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Hi, Version 50 is out now on the public beta branch on Steam! I could have held off longer to make it more full of an update, but I decided everyone had waited long enough.

I'm exhausted so I'm not going to make the full Patreon post or patch notes today, but here are some of my thoughts on Version 50:

-- Spoilers! --

- Adamance's bridge is an inferior version of Vow, and Adamance needs more options/paths. I have to think more about what makes it unique. Besides that, the best thing I can do to give these moons more character is filling them with new scrap and enemies.

- The Old Birds are a very extreme example of the strengths and weaknesses of my design philosophy, which is just to make things because they're funny or cool without fully thinking through the design/mechanics. I had hardly any goal design-wise with the robots, and I don't know if interactions with them actually have any depth.

- The butlers, on the other hand, are one of the earliest mechanical concepts. They have become one of my favorite visual designs in the game, up with Baboon Hawks and Flower Man. I think they aren't quite dangerous enough when you understand how they work and have a full team; balancing-wise, I just keep making them faster and more eager to murder.

I'm going to have to make moving up slopes less slow, while still allowing you to get the same speed boost from running downhill; psychologically, you notice when something is convenient a whole lot less than when it's inconvenient, so this movement change feels really bad overall.

-- End of spoilers --

Overall, after a long time of revving up, I've finally returned to the level of creative energy I had in early December, which is why Version 50 is finally out. Hopefully the next updates will come out faster.

Comments

Electrafying

Loving the update so far! — rest up, king, and we’ll await your upcoming posts. 🫡

Justin Gonzales

Excited to play with my friends again!

EnderJohn

Love your insight on everything, glad to see you happy with your creative decisions. I see tons of potential in the update, and it gives me the feeling that you’re scratching the surface of something amazing. (SPOILER AHEAD) My first encounter with the Butler was horrifying cause I first saw him in the dark and he was chill and I ran away. I went back in and he pulled the knife out and made me freak the hell out lol. Perfect enemy if you ask me. Overall, amazing update, it definitely feels like a new beginning like you once mentioned.

soap soap

u cooked

Nicku

YIPPEEE!

Phoenix

Thank you Zeekers <3 Loving the new enemies so far!

Shade

Already found the Easter egg. Very clever

Jalen Cene

Yay, the issues you mentioned are the most pressing I noticed from this version so I'm happy you're tapped in to them too

NoFaceGames

PLEASE keep working on v50! We all want this to be the best update to Lethal Company ever!

Node118

I'm upgrading your cooking license and promoting you to head chef keep up the good work

reamnos

It’s been a really fun update so far! I’m curious if you’ll be making any tweaks to the (spoilers) old birds so there’s a clearer way to avoid them, or are they meant to be the top of the enemy food chain? I’ve seen them slaughter just about every enemy in the game and it’s humbling to watch it blow up dogs and giants

Alex The Fish

an amazing update honestly, tho i must say its a little bit of a pain going down hill sometimes due to fall damage but apart from that its great!! :D

Necrofantasia

personally not a fan of the old birds being able to spawn on any moon, maybe take them out of experimentation and assurance or lower their chances of being there if they arent already low. overall great update and cant wait to see whats next

LaffyGaffy

The Old Birds are fantastic. Scariest thing in the game so far, even beating out Modded enemies in my opinion. :)

CaliberPlex

Haven't played the update yet, but perhaps you can apply Coilhead and Bracken logic to the Butler. Similar to how the instant nobody is looking the Coilhead will dart towards the nearest player, make the Butler pounce the nearest player when line of sight is broken. Make them slowly build up a rage meter like the Bracken where the criteria of how particular circumstances need to be for them to strike a lone target is becomes less demanding. So the longer they go without attacking someone, the less picky they'll be about how close a teammate is (maybe even attacking two teammates to try and kill them both so neither are witnesses) and the sooner, faster, and more likely they will strike when the correct conditions are met. Line of sight reflexes of a Coilhead and the impatience of a Bracken.

Necrofantasia

heard complaints that the disco music is too loud but i personally dont notice it being that way, but i am noticing a change in the nutcracker's volume and i find it too loud. also, the new indoor trap sometimes goes off on its own and keeps smacking the floor and its really annoying. would also be nice for it to have some connection to the ceiling instead of just floating