Megabonk
by vedinad · 18 Sep, 2025
362 downloads
About the Game
HOW LONG CAN YOU SURVIVE?
Megabonk is a roguelike survival game where you must fight your way through hordes of enemies and bosses in randomly generated maps. Grab loot on the way, level up your character, upgrade your weapons and survive for as long as you can! How far can you make it?
UPGRADE & GET OVERPOWERED
Defeat enemies and pick up XP to level up! The more enemies you defeat, the more XP you get. Each upgrade offer is random and will vary in rarity, which makes each run unique!
UNLOCK CHARACTERS, WEAPONS & ITEMS
240 in-game quests
20 Characters with unique abilities
70+ unique items with different synergies
"after i started playing Megabonk my life fell apart. i lost my wife, house and dogs. good game, 10/10" - Monke

Screenshots
6 images
Version Information
Steam Patch Notes
Official update history
Hey whatsup bonkers i decided to add a bunch of hats to megabonk this update, as well as some other changes and features for version 1.0.64 :)
[img src="{STEAM_CLAN_IMAGE}/45369804/e5c1c4a514b2d03d02819de00e966c6f3e5bce04.png"]
New Stuff
21 Hats and Achievements
New Megachad skin
Lost Saves / Progress
Sometimes players lose save files due to Steam Cloud or Megbonk bugging out, or some other reason. There isn't much to do in these cases, but I've now added a new button found under "Other" Settings inside Megabonk. This button will use your Steam Achievements to recover as much lost progress as it can. It's not perfect, and any in-game achievement that is not on Steam cannot be recovered, but it's better than nothing, and should help you get most of your stuff back.
[img src="{STEAM_CLAN_IMAGE}/45369804/81255bfea1f6bbccb4676278ca0d25d09a9e9002.png"]
UI
You can see what items you have banished in the pause menu and when opening a chest / shrine
Stats now show while holding tab and showing map
Added a little window in the Unlocks tab in the main menu showing what stats are upgradable and useful for different weapons (suggested by NintenDoingIt on reddit). Also shows all stats unique to each character
[img src="{STEAM_CLAN_IMAGE}/45369804/4682efcdd678be2d10382b1e623b1657c0ae74a7.png"]
Balancing
Pots / Vases now give a little luck, which scales with the stage, suggested by nate_codes. I think it's a fun suggestion, as it incentivizes collecting pots, which increases value of good movement and map routing, as well as Movement speed stat and Pumpkin item. Let me know what you think
Slightly buffed Robinette's passive in late game. Damage per 1k gold after 1M gold: 2.5% -> 3.5%
Feathers now give about 10% more speed forward when jumping, as well as giving +1 jumps
Bone now has higher default knockback (1.25 -> 1.5) and no longer has Knockback as an upgrade offer, but instead has Crit Chance and Crit Damage
Shotgun now has higher default knockback (2.5 -> 3) and no longer has Knockback as an upgrade offer, but instead Crit Damage
Vlad now has 5% Lifesteal (flat) added to character stats
Robinette now has 5% Gold Gain (flat) added to character stats
Spaceman now has 5% XP Gain (flat) added to character stats
You can now obtain a max amount of 25 Za Warudos per run
Other
Fixed some issues with certain characters heads or hats clipping through Santa Hat
Items no longer tick / proc in the order they were obtained. They are now ordered by the name of the item (enum name specifically). This is just to make the game more consistent, and make it so that the order you pick up items doesn't actually matter.
Proc Order: BloodyCleaver, Bonker, Dragonfire, EagleClaw, GloveBlood, GloveCurse, GloveLightning, GlovePoison, GlovePower, GrandmasSecretTonic, IceCrystal, IceCube, LightningOrb, MoldyCheese, QuinsMask, SluttyCannon, Snek, SpicyMeatball, UnstableTransfusion
Xp shards now have a little size difference so you can tell the better xp shards apart from the normal ones
Fixed an annoying thing where if you are in-game and moving forwards or backwards as you level up and the level-up screen shows, it no longer moves your cursor selection with that old input you used for movement
Can spin the character in the Character Selection to see them from different angles. Use Mouse or Controller Shoulder buttons / triggers
Lowered the volume of Scythe a bit, as it was too loud
New setting in Effects tab: Enemy Attack Indicator Color - Allows you to change the color of the red spheres that indicate where an enemy attack will hit
New setting in Effects tab: XP & Gold increase text - Toggle the small text next to your player that shows how much xp and gold you gained
Bugs
Fixed some errors caused by Steam Rich Presence, which might've stopped achievements from working properly sometimes in-game
Fixed an issue where if you had more than 350 items, it would sometimes fail to upload your score to the leaderboards
Fixed a pretty big bug with Dicehead where if you received multiple levels at once from a big chunk of XP, his passive would only trigger once.... yikes (thanks to Noll Reed for the find)
Fixed a bug where Chunkers was only affected by its own Projectile Speed stat on the weapon itself, and not by the Player Stat (also Noll Reed)
Fixed a bug where Joe's Dagger Execute sometimes did no damage (also found by Noll Reed...)
Fixed a bug where Roberto's ghost chests would spawn inside of walls on the Boss Stage
Fixed a bug where you could get 5 tomes or weapons with auto leveling enabled (found by メープル)
Fixed a bug where minibosses would spawn under the map (reported by virgules)
Fixed a default game setting that caused some lower fps and a translations error (reported by Justicetom)
Fixed a bug where poison could sometimes bring you below 0 hp and kill you (found by Snek)
Fixed a bug where some projectiles didn't properly change their opacity
Fixed a bug where Spicy Meatball and Bush's passive Bullseye would keep multiplying its damage with the Elite Damage Multiplier for every Elite Enemy, and also applying this amplified damage to normal enemies, instead of just applying that damage multiplier to the individual elite as it should.
Fixed a UI bug in the "Unlocks" window, where the buy button would overlap with the achievement description
Fixed a bug where hats would not be affected by the shield outline
Fixed a bug where money would keep circling you and not be picked up... at least i think its fixed
Fixed a bug where you could stand on the invisible floor below the final boss arena
Fixed a bug where the front swing of Corrupted Sword and Hero Sword only damaged one enemy
Fixed a bug where Rollerblades didn't work properly after teleporting to the next stage
Alright that's it for now, hopefully I remembered to include everything here. let me know what you think :)
Edit 01/26/2026
V1.0.65 Hotfix
Crazy Damage bug - Seems to have been caused by Joe's dagger, but should be fixed now. Thanks to everyone who helped test and figure out what caused this. Will probably reset leaderboards after update has rolled out since the current scores all are done with the damage bug
Fixed some missing translations
Fixed an issue where if you pressed tab while loading in on Desert, the game would just give a black screen
Fixed an issue where Shotgun Crit Damage upgrade gave 0% (found by Stelio)
Fixed an issue where the Top Hat could be unlocked on any stage (found by dan42069)
Fixed an issue where transparency setting would not work on rockets
Fixed Kevin quest being the wrong rarity (found by RBLXPumpkin)
Edit 02/04/2026
V1.0.69 "Hotfix"
Fixed a bug where if you banished all weapons and maxed your weapons and tomes without filling up all your weapon slots, you would be boosted to level 9999
Fixed an issue where using Auto Leveling to pick a tome didn't give any stats for the very first level (found by Justicetom)
Fixed some translation issues
Fixed an issue where Leeching Crystal didn't proc Megachad's Flex (found by Tatara)
Fixed an issue where HP Regen had a max cap of 1 per tick. If you now stack enough HP regen, the value you heal (or lose) will stack, just like Lifesteal and Kevin. (Reported by Noll Reed)
Fixed a bug where the Sheriff's Hat achievement could not be unlocked on the final boss fight (reported by afettuccine)
Cheesy Hat can now be unlocked on Forest as well, not just on Desert
Requirements for Shady hats have been lowered
Happy Holidays bonkers!
Hope you're all having a nice Christmas / holiday! Here are some changes I've made for Megabonk v1.0.49:
[img src="{STEAM_CLAN_IMAGE}/45369804/23a4e18a08b4cb5df304b628beac1976df4565ad.png"]
New Stuff
Santa hat
New Item (more below)
Spooky Update Achievements
Made some changes to the Graveyard achievements based on common feedback. Most people thought they were too difficult:
Pot Achievement -> can now be done with any character you want. Based on feedback people hated this achievement with a passion, but it's now pretty easy if you just play Monke or something
Bob's Light Achievement -> Now you only need to kill Big Bob with a lamp explosion, so the achievement should be a lot easier
All Crypt Speedrun Skins have been made a little easier by giving +1 or +2 extra seconds to complete the crypt
2 new achievements
Settings
\[New Game Setting] Auto Select Levelup Upgrades by Highest Rarity -> You can now allow the game to select the highest rarity upgrades for you. Nice to have when you get Pots and start leveling your stuff very high.
\[New Game Setting] Auto Select After Level -> Set the level at which you want the game to start automatically selecting upgrades for you
\[New Control Setting] Use Horizontal movement keys to navigate Chest opening buttons -> This is now disabled by default. This is to prevent holding A or D for movement while opening a chest and accidentally banishing an item
Bugs
Fixed a bug where Kevin and Leeching Crystal didn't proc Megachad's Flex passive
Fixed a bug where you could reset as you exited the crypt to get a time of 0 seconds (thanks snek...)
Fixed a bug where Cursed Grabbies didn't proc like it should
Fixed a bug where if a Micowave took away a maxed item, you could no longer get more of that item. Now, if you microwave a maxed item, that item is added back to the item pool.
Fixed a bug where Steam Rich Presence didn't show your level properly (the text that shows what your friend is playing on Steam)
Fixed a bug where Ninja's passive didn't display correctly at the end screen
Fixed a bug where the screen stayed dark after killing Big Bob right after he did his darkness attack.
Fixed a bug where if you had custom music playing and reset, music would not work anymore
Balancing
Pot (Stainless Steel) now only affects weapons and gives diminishing returns per amount stacked. It starts normally at 10 extra level to your weapons, and gives one less level per stack. So your 9th pot or more will only give +2 max levels for weapons. +2 is the minimum amount.
New Item: Wizard's Hat -> Functions as a pot but for Tomes
Fox passive nerf 2% -> 1.5% luck per level
Dicehead's passive reward multiplier increased 50% -> 75% and minimum reward from 4% -> 6%
Beefy ring now scales with overheal
Power Gloves increased base damage, radius and decreased the minimum cooldown
Brass Knuckles base radius increase 7 -> 8
Golden sneakers now gain twice as much gold per meter travelled 0.05 -> 0.1
Removed Silver Gain from Charge Shrines, Chaos Tome and Diceheads passive
Removed Jump Height from Chaos Tome and Diceheads passive
Bob's Light buff - now has a higher chance to one-shot Red Ghosts 15% -> 33%
Roberto's passive buff -> it now takes longer to go from 60 -> 120 seconds. Previously it increased by 5s every chest, but now it only increases by 2.5s
Unstable Transfusion - Chance to apply Bloodmark 27% -> 35%
Giant Fork - By default a megacrit does 4x damage, but this now increases by 0.15 per stack of forks. This is a nice buff that makes stacking the item more valuable than previously
Balancing (Credit Cards)
Let's talk about credit card meta changes. One big issue right now is that the gold multiplier stat is completely useless because you just need a Kevin and a Golden Shield and you never have to worry about money again. Then you spam chests and banish all purples to stack tons of credit cards. Lots of people dislike this meta, and I also think it really devalues Robinette's passive, Gold Tome and the Gold Multiplier stat in general. So here are some changes to address this:
Green Credit Card -> Each card increases chest prices by 10%. This change should still keep it fun in casual play, but hopefully not make it mandatory for leaderboard runs anymore, as chests will be very expensive if you keep stacking credit cards. It also makes canonical sense since it's a credit card lol
Kevin -> Moved up one tier in rarity (Purple / Epic) because of how strong and how much utility this item has
Golden Shield -> Now gives more gold upon taking damage, however if the damage is from Kevin or Leeching Crystal, the gold is reduced. Hopefully this gives Gold Multiplier stat some value again
Clover - Gives more luck 7.5% -> 10%
Luck Tome - Gives more luck 7% -> 8%
This will probably be adjusted more in the future when we see how this impacts stuff. Some other suggestions I've heard for the green credit cards is to give it diminishing returns per card, which is also an interesting idea. But let's see how this plays out for now, and then I'll adjust accordingly in future patches.
Other
Updated the Press Kit on Itch for any content creators who want the new item icons or whatever
Buh's passive "Bullseye" now shows as its own damage source at the end screen, instead of showing as Sniper damage
Alright imma go celebrate christmas now im late to the dinner uh oh cya
Hey guys, just a quick little patch to fix some of the issues that came with the Spooky update. sorry about that!
Changes
Fixed a bug where you got stuck at the Final Boss fight. This was caused by an issue with leveling up in the Final Boss arena.
Fixed the Minimalist and Pacifist Challenges not working
Fixed Amog's passive description
Fixed Dragon's Breath description
Hopefully fixed a bug where after killing the boss of Graveyard, the lights didn't turn back on
Changed the pot item achievement a bit. You don't have to complete it before the timer reaches 0 anymore. So you get a few extra seconds of running around before Steve inevitably bonks you
Spooky Update!!
yoo I've finally finished the update I was working on. was originally going to be a small halloween update, but I wanted to make it a bit bigger so it turned into a bit more work than i initially planned. anyway hope you like it!
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 - Will enable certain settings that most players don't need to use. This is disabled by default to avoid making the settings cluttered for new players.
New Game Setting: Shrine Counter -> Shows you how many of each shrine is available, and how many you have used
\ New Game Setting: Show HUD -> Shwo or hide the HUD
\ New Game Setting: Skip Chest Animation -> Skips the chest animation. Note: You won't be able to banish items from chests if you use this setting.
\ New Game Setting: Skip Portal Animation -> Skips portal spawn animation (on stage 1)
\ New Game Setting: Enable Silver Pots -> Enable / Disable silver pots (Ghost Item in shambles if you do this)
\ New Game Setting: Show Item Feed -> Show what items you picked up in a feed at the left side of the screen.
Balancing
Tried to fix the "caveman" bug / exploit where you could hide in caves and enemies wouldn't be able to spawn close to you or reach you
Increased Diceheads passive minimum reward potential (0.02 -> 0.04). Basically his late level up rewards will be twice as high, surely won't be OP
Chunkers now start with one more projectile
Amog Passive now increases in radius every level, from 4 to 12 over 220 levels. Previously it was always 4. Also gain 1% Posion Damage per level.
Calcium's passive has been changed slightly. Instead of losing half of his momentum upon taking damage, he now looses about 25%, which decreases the higher you level up. At level 110 (max) you lose about 6.6%
Cursed grabbies now has a proc per tick limit of 250. Similar items (Spicy Meatball, Ice Cube, etc) already have a limit like this (at 50). It's to improve FPS, but it is probably a slight nerf to Cursed Grabbies if you're veeeryy late game.
Poison Flask starting projectile speed increased 12 -> 16
Dragon's Breath now has 200% faster rotation speed, and automatically targets enemies instead of following the player rotation. Damage buff 15 -> 16, duration buff 1s -> 1.5s and damage upgrade offer also buffed 3 -> 4
Noelle passive gives less size per level: 1% -> 0.75%, and the damage she gains per frozen enemy has also been reduced a bit: 2% -> 1.5%
Max Silver Multiplier in Final Swarm has changed from 16x -> 8x. People seem to have way too much silver, so it doesn't make sense to have such a high multiplier anyway. At some point it would be nice to create some features that use silver, but im not sure what that would be yet
To address some of the flying meta: Final swarm ghosts will start increasing their speed after 20 minutes have passed. Also, normally, an enemy can only be stunned or frozen 15 times (CC cap) before it becomes immune. After this update, starting at 20 minutes, the CC cap will slowly decrease until they can no longer be stunned or frozen.
Console
You can press f10 to open the console
At the moment, this is only really used to set a specific seed for the dungeon if you wanna speedrun it or something
Type "help" in the console to see all the commands and how to use them
[img src="{STEAM_CLAN_IMAGE}/45369804/c29c0594bb1c2c907a7aace7fde8fd5c0ed3f291.png"]
Lemme know what you think, i hope you like it :)
Megabonk v1.0.17 Patch Notes
TLDR
There is now a full map with fog of war, so you can see where you've explored
You can change the opacity of your projectiles and particles. No more sunglasses needed for late-game.
System
Support for running the game in DX12. DX11 is recommended, but if you are experiencing crashes, running in DX12 *might* help. There should be a Steam popup that shows when you boot the game, allowing you to choose. If it's not showing yet, try restarting Steam. Also keep in mind, if you run your game in DX12, certain graphical features will be broken, like Ambient Occlusion and Color Grading.
Game
Particles and effects opacity slider added in Visuals settings. Auto opacity is enabled by default, and should be enough for most players. Do keep in mind that a lot of transparent projectiles is a bit harder for your PC to render, but that doesn't really matter until you have a fuckton of projectiles in late game. When you do have a fuckton of projectiles with ridiculous size covering the entire screen, you might wanna make them fully transparent, or set them to 0 transparency for absolute best FPS. But you can just experiment with this.
Silver Tome can now be toggled
Charge shrines are now a different color on the minimap than other shrines
Fixed an issue with Hero Sword and Corrupted Sword, where if you got a lot of size, the speed of the sword projectile didn't scale with the size.
Money particles move faster now during final swarm, so that you can still pick them up while running
Balancing
Fox passive buff: 1% -> 2% Luck per level
Birdo Passive: Birdo now gains 1% Airborne Damage per level
Bush Passive: 0.5% -> 1% Crit Damage per level. Bullseyes appear more often on enemies, and the explosion size now scales with size mutliplier.
Megachad Passive - Gain 2.5% damage every time you flex
Noelle now gains Size instead of Duration per level. She also gains a damage multiplier per frozen enemy (0.02x per frozen enemy, so 50 frozen = 2x damage)
Robinette Passive: Buffed early and mid game, but starts to gain less damage per gold after 200k gold. This only really affects super late-game leaderboard runs, and I'm making this change so we can see other characters on the leaderboards. It would be nice to buff all other characters to become as strong as robinette, but that is not something I can do overnight, so a short term solution was to just nerf her passive late-game for now. I'd like to eventually get in per-character leaderboards too, which also kinda solves this problem.
Dicehead Passive: Buffed a bit, the rewards don't fall off as fast anymore. Previously his rewards were halved by level 25, now they are halved by level 50.
Calcium Passive: Buffed and simplified a bit. Now gains 0.75% damage per level and 0.5% per 1% Speed Multiplier. This damage is applied gradually as Calcium approaches his top speed.
Ogre Passive - Buffed 1% -> 1.5%
Scarf does more damage now 33% -> 50%
Brass knuckles: Changed from Additive to Flat, which makes scaling stronger, and now increases size per amount stacked
Spaceman no longer takes fall damage
Cursed Doll can now curse more than 1 enemy (1 -> 5) every time it ticks (every 1s).
Other
Calcium's Theme is now extended and goes twice as hard
Leaderboard reset time is scheduled 4 hours earlier every Sunday, just so I don't have to stay up until 2am to verify everything is working right
I've signed up for Nvidia Geforce Now / Steam Cloud Play. I'm not sure how long it takes to get approved, but it should be available there soon!
If gaining multiple levels instantly, you can now see the stats change on the right hand side as you pick upgrades. Previously the stats only updated after you completed all your level up offers.
Bugs
Fixed a bug where Shady Guy doesn't disappear after purchasing from him
Fixed a bug where HP gained from leveling didn't show in the stats screen. Also it didn't work with stuff like Beefy Ring. (You gain +1 Max HP per level on all characters.
Fixed a bug where Campfire didn't go away after microwaving it
If you're standing next to a chest, and get enough money to buy it, the text will now change from red to white without having to move away from the chest and back into range
Fixed an issue where Shattered Wisdom didn't deal any damage. It now works as intended (and might be very strong idk)
Fixed a bug where items could damage enemies when game was paused
(Hopefully) Fixed a bug where the music stops playing at the intro of a game
Fixed a bug where banishing every Epic item would no longer grant any Legendary items
Fixed a bug where Chaos Tome reward was multiplied by Luck Multiplier twice. Basically legendary upgrades grew exponentially.
Tried to fix an issue where some players couldn't play the game at all because the menu was bugged.
ok
Yep that's it for now. thanks for playing and for all the feedback. i realize there's still a lot of balancing changes that people wanna see, but keep in mind im just a single person working on this, so I can only do so much every week. Next week I might try to do some new content for Halloween, if I can cook something up in time.
peace
Megabonk v1.0.17 Patch Notes
TLDR
There is now a full map with fog of war, so you can see where you've explored
You can change the opacity of your projectiles and particles. No more sunglasses needed for late-game.
System
Support for running the game in DX12. DX11 is recommended, but if you are experiencing crashes, running in DX12 *might* help. There should be a Steam popup that shows when you boot the game, allowing you to choose. If it's not showing yet, try restarting Steam. Also keep in mind, if you run your game in DX12, certain graphical features will be broken, like Ambient Occlusion and Color Grading.
Game
Particles and effects opacity slider added in Visuals settings. Auto opacity is enabled by default, and should be enough for most players. Do keep in mind that a lot of transparent projectiles is a bit harder for your PC to render, but that doesn't really matter until you have a fuckton of projectiles in late game. When you do have a fuckton of projectiles with ridiculous size covering the entire screen, you might wanna make them fully transparent, or set them to 0 transparency for absolute best FPS. But you can just experiment with this.
Silver Tome can now be toggled
Charge shrines are now a different color on the minimap than other shrines
Fixed an issue with Hero Sword and Corrupted Sword, where if you got a lot of size, the speed of the sword projectile didn't scale with the size.
Money particles move faster now during final swarm, so that you can still pick them up while running
Balancing
Fox passive buff: 1% -> 2% Luck per level
Birdo Passive: Birdo now gains 1% Airborne Damage per level
Bush Passive: 0.5% -> 1% Crit Damage per level. Bullseyes appear more often on enemies, and the explosion size now scales with size mutliplier.
Megachad Passive - Gain 2.5% damage every time you flex
Noelle now gains Size instead of Duration per level. She also gains a damage multiplier per frozen enemy (0.02x per frozen enemy, so 50 frozen = 2x damage)
Robinette Passive: Buffed early and mid game, but starts to gain less damage per gold after 200k gold. This only really affects super late-game leaderboard runs, and I'm making this change so we can see other characters on the leaderboards. It would be nice to buff all other characters to become as strong as robinette, but that is not something I can do overnight, so a short term solution was to just nerf her passive late-game for now. I'd like to eventually get in per-character leaderboards too, which also kinda solves this problem.
Dicehead Passive: Buffed a bit, the rewards don't fall off as fast anymore. Previously his rewards were halved by level 25, now they are halved by level 50.
Calcium Passive: Buffed and simplified a bit. Now gains 0.75% damage per level and 0.5% per 1% Speed Multiplier. This damage is applied gradually as Calcium approaches his top speed.
Ogre Passive - Buffed 1% -> 1.5%
Scarf does more damage now 33% -> 50%
Brass knuckles: Changed from Additive to Flat, which makes scaling stronger, and now increases size per amount stacked
Spaceman no longer takes fall damage
Cursed Doll can now curse more than 1 enemy (1 -> 5) every time it ticks (every 1s).
Other
Calcium's Theme is now extended and goes twice as hard
Leaderboard reset time is scheduled 4 hours earlier every Sunday, just so I don't have to stay up until 2am to verify everything is working right
I've signed up for Nvidia Geforce Now / Steam Cloud Play. I'm not sure how long it takes to get approved, but it should be available there soon!
If gaining multiple levels instantly, you can now see the stats change on the right hand side as you pick upgrades. Previously the stats only updated after you completed all your level up offers.
Bugs
Fixed a bug where Shady Guy doesn't disappear after purchasing from him
Fixed a bug where HP gained from leveling didn't show in the stats screen. Also it didn't work with stuff like Beefy Ring. (You gain +1 Max HP per level on all characters.
Fixed a bug where Campfire didn't go away after microwaving it
If you're standing next to a chest, and get enough money to buy it, the text will now change from red to white without having to move away from the chest and back into range
Fixed an issue where Shattered Wisdom didn't deal any damage. It now works as intended (and might be very strong idk)
Fixed a bug where items could damage enemies when game was paused
(Hopefully) Fixed a bug where the music stops playing at the intro of a game
Fixed a bug where banishing every Epic item would no longer grant any Legendary items
Fixed a bug where Chaos Tome reward was multiplied by Luck Multiplier twice. Basically legendary upgrades grew exponentially.
Tried to fix an issue where some players couldn't play the game at all because the menu was bugged.
ok
Yep that's it for now. thanks for playing and for all the feedback. i realize there's still a lot of balancing changes that people wanna see, but keep in mind im just a single person working on this, so I can only do so much every week. Next week I might try to do some new content for Halloween, if I can cook something up in time.
peace
Version 1.0.12 Patch Notes
Yo sorry about the leaderboards being broken the last few days, i took some time off over the weekend, and of course some mfers decided to break the leaderboard for everyone. But technically it's my fault for not securing the leaderboards enough, i just never expected this many people to play fucking Megabonk lol. Anyway should be fixed now!
TLDR
Leaderboards are fixed (i hope Shroud enjoyed his 2 day vacation)
Final swarms now has some new stuff to prevent 5 hour long runs
(Hopefully) fixed a bug where Alt-F4 or crashes corrupted save files
Changelog
Final Swarm
The current meta required you to wear sunglasses and watch a slideshow / lightshow at 1.5fps for 5 hours to get a WR. This was never intended, and I don't think anyone actually enjoyed that, so I've stirred up some shit. The final swarm is harder to survive, and your executes and black holes won't really save you anymore... probably
New ghosts appear in the Final Swarm
Game
Added Megachad's Theme
Optimized FPS when using Dexecutioner and Black Hole
Other
Hopefully fixed an issue where players lost their save files if the game crashed
Bugs
Spaceman's passive now properly works and gives XP increase per level
Fixed a bug where the Black Hole hitboxes were like 10x the size of the actual projectile, basically covering the entire map lol
Fixed a bug where Spiky Shield didn't stack correctly
Added max duration to weapons, so that they don't stop shooting once you hit the projectile limit. For example the sword projectile was being affected by duration, even though it's only ever active for 1 seconds. But too much duration made it active for much longer, which means the cap was being filled with empty projectiles. Basically: Weapons like Dexecutioner, Axe, Sword, etc are working properly and shooting their projectiles now, even with high duration. This is a buff for pretty much all weapons.
Balancing
Chaos Tome now gives 50% better rewards
Rolly Bones enemies on Desert are now slower
Black Hole default size increased by 20%
Black Hole proc coefficient reduced (0.9 -> 0.7) to match similar weapons (sword, axe, aura, etc). Proc Coefficient is a multiplier used to proc stuff like Moldy Cheese or Spicy Meatball.
Bush's passive Marksman now has its cooldown reduced by 0.4s per 10 levels. Starts at 5s cooldown, and caps at 1s cooldown at level 100.
Joe's Dagger now has a max damage increase cap of 200 per minute. So if you have 10 daggers, that's a max of 2000% damage per minute. This means it's unchanged early and mid game, but very late game it's not gonna be the only viable option anymore. Before this change, you could get 20 000% damage in 10 seconds, which nothing else in the game could contest lol
XP Tome nerf: 9% -> 7% . The majority wanted this nerf, but some people really don't like it. At least give it a try, and If everyone ends up hating it, I can just revert it back to 9% next week. please go easy on me
Leaderboards
Fixed some issues that allowed players to break the leaderboards for others
Removed the All Leaderboards button until I actually implement more leaderboard stuff, like character specific boards, etc
Set up a list of known cheaters that are banned globally and will never show up on the leaderboards again once caught. Cheaters you better watch your ass or im clapping your cheeks back to the shadow realm where you belong
Future Updates
There's a lot more stuff I'm working on that's coming soon probably:
Opacity setting for particles and projectiles
Full sized map with fog of war so you can see where you've been
More information when hovering stuff, like weapon stats, etc
Pinning / Tracking quests in-game when paused -
And for more major stuff I wanna look at once most of the common feedback has been addressed:
Multiplayer
More maps, items, characters and weapons
Anything else you would like to see? :)
Current Release
21750826
Uploaded Feb 17, 2026
System Requirements
How to Install
Megabonk.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
202 MB
21750826
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View AllDownload Megabonk for PC with a direct link or via torrent. Get the full version of Megabonk for free. Megabonk is a Action released by vedinad.