to bypass intended difficulty, including an exploit where players could hide in caves to prevent enemies from spawning nearby.

The update also introduces a more complex settings structure. An Advanced Settings toggle has been added, disabled by default, which unlocks optional interface and animation controls aimed at experienced players. These changes are intended to reduce clutter for new players while allowing deeper customization for those pushing late-game challenges or speedruns.

Balancing adjustments make up a significant portion of the patch. Multiple characters, items, and passives have been tuned, mostly to curb runaway scaling or to make underperforming abilities more viable over long sessions. Some changes reduce extreme late-game power, while others increase consistency or improve clarity in how effects scale.

Silver economy changes are among the more notable adjustments. The maximum silver multiplier during the Final Swarm has been halved, with the developer noting that players were accumulating excessive amounts of currency. Enemy behavior during long runs has also been altered to counter strategies that relied on constant crowd control or airborne positioning, particularly after the 20-minute mark.

The console has been quietly added as well, currently serving limited functionality but opening the door for controlled dungeon seeds. While aimed primarily at speedrunners for now, it signals a willingness to support more technical playstyles.

Below are the original patch notes as shared by Vedinad.

New Content

  • New Map
  • New Character
  • New Weapon
  • New Items
  • New Enemies and Bosses
  • New Achievements and challenges

Game

  • Made a lot of improvements to FPS late-game

Bugs

  • Fixed a bug where Giant Fork's Megacrit didn't work
  • Fixed a bug where you could buy items you didnt have unlocked
  • Fixed a bug where Frost Walker reset opacity when changing attack speed
  • Fixed a bug where Holy Book was not affected by Particle Opacity
  • Fixed weird text popup when trying to microwave an item that has already hit its max cap (for example Overpowered Lamp)
  • Fixed a "bug" where you could just use the full map on the Blind Challenge
  • Fixed a bug where you could reset as you teleported to the next stage to keep your progress and not move to the next stage
  • Fixed a bug where you got an error if you banished every item except one in a specific rarity and then talked to a shady guy

Settings

  • New Game Setting: Advanced Settings
  • New Game Setting: Shrine Counter
  • Show HUD
  • Skip Chest Animation
  • Skip Portal Animation
  • Enable Silver Pots
  • Show Item Feed

Balancing

  • Fixed cave exploit preventing enemy spawns
  • Increased Diceheads passive minimum reward
  • Chunkers start with one more projectile
  • Amog passive now scales radius and poison damage
  • Calcium momentum loss reduced and scales with level
  • Cursed Grabbies proc limit added
  • Poison Flask projectile speed increased
  • Dragon's Breath rotation, targeting, and damage buffed
  • Noelle passive size and damage scaling reduced
  • Final Swarm silver multiplier reduced
  • Enemy speed and CC resistance increase after 20 minutes

Console

  • Press F10 to open console
  • Used to set dungeon seed
  • “help” command lists available options

The release comes during a turbulent period for Megabonk’s public profile. Earlier this month, Vedinad withdrew the game from The Game Awards’ Best Debut Indie category after confirming it was not their first commercial project, having previously released games under other studio names. Despite the withdrawal, attention around the game has remained high.

The Spooky Update positions Megabonk as a more stable and mechanically defined experience, particularly for players pushing extended runs and optimization-heavy builds. While themed in presentation, the patch functions as a structural update, reshaping balance curves, performance expectations, and player control over the interface.

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Read also, Megabonk rejoined The Game Awards race through the Players’ Voice vote, returning as a contender in the fan-voted category after its earlier withdrawal, keeping the game visible during the awards season.

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