Spelunky 2
by Mossmouth · 29 Sep, 2020
54 downloads
Multiplayer · Cracked Only
Cracked Co-op Only
Online works only between cracked copies — you can't join official servers or players who bought the game.
ProtonDB: Gold
About the Game

Spelunky returns in this greatly-expanded sequel to the original roguelike platformer! Meet the next generation of explorers as they find themselves on the Moon, searching for treasure and missing family. Spelunky 2 builds upon the unique, randomized challenges that made the original a classic, offering a huge adventure designed to satisfy players old and new.
A Bigger and More Dynamic World, with So Much to See and Do
Spelunky 2's world is even denser than the one in the original game, offering many more areas, characters, traps, and items, as well as new ways to interact with them (and for them to interact with each other). The world has expanded in other ways, too, with branching paths and multi-layered levels adding a third dimension to the classic 2d platforming. Animals can also be tamed and ridden. And dynamic liquid physics create new challenges and make the world feel extra reactive and alive.
Build a Community, Make Friends
Back in Base Camp, characters you unlock will mill about and relax between runs, offering encouragement and advice. As you explore, your camp will expand and develop into a thriving little community to welcome you whenever you need a break from exploring. While there, you can also access shortcuts and practice your moves in safety.
The Game is Yours to Explore
Spelunky 2 is not just about "getting good and beating the game" - more than that, it's an endlessly replayable playground to experiment in and find your own way, creating stories against the backdrop of an expansive, deeply-interactive world filled with secrets. The more you play, the more the game becomes yours!

Key Features, Summarized:
- A Bigger World with all new areas, monsters, traps, and items!
- An Extra Dimension is added by allowing players to access a second layer behind the normal playfield. The second layer might contain treasure rooms, hidden passages, and other special places.
- Multiple Routes Through the Game will add variety and give players more ways to personalize a run.
- Find and Ride Mounts (like turkeys!) that have special abilities. Enemies may ride mounts, as well!
- New NPCs that you can help, hurt, or ignore… to make each run feel even more like a unique story.
- Variations and Changes to Classic Spelunky Concepts like shops and ghosts that will make veteran players rethink their strategies.
- Improved Liquid Physics allow water and lava to move and pour realistically, which drastically affects the playfield (and looks cool)
- Deadly Poison and Curses can be inflicted on players and enemies alike.
- Build a Permanent Home at Base Camp as you do runs and explore the caves.
- Improved Lighting and Special Effects are paired with richer visual and audio design.
- Deeper Mysteries that may require a community effort to unravel.
- Possibly More Eggplants
Screenshots
10 images
Version Information
Steam Patch Notes
Official update history
- Player indicators will no longer appear when there is only one player.
- Fixed an issue that prevented the player from entering the portal in Duat.
- "The Full Spelunky" achievement is now unlocked properly in all situations - it should unlock retroactively for players that should have it unlocked but haven't.
- Cross-play with other platforms will only become available after the other platforms are using v1.27
- Added back cross-play leaderboard filter.
- Improved clock syncing to be as unobtrusive as possible (may fail to become unobtrusive very rarely) while still syncing properly 98%+ of the time.
- Multiples fixes to determinism (crt, stl, physics, prng, ai & general game logic) when playing in cross-platform scenarios.
- Steam and Switch should now be able to play with players using Xbox-Live platforms (PC/XB1/XBS).
- Single-region matchmaking for PC/Switch as to avoid current long queue times.
- Fixed a crash that could happen when playing online.
Gameplay:
Crashes:
New features:
Online / Leaderboards:
AI:
Minor / Visuals:
View on Steam
- Fixed teleport
- Players can now use doors during the throwing animation
- Fixed Vlad's cape double jump on jumping from a rope while attacking or throwing a bomb
- Players are now able to whip against a fragile floor while climbing it with climbing gloves
- Prevented vendors from angering on touching honey during their patrol phase
- Prevented vendors from increasing wanted level when their corpses get destroyed by a snap trap
- Fixed case where players were not being blamed when they caused a UFO to explode in a shop
- Prevented vendors and NPCs from blaming the player if they receive damage from a corpse thrown by themselves
- Prevented player corpses from stomping monsters
- Prevented on sale held backpack from being dropped when the vendor gets angered and the player already has the same backpack equipped
- Fixed players not being able to grab paste bombs attached to their bodies under some circumstances
- Improved cobra's acid spit to make it more unlikely to affect the player when the player had just stomped the cobra right as the spit had just spawned
- Prevented spring trap from pushing the punish ball if the ball can break floors
- Prevented chained spike ball from damaging the player when the player is climbing down its chain while the ball is falling
- Prevented sticky trap from trapping players that are entering into a pipe
- Sparrow will now drop a rope pile instead of a single rope
- Added a reward on finishing Sparrow's quest
- Fixed issue where challenge rooms might not spawn when coop player coffin rooms had to be created
- Fixed bomb thrown by the pitcher's mitt being trapped on a body armored olmite, bouncing back and forth
- Prevented monsters spawned from special coffins from dropping any treasure
- Prevented dice from being stolen in coop just holding them in the shop while other player leaves the level
- Fixed dice shop reward position on carrying two different dice from another level
- Climbing gloves now protect against thorny vines while climbing
- Fixed double jump on attacking and jumping at the same time (visually noticeable when having spring shoes)
- Fixed Kali giving duplicated items to the default player under certain circumstances
- Prevented player from being killed by reversed spikes when the player enters the spikes touching the ceiling while using a jetpack
- Prevented cat mummy from disappearing when colliding with a blinking player
- Fixed Olmites teleporting inside floors on being attacked when they are on an elevator
- Reduced mole iframes
- Added iframes to present's content
- Fixed boomerangs not being whippable under some circumstances
- Underwater coffins should no longer deal damage when bouncing
- Fixed shield position after using a pipe
- Added treasure picking iframes after using a pipe
- Fixed mattock being unable to break a push block if the push block was over a door
- Prevented vendor's coins from spawning inside floors
- Fixed powderkeg exploding when placing a bomb on it
- Fixed jump delay on attacking and jumping at the same time while climbing
- Fixed turkey's neck not damaging entities on attacking while the rider has unmounted
- One vault should now always appear once on each theme
- Ghost split timers changed from 30s/30s to 60s/30s
- "Big Spender" discount increased to 10% (up from 5%)
- Skeleton Key now also opens Udjat's Eye chest
- Bouncing off of enemies while stomping slightly increased in order to be able to reach certain ledges
- Firebugs will no longer spawn below the drill making it slightly easier for players to go down more safely
- Player ghost blow can now move vendors' corpses
- Fixed turkey not being cursed on breaking a cursed pot with its head attack
- UFOs in attack mode will now be affected by the camera flash
- Fixed butterfly state after being moved from a vine with a shield
- Webs will now fade out when the player is pushing a block through them
- Prevented totem traps from triggering by a mole digging
- Fixed issue where stunned players were still sometimes stomping enemies
- Fixed issue where players tossed against other entities were using the stomp damage.
- Fixed issue where the easy boss's scream could glitch when hitting a player that's holding a shield
Crashes:
- Fixed rare crash when completing the Sun Challenge
- Fixed crash when the ending's NPC picks up a pickable item
- Fixed telepack related crash
New features:
- Ending playable characters are now unlockable from daily runs
- Added "Asinus" constellation suffix for True Crown wearers
- Added Total Players count to leaderboards
Online / Leaderboards:
- Fixed block when a player with an Ankh in use is disconnected
- Added controller vibration and taskbar icon flash when a new player joins the lobby
- Optimized leaderboard cache
- Ending a daily will now redirect to leaderboards
AI:
- Made hired hands more collaborative, preventing them from going for the same target at the same time
- Fixed hired hands' pick up priorities
- Added a short time margin to prevent hired hands from moving as soon as the level starts
- Prevented hired hands from attacking targets that are being held
- Fixed hired hands remaining motionless on losing the path to the player
- Prevented hired hands from staying motionless on thorny vines
- Prevented hired hands from trying to pick up entities placed on thorny vines
- Hired hands will now drop the shield on being whipped
- Hired hands will now drop the shield if they are about to crush a player
- Prevented hired hands from fleeing from passive ghists
- Improved detection and handling of falling damage (including falling on lava and some other dangerous places)
- Improved hired hands' upward whip attacks
- Prevented hired hands from changing their looking direction while attacking
- Improved hired hands' attack to try to prevent them from touching the target during the attack
- Prevented hired hands from shooting robots and body armored olmites
- Improved hired hands' totem/lion trap handling
- Improved hired hands' mosquitoes handling
- Improved AI ceiling spikes' detection
- Fixed hired hands not crossing a door while the player is already crossing it
- Hired hands in lost state will now pick items up as well
- Hired hands will now try to stomp monsters that can throw or shoot
- Moved hired hands' safe point in Olmec to the entrance
- Hired hands can now pick items up while resting in Olmec's lair
- Improved hired hands' conveyor belt handling
- Hired hands will now try to stomp mummy cats
- Hired hands will now stay away from floating orbs
- Cancelled hired hand's attack to a dangerous mount if it starts being tamed
- Fixed certain child's state when he receives damage while he is sleeping in a certain place
- Hired hands will now look for rebel hired hands while in stay put mode
- Hired hands will now grab and throw paste bombs attached to their bodies
- Hired hands will now stomp frozen players
- Deathmatch AI will now search for sliding wall switches as well
- Prevented deathmatch AI from trying to attack players on pipes
- Fixed case where the AI was unable to attack players on a one-tile gap
Minor / Visuals:
- Killing easy boss with land mines no longer voids "Pacifist"
- Fixed controller input mapping on switching slots in the character selection scene
- Fixed a lot of wrong death causes
- Fixed player rotation on passing from a rope to a ladder
- Fixed player ghost suddenly disappearing in special tunnels
- Fixed pet state in the tunnel after certain golden world
- Added ceiling to doors during the tunnel transition on certain froggy themed levels
- Prevented hit effects in Lahamu on attacking her with a sword-like weapon after killing her
- Prevented thin ice platform from getting on fire by attacking it with a powerpack
- The "So close" message will now appear only if the next zone still remains undiscovered
- Fixed grub color values on evolving
- Changed mounts journal's background
- Centered Waddler image in the journal
- Fixed on sale backpack looking direction on angering a vendor
- Slightly improved popups look
- Fixed old sister breath position on Ice Caves
- Fixed run recap name and killed-by count for medium and small ghosts
- Fixed names in the run recap for some traps
- Fixed timed powderkeg not unlocking the powderkeg journal entry
- Timed powderkeg's journal entry will now unlock on moving the idol
- Fixed Kali's message on sacrificing
- Fixed camera transition when players went in or out of the training grounds
- Fixed weapon's depth after attacking and jumping at the same time while climbing
- NPC dialog sounds are now still played even if dialogs are turned off
- Aligned certain king's face
- Fixed beehive tile
- Fixed more artifacts in textures
- Fixed Nekka's push animation
- Fixed Au's long fall animation
- Fixed Lamassu's face during the flying animation
- Fixed some capital letters and typos in texts
- Tweaked or added a couple of new room layouts in both the jungle and a certain froggy-themed world
- Some more blocked path fixes
Hotpatch 1.20.4d:
Gameplay:
Crashes:
New features:
AI:
Minor / Visuals:
View on Steam
- Fixed corpses not exploding on being slashed
- Prevented plasma cannons from exploding on touching lava while being held
- Fixed teleport while using the jetpack
- Fixed jetpack auto-activation after attacking in the air while holding the jump button
- Players can once again jump while inside honey
- Fixed issue where liquids were being rendered empty after a screen/window resize while the game was paused
- Fixed a certain blood moon's boss death sprite
Gameplay:
- Players can now go down through a platform while throwing anything
- Prevented player from changing its looking direction on attacking while climbing up
- Prevented mounts from changing their direction while the riding player is attacking with a sword-like weapon
- Fixed short jumps on attacking with any weapon and jumping at the same time
- Fixed short jumps on dismounting a riding mount
- Fixed projectiles spawning directly inside floors on shooting while riding inside a floor
- Backwhip will now affect liquids as well
- Fixed auto-pickup on stealing a pickable item
- Fixed Yang's turkeys not being able to go to the next level if Yang dies without being angered
- Prevented mounts with a monster rider from damaging players when they step over a hanging player
- Fixed laser trap shot not impacting on a player stuck to the trap floor tile
- Fixed stomps when the player just fired a weapon
- Fixed hoverpack activating on jumping at the point of a ledge
- Fixed players not attaching to moving floors when the floor movement disabled the hoverpack usage
- Fixed weird physics when the punishment ball was being held and the holder was also being held or riding a mount
- A held backpack will now auto-equip on dropping the current backpack
- Prevented held player from affecting his holder on attacking
- Held players will now be stunned only on dropping or throwing them
- Teleporting into a fragile floor won't kill the player anymore
- Prevented riding entities from being unmounted on receiving poison-tick damage
- Slightly increased attacking boomerang's shape
- Stunned mantraps can now receive damage when tossing a corpse against them
- Added torches to a certain underlava door during dark levels
- Prevented spark traps from affecting embedded items
- Spark traps that spawn near the entrance level now start at their max size
- The plasma cannon will now explode on being crushed or on falling to the lava
- Slightly increased fish shape so players won't miss them when throwing a rock against them with the pitcher's mitt
- Prevented players from being blamed if a die goes out of a dice shop
- Prevented dice shop item spawner from spawning an extra item if the bet machine disappears
- Prevented skull drop trap skulls from damaging the player on losing their speed
- Prevented duplicated backpacks if the player crushes a vendor and an on-sale backpack at the same time
- Prevented caveman from continuously picking up an item dropped by a force field
- Prevented robots, mechs, and body armored olmites from removing the poison coating of arrows
- Fixed body armored olmites being poisoned by poisoned arrows even if the arrow was being deflected
- Fixed case where Yang was being angered instead of shopkeepers on breaking a vault's wall
- Fixed player bag content on being retrieved from Waddler's storage
- Fixed mosquitoes not getting stuck to shields
- Mosquitoes will now detach from floors on being pushed away
- Fixed leprechaun and monkey not being able to stun held players
- Fixed infinite rolling die on picking it up before it stopped rolling
- Prevented elevator from dragging down bats and other flying entities
- Fixed Snake glitch if it sits on one block and the player pushes a push block near, towards it
- Fixed Robot glitch if it sits on one push block and the player pushes the push block towards another floor
- Fixed blood position on sacrificing blooded entities
- Equaled shapes between purchasable and regular backpacks
- Prevented bubbled entities from crossing floors
- Sitting Anubis will now be crushable
- Prevented mechs from being cursed
- Vertical force fields will now burn ropes as well
- Fixed Yang's weird walking in the Black Market
Crashes:
- Fixed crash on disappearing Vlad's cape wearer
- Fixed crash when the AI target disappears
New features:
- Added vibration preview in settings
- Added Nintendo Switch buttons to the button prompt option
- Added a new option to change the text boxes' opacity
- The most beloved shopkeeper of all time has returned :ear:
AI:
- Fixed hired hands being unable to dismount under certain circumstances
- Prevented hired hands from trying to pick up entities on a platform with a ladder
- Improved behavior of hired hands in Olmec's level
- Hired hands will now protect players from rebel hired hands
- Prevented hired hands from tide pool prison from detecting the player outside their cells
- Prevented hired hands from attacking dangerous mounts while they are being tamed
- Hired hands will now ignore treasures when they are on stay-put mode
- Prevented hired hands from throwing the Qilin to attack monsters
- Prevented hired hands from shooting or throwing from the shop's outside to an inside monster
Minor / Visuals:
- Fixed some cases where the player profile last run stickers were being incorrectly replaced
- Prevented shield from moving loaded arrows
- Fixed hoverpack activating in the endings
- Added button prompt to a certain temple door when you are carrying a certain weapon but you're not wearing a certain item
- Prevented base camp NPCs from grabbing ladders on jumping to congratulate the player
- Prevented base camp NPCs from hanging from ledges
- Fixed ending's constellation stars size
- Fixed crossbow arrow opacity when it is embedded into an ice block
- Fixed initial penguin animation
- Fixed witch doctor skull light when it is not visible
- Fixed mine deactivation sound on carrying it between levels
- Ghost players will now stop to talk with Terra as well
- Fixed death double sound on killing a monster with any sword-like weapon
- Fixed Kali's message on receiving the Kapala after being healed from curse
- Fixed case where the witch doctor's mark remained in players' heads even if the witch doctor was not targeting them anymore
- Fixed light arrow platform's light
- Fixed robot invulnerable effect on being attacked by a turkey
- Fixed hard boss not appearing in the tunnel recap after being defeated
- Fixed gold chain's rubble
- Fixed the big monster of a certain blooded moon world's size on the frame he is killed
- Disabled controller vibration before the main menu
- Added kill sound to the punish ball
- Fixed some translations
- Removed some artifacts
- OST is now available on Spotify!
- Fixed rare case where mounts were being crushed
- Getting unjustly crushed by a sliding wall should now be considerably harder
- Vendors and NPCs will now anger if the player drops their backpack on them
- Prevented thrown entities from being crushed when thrown on a ceiling while the thrower is riding a mount
- Fixed online progress being wiped on closing the game after a run
- Capes and jetpack now deploy when pressing jump and attack buttons at the same time
- Cape will now remain deployed on shooting a weapon
- Added previous Palace of Pleasure's laser trap back (pointing to the correct end this time)
- Fixed jungle sisters and thief reappearing alive after being killed
- Fixed jungle sisters not enraging on killing them with one single hit
- Completing a level in coop while a secondary player is riding a still on-sale or a Yang-delivered mount no longer brings said mount with you
- Prevented frozen vendors from spawning their weapons on throwing a bomb inside the shop, on webbing them or on breaking a shop tile
- Killing the merchant with one hit will now make her disappear with a smoke bomb as well instead of leaving a corpse
- Vendors and NPCs now detect active floors and are able to jump over them to chase the player
- Prevented spring traps from trying to move a shooting UFO or a walking bee
- Shields now protect against hard boss' fireballs
- Fixed case where the water was not affecting some entities thrown by the pitcher's mitt
- Fixed caveman boss state after being flashed while he was jumping
- Fixed weird caveman boss' bouncing
- Fixed held entities' depth on throwing a bomb and, then, jumping while climbing
- Fixed the conveyor belt when a player, hanging from a falling platform, landed on it
- Fixed climbing hermit crab state after being frozen
- The mole will now retreat if it collides with a shield while it is exiting from the floor
- Prevented powder kegs from exploding when an on fire entity "touches" it on a corner through the floor
- Slightly increased bats' hitboxes while hanging so boomerangs won't miss them when thrown very close to them
- Prevented sticky bombs from attaching to a bow's arrow of a player being held by the thrower
- Explosions now affect held creatures and fragile items
- Fixed wild mounts state after riding them twice very quickly
- Spark traps will now also affect unequipped backpacks
- Prevented spark traps from igniting torches while inactive
- Opening presents by using up+attack now tosses the content forwards so they can more easily be skipped
- Players can now carry a golden monkey through pipes
- Shop lamps can now be cloned
- Excalibur and broken Excalibur now affect armored Olmites
- Fixed lavamander's light when bubbled while turning incandescent
- Fixed visuals of the last part of a vine when a new one started just below
- Improved plague event performance
- Prevented a certain monster-dropped jetpack from exploding due to subsequent explosions
- Fixed issue where player coop coffins were sometimes not spawning in a certain purple world
- Bear traps can now crush corpses
- Fixed the Udjat socket button icon after enabling it
- Prevented auto-jump on holding jump button to turn off a hoverpack being too close to the ground
- Fixed run recap survived-death message on sacrificing in a specific location
- Prevented bombs and ropes usage when a riding player is crossing a door
- Fixed sorceress' attack state on being webbed or bubbled
- Prevented pushblocks from dragging flying entities
- Fixed backpack not activating when pressing the jump button twice very fast
- Improved Arena pre-match screen and in-level countdown
- Fixed flying arrow state after colliding with honey or sticky traps
- Duplicated pickup items can now be picked up in multiplayer mode
- Fixed crash in the last level when only one player was alive and it disconnected (and other possible related crashes)
- Untamed frozen mounts can now be picked up
- Chained spike balls and falling platforms can now kill floating orbs
- Fixed horizontal speed on throwing something with the pitcher's mitt while the player's riding mount is crouching on a tight corridor
- Added close message to the tutorial's journal
- Fixed case where the spike ball trap and the falling platform were pushing entities instead of damaging them
- Fixed random crash
- Players can now look up and down while using the hoverpack
- Prevented gold monkey from spawning potentially infinite treasure on picking up and dropping it continuously
- Fixed ink effect while being inked while a previous effect was already disappearing
- Fixed rare case where the ending scene was not triggering and players kept walking forever
- Prevented metal arrow from sticking on the top of Olmec when Olmec is jumping
- Fixed witch doctor skull creation when being revived by a necromancer
- Laser traps now also detect mounts' riders
- Fixed frozen hang spider state on bouncing on a floating orb
- Fixed bug on angered Vendors and NPCs which was preventing them from jumping when they had a platform above them
- Fixed some cases where the ankh was being triggered at the same time as a transition, causing some blocks
- Prevented Arena's monsters from moving during the initial countdown
- Bombs will no longer switch ownership so easily
- Dirk, Au and Pilot coffins will now always spawn (containing a hired hand if they were already unlocked)
- Prevented monkeys from jumping over and over if they hit a shield during the first jump from a vine
- Added new option in Arena to set how much damage the whip inflicts (Warning: This will change the save game binary format)
- Added simple cosmetic minigame to the credits
- Improved torch fire in title scene and character selector
- Added cosmetic shooting stars to the base camp sky
- Reduced constellation's stars size in the base camp
- Constellation's lines are now visible when using the telescope
- Prevented invisible digging moles from triggering arrow traps
- Prevented players from being moved by conveyor belts while webbed
- Fixed wooden log trap's death message
- Fixed boomerang state if the original thrower disappears
- Explosions will now compromise the integrity of purchasable backpacks
- Fixed Tusk's dice shop spawn when having previously missed the thief
- Fixed shield not reflecting some sorceress' daggers
- Changed Arena colors to use the team colors
- Converted hold the idol's seconds counter into a countdown
- Landmines will now explode on touching lava
- Fixed certain cloned follower's held item on changing level while the original follower remains sleeping in a certain place
- Prevented falling platforms and sliding walls from getting on fire
- Prevented ghist from killing players ignoring the invulnerability frames of crossing a door
- Throwing a rope while crouching will now always create the rope on the next tile
- Fixed movement of spike ball trap, sticky trap, and tentacle trap under some circumstances
- Fixed held's visibility on exiting from a layer door in coop without actually crossing it
- Fixed main menu issue when players got disconnected from online matches
- Prevented parachute from deactivating on throwing something while deployed
- Fixed some blocked paths
- Fixed some little texture artifacts
- Fixed case where a spark trap was generating too close to the entrance in certain looping levels
- Hired hands won't jump from the player's arms until reaching a secure position
- Fixed some cases where the AI was jumping directly to danger (thorny vines, lava, spikes...)
- The AI will now check falling damage while wandering as well
- The AI will now take into account some dangerous entities (like acid bubbles)
- Fixed AI's spear trap handling
- Prevented AI from trying to go through breakable floors from just above
- Improved whip usage for the AI, giving more margin on attacking monsters to prevent getting hurt
- Hired hands won't fight giant fish anymore
- Fixed monster about to wake up detection for the AI
- Improved AI security on handling blocks about to regenerate
- The AI will now take into account the player position before breaking any breakable tile
- Fixed some easy jumps for the AI
- Fixed hired hands' state while underwater
- Hired hands can now be picked up while in shops
- Waiting hired hands now follow players as soon as they leave a shop
- Prevented hired hands from using an exit door
- Prevented hired hands from trying to pick up a riding monster
- Fixed hired hand jump over some stuck dangerous monsters
- Improved AI target handling after detecting some danger in the path to the current target
- Improved how hired hands handle plasma cannon to prevent some catastrophes
- Fixed unarmed crossbow handling for the AI
- Prevented hired hands from using weapons or shields inside shops
- Hired hands will now fight untamed dangerous mounts
- Hired hands will now pickup tamed mounts
- Fixed case where a hired hand was not following another hired hand on waking up while the other hired hand was in the other layer
- Fixed issue where stomping an enemy on a tight corridor could sometimes crush the player
- Fixed issue where mounts were sometimes being crushed when trying to squeeze into tight gaps
- Killing a certain miniboss in a certain blood moon zone will now drop a jetpack
- Removed powerpack reward from a certain special Kali's altar in that same zone
- A non-flying boomerang thrown by a player will now enrage vendors and NPCs
- Paste bombs can now stick to floating orbs
- Prevented players from riding a mount when they are bubbled
- Ghosts no longer change hitboxes on being flashed by the camera
- Fixed rare case where the Moon challenge could not spawn
- Prevented mounts from jumping when their rider was using the mattock
- Prevented hoverpack from turning off on being inked
- Prevented hard boss from moving inside the level walls
- Fixed issue where witchdoctors' voodoo attack could damage a player after they've revived with the Ankh
- Tutorial can now be played in local coop
- Waddler's storage floors will no longer activate on items until the items stand still
- Dice shop prize list will now be deterministic among seeds
- Added invulnerability frames to both Humphead's Hired Hand and present
- Fixed issue where some pieces of rope weren't correctly being tagged as being from the player
- Fixed gravity for stunned entities thrown by the pitcher's mitt on recovering from the stun
- Fixed possible crash when Olmites were on top of a pushblock
- Prevented tutorial signs' buttons from disappearing when the buttons prompt option was disabled
- Fixed issue where only one floating orb breaking sound was playing at the same time
- Fixed Jiangshi assassin rotation on being frozen
- Fixed sword-like weapons rotation on attacking while climbing up
- Added platform to the basecamp surface eggship while playing coop
- Added wake-from-stun sound effect to mounts
- Long timers can now correctly show times up until almost 100 hours
- Reset grub's speed on starting to evolve
- Fixed boulder's death cause
- Fixed a set of extremely rare collision bugs
- Added a couple of fields to the struct made available for AutoSplitting, exposing information about resets and door triggers. The layout should remain backwards compatible
- Added command argument to use the old flip mode `-oldflip` for people having performance regressions after the 27th of January patch
- Improved renderer initialization, this should fix being unable to boot the game after the 27th of January patch. If it doesn't, see previous change
- Fixed case where the AI got stuck in a loop trying to attack an enemy
- Fixed some issues in the AI path calculation
- Prevented AI from getting stuck on thorny vines
- Fixed AI being unable to jump over some thorny vines
- The AI will now take into account if the Hired Hand fits through the hole when treating with shields and push blocks
- Improved how the AI attacks to prevent attacking with the rear part of the whip to tiny entities (like bear traps)
- Improved falling platform handling for the AI
- Prevented AI from shooting or throwing when it is too close to the player
- Prevented AI from trying to break some fragile floors using the eggplant, scepter, clone gun, teleporter, camera, or webgun
- Improved falling damage prevention for the AI
- Prevented AI from jumping into lava under certain circumstances
- Prevented AI from just falling into death without reacting under certain circumstances
Online beta changes:
- Some special crowns will now drop from players upon death
- Fixed issue when the Ankh gets triggered while a player is entering or leaving a door
- Fixed issue where wrong layer is rendered after player dies while the next target is in another layer
- Fixed an issue which caused players in an ongoing run not to show as playing together in friend list
- Fixed an issue that prevented joining through a Steam invite while the game was closed
* Fixed issue where mounts were having a hard time squeezing into platforms
* Fixed player's color when leaving an underwater door
* Fixed issue where spiders that spawned from a pot were hanging from nearby roofs
* Fixed issue where falling platforms were being triggered by the wrong things (such as blood)
* Small tweak to the Ice Caves' yeti caves entrance layout
* Added missing tunnel transition decoration towards a shiny treasure world
* Removed incorrect facing laser trap from a certain palace's treasure room
* Fixed artifact on Pilot's character
* Fixed initialization error with some old graphics cards
View on Steam
* Fixed player's color when leaving an underwater door
* Fixed issue where spiders that spawned from a pot were hanging from nearby roofs
* Fixed issue where falling platforms were being triggered by the wrong things (such as blood)
* Small tweak to the Ice Caves' yeti caves entrance layout
* Added missing tunnel transition decoration towards a shiny treasure world
* Removed incorrect facing laser trap from a certain palace's treasure room
* Fixed artifact on Pilot's character
* Fixed initialization error with some old graphics cards
Patch notes 1.20.1d:
Patch notes 1.20.1c:
Online Beta Changes:
View on Steam
- Fixed issue where mounts were having a hard time squeezing into platforms
- Fixed player's color when leaving an underwater door
- Fixed issue where spiders that spawned from a pot were hanging from nearby roofs
- Fixed issue where falling platforms were being triggered by the wrong things (such as blood)
- Small tweak to the Ice Caves' yeti caves entrance layout
- Added missing tunnel transition decoration towards a shiny treasure world
- Removed incorrect facing laser trap from a certain palace's treasure room
- Fixed artifact on Pilot's character
- Fixed initialization error with some old graphics cards
Patch notes 1.20.1c:
- Fixed an issue which would cause the daily challenge to restart shortly in some setups
- Fixed issue where players were sometimes being unjustly crushed just by having platforms nearby
- Players can now let go of a rope while attacking
- Fixed whip issue when jumping and attacking on a 1 tile high corridor
- Fixed issue where being damaged while holding the jump button could later trigger a jump if button isn't let go
- Fixed issue where dying after a long fall while wearing the ankh would make the player do a small jump after being revived
- Players now recover control slightly sooner after leaving pipes
- Slightly reduced the time before a player can grab a rope
- Fixed issue to prevent players from being dropped from a rope when attacking right after throwing something
- Fixed issue where the throwing animation made players unable to move through platforms while climbing ladders down
- Fixed issue where players with the climbing gloves could accidentally grab falling platforms far away from their physical collider
- Fixed issue where standing on a falling platform while hovering with a hoverpack prevented the platform from falling
- Fixed issue where players could sometimes miss a stomp right after leaving a pipe
- Tweaked stomp margin so it should hopefully feel safer to use
- Tweaked lavamander's hitbox
- Slightly tweaked bats' and vampires' flying hitbox shape
- Tweaked grub's hitbox to better match their sprites
- Widened floating orb's hitbox just slightly so it can be hit by the whip right from below
- Hermit crabs starting to climb will now smoothly switch hitboxes so they don't make players miss stomps
- Fixed issue where creatures could sometimes move while outside of the level bounds
- Broken arrows will hopefully no longer be the bane of your existence (tweaked depth)
- Fixed issue when necromancers revived a creature that had just been tossed by the Pitcher's Mitt
- Fixed issue when necromancers revived a pet while another creature was holding it
- Opening crates by using up+attack now tosses the contents forwards so they can more easily be skipped
- Fixed issue where items stuck to honey could sometimes slowly fall down
- Fixed issue where chained blocks could still be pushed
- Setting an on sale equippable on fire now correctly angers its vendor
- Fixed issue where certain events that didn't trigger a defensive response from vendors could eventually kill them without ever dropping their weapon
- A player that's hanging from the base of a giant clam will no longer be crushed when it closes
- Fixed issue where players wearing Vlad's Cape got stunned when jumping away from other players' hands
- Certain closed back layer rooms will no longer have blocked paths generated towards them
- Floors now also trigger falling platforms
- Lava will now cook dead turkeys as well
- Fixed issue where bear traps weren't triggering when put over certain floors (such as the sliding walls)
- Fixed issue where cavemen could sometimes harmlessly pick an armed bear trap up
- Fixed issue where tossing a creature against upside-down spikes with the pitcher's mitt prevented the corpse from falling back down
- Octopus will now only inflict vertical toss and stun damage when actually damaging from above
- Fixed issue where certain wall torches could keep on igniting on a loop after being put off
- Fixed issue when a player wearing the pitcher's mitt tried to toss the light arrow while riding a mount
- Fixed issue where a falling platform could get dragged down by a pushblock and not explode on contact with the floor
- Fixed issue where fire frogs triggered by players left Waddler in a bugged angered state
- Teleporting inside the back layer room of the vault now always correctly angers shopkeepers
- Pushing the imp's lava pot with a shield or by any other means now forces it to drop
- Firebugs can now be correctly pushed away from chains
- Fixed issue where helmet Olmites could sometimes still be stomped
- Fixed issue where stealing from a shop made backpacks have extra invencibility frames that other items (such as bomb bags) didn't
- Fixed issue where an in-flight sorceress' dagger could still spawn an enemy after the Sun Challenge completes
- Fire frogs no longer explode when shattered after being frozen
- Red skeletons are now also considered undead and can therefore be killed by the camera flash
- Being killed by a red skeleton now uses the same death message as the regular one
- Fixed issue where mosquitoes could sometimes get stuck infinitely on the corner of a tile
- Fixed frog trap generation so they don't create paths that require resources
- Fixed crash when dice were brought into a portal
- Fixed issue when a monster wakes up while on hands of a player that's riding a mount
- Shields no longer protect from witch doctors' voodoo attack (also fixes a related teleporting issue)
- Prevented certain floor tiles from spawning right above platforms
- Fixed Au's robe flipping during his walking forward animation (and his head moving one pixel to the side)
- Fixed Van Horsing's hat poking out of the frame on one frame of his throwing animation
- Fixed several blocked paths (many related to coffin rooms)
- Fixed issue where blowing up a pipe while inside left your equipped item looking smaller
- Deployed parachutes can no longer be cloned
- Blowing up a certain altar after a specific sacrifice will no longer halt the transition to a certain world
- Fixed issue where paused time wasn't being added on certain scenarios
- Renderer tweak, might make the game run smoother on certain scenarios (updated Windows 10 swap flip mode)
- Fixed broken tree texture artifact
- Fixed issue where the HUD wasn't hiding after taking off with the ship
- Slight tweak that will hopefully make the renderer pick the correct screen frequency
- Made available a structure to make developing autosplitters less annoying
- Fixed issue where particles were suddenly disappearing
- Fixed a memory leak related to liquids
- Updated credits title
Online Beta Changes:
- Certain item outputs (such as when opening a pot) will now be decided at generation, making the experience more stable across runs and during online rollbacks
- Fixed an issue which would allow players to wrongly unlock achievements and journal entries during prediction phase of rollback
- Dying in an online run now keeps the camera in place for a couple of seconds so players can get feedback of what killed them
- Fixed issue where players could be given the wrong amount of bombs/ropes after a player had disconnected from an online run
- Fixed issue where online players disconnecting after their coffin had been created could lead to uncontrolled situations
- Player coffins will now generate in levels 10, 50, and 90 of a certain world
- Fixed issue where a player disconnecting in certain situations could crash remote games
- Added support for Recent Players of players joining by invite code or steam invite
- Players that disconnect while wearing the Ankh will now drop it first
- Disabled joining to the room you're already in via room code
- Cloned player coffins will now become hired hand coffins
- Fixed camera glitch when reviving during an online run
If you can't play online ensure you've downloaded the latest update (1.20.0j)
General changes and fixes:
- Prevented char selection scene from processing players' input when the disconnected controller popup is on the screen.
- Pitcher's mitt effect will now be removed for invincible entities on being tossed or damaged
- Fixed capes' state when the player gets stunned, frozen, bubbled, killed, or lost control
- Fixed assassin Jiang-shi's rotation on being frozen while turning upside down
- Prevented closed doors' prompts from appearing when a Hired Hand is carrying a key
- Prevented normal boss from falling a bit every time she gets frozen
- Fixed chain visibility when a non-punished player grabs the ball
- Fix daily score submissions in normal and hard endings
- Added intermediate level to bright flashes
- Fixed cloned bows' ammo state
- Chests can now be crushed
Online beta changes:
- Fix ending showing wrong amount of players
- Fix disconnections when changing levels
- Fix multiple background music issues
- Fix disconnections when alt-tabbing
- Fix ending journal journal lock
- Fix special ending title lock
- Added room code system, room codes are automatically copied / read from the clipboard
Happy holidays, have fun and stay safe.
1.19.7a (W64) → 1.19.8c (W64):
Online beta changes:
Note: 1.19.8c is required to start new online games.
Regarding invites, we're reaching out to the platform holder to see what information they can provide about the issue on their end.
We've also reached Valve to ask for information regarding how to integrate our infrastructure with the recent player feature without depending on Steam matchmaking / lobbies.
View on Steam
- Fixed crash on carrying a gold monkey through any portal
- Fixed crash when a challenge appeared on the same level as a two-floored store (yesterday's daily challenge crash in Volcana)
- The merchant will now enrage if a player wearing the true crown teleports into her shop
- Slightly reduced the stun time of the falling platform
- Fixed bow-like weapons' ammo on being cloned
- Fixed torch flames state on being cloned
- Fixed dice number on being cloned
- Prevented eggsac from being cloned
- Entrance lasers of the Sun Challenge will now re-enable if the player doesn't survive
- Added a new option to disable bright flashes
- Added back cross-play view in leaderboards
- Fixed blocked paths related to player coffins in Volcana
- Fixed shopkeeper Earl's name
Online beta changes:
- Display choice of server information
- Fixed crash when a secondary player carried a gold monkey through the ending (in both local coop and online coop)
- Deployed more servers (available in 27 worldwide locations mainly in North America / Europe / Oceania but also including Tokyo, Seoul, São Paulo and Eastern Russia)
- Fixed an issue that caused players to join a room multiple times (ephemerally)
- Allowed controller auto-assignment using any button in the menus, which fixes the controller not being detected in the lobby scene
- Fixed pause menu in the online mode after opening it and closing it with the Resume option
- Fixed input mapping to the wrong player for online players nº2, 3 & 4
- Fixed case where a player could control a character and a ghost at the same time after reviving from a coffin
Note: 1.19.8c is required to start new online games.
Regarding invites, we're reaching out to the platform holder to see what information they can provide about the issue on their end.
We've also reached Valve to ask for information regarding how to integrate our infrastructure with the recent player feature without depending on Steam matchmaking / lobbies.
- The second jump of mounts can now be shortened if the player releases the jump button
- Fixed stomp's jumping speed after Vlad's cape double jump
- Fixed issue where hanging on a ledge would prevent the player from correctly stomping on an enemy that was nearby
- Previous grace period that prevented players from collecting gold right after using a door now only applies while on the door tile. This prevents regular-run players from constantly missing gold while giving nogold-run players still the chance to dodge it
- Wooden shields no longer push stuff inside walls and will now correctly break when trying to crush things other than critters, small gold nuggets, pots, skulls, mosquitoes and leaf-like entities
- Hard boss' portal bounds will now increase progressively along with the visuals
- Slightly increased portal visuals' size to better match its physical range
- Fixed issue where Olmec was sometimes breaking floor tiles that it was only barely scratching
- Fixed previous physics fix oversight (should now make incorrect crush hopefully less common)
- Quicksand will now cancel the pitcher's mitt effect on thrown entities
- Fixed paste bomb's gravity when it has been thrown by the pitcher's mitt and the attached-to entity disappears
- Camera can no longer flash entities that are inside pipes
- Pushing the bear trap's gold nugget away (by using a shield, pushblock, etc.) now correctly detaches it from the trap
- Prevented players from grabbing Excalibur from other players' hands
- Reduced invulnerability frames for monsters after being damaged by firebug's fire
- Fixed more cases where the player was being unfairly blamed by a shopkeeper
- Player-activated robots will now enrage vendors if they explode inside a shop
- Vendors will now anger if you whip out of the shop bomb bags and bomb boxes
- Fixed certain crown teleport when the player is on a pipe
- Prevented robots from being poisoned or cursed
- Lava will now destroy floating orbs
- Prevented Hoverpack from being activated when it is not equipped
- Fixed hermit crab's shape on being stunned or dead while hiding or emerging (fixes issue where crab became undamageable)
- Improved performance in the base camp
- Slight "Low visual effects" performance improvement
- Fixed Qilin state on spawning on a tight space
- Prevented players from receiving fall damage after being slowed down by the water
- Fixed velocity reset of equippables on desale
- Dice shops will no longer reward previously rewarded items
- Prevented golden keys from spawning inside shops
- Fixed issue where using a certain ship could sometimes make players pick treasure up accidentally
- Prevented clone gun shot from cloning leaf-like entities
- Idols can now be deposited in some special world's doors
- Loading the light arrow on a bow will now unlock the arrow's journal entrance
- Hired Hands will now detect nearby paste bombs
- Fixed Hired Hands' door usage when there was a rope in front of the door
- Prevented Hired Hands from fighting crabmen
- Prevented Hired Hands from performing ledge-flips if they have any held item
- Hired Hands will now try to wait outside shops
- Prevented Arena AI from considering some useless pickups
- Prevented Arena's AI from getting stuck on picking up continuously any two different equippables
- Prevented AI from trying to pick up an already equipped backpack
- Brightness now only affects ingame, fixing the issue where certain UI elements were unreadable on extreme brightness values (currently shows no change on the settings menu)
- Fixed lamp fire state on carrying it to the next level
- Added proper rubble to the different coffin styles when they break or open
- Added special player coop coffin's style to a certain theme
- Fixed ice caves player coop coffin using the wrong sprite
- Fixed issue where coop coffins could sometimes not appear in certain levels
- Fixed level generation issue that could sometimes block a forcefield tile
- Fixed sleep bubble's depth
- Fixed issue where some things could still interact while the game was paused
- Fixed Waddler's enragement message
- Fixed bomb soot culling issue
- Fixed issue where dead wet monsters would never seem to dry
- Fixed weird shadow on attacking while sitting on a base camp's chair
- Fixed issue where the arena music was stopping and restarting when going to Options
- Angered vendor music will no longer stop when opening the options menu
- Profile "last game played" stickers are now correctly filled when beating the game
- Fixed some blocked paths
- Removed artifacts from various images
- Fixed Spanish text typo
Current Release
Not available
Additional Files
Online Fixes
1 file
System Requirements
OS
Windows 10 64-bit
CPU
Quad Core 2.6 GHz
RAM
4 GB RAM
GPU
NVIDIA GTX 750
How to Install
1
Download all files
2
Extract the .ISO file to a folder (use WinRAR or 7-Zip)
3
Mount the ISO file (double-click or right-click → Mount)
4
Run setup.exe
5
Launch the game from desktop shortcut or Start Menu
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Size
513 MB
Password: cracked-games.org or 123
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View AllDownload Spelunky 2 for PC with a direct link or via torrent. Get the full version of Spelunky 2 for free. Spelunky 2 is a Action released by Mossmouth.