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You are viewing a story from GN Version 5.0. Time may not have been kind to formatting, integrity of links, images, information, etc.

Exit the Gungeon's upcoming Version 2.0.2 update detailed

Big bug fixes coming
by rawmeatcowboy
20 March 2020
GN Version 5.0

Exit the Gungeon will soon see a Version 2.0.2 update released for Switch. Check out full patch notes for this update below.

Gameplay Changes / Improvements

Charged weapons now automatically begin charging whenever they’re equipped; discharge them by pressing (or releasing) the fire button. This means you can continue to press and hold fire to use charged weapons (like in ETG), or if you just repeatedly press the fire button, they will shoot when ready
Fixed an issue where some guns could be fired faster than intended when the fire button was pressed rapidly, which caused both game imbalance and cramped trigger fingers
Added interaction outlines to the doorways in the Marine’s second elevator to indicate that the player needs to enter a room to continue
When in a windowed mode, the mouse cursor now locks to the window unless the pause menu is open
Improved makeshift cannon and sling, especially against bosses
Changed the names of many guns to match their ETG counterparts
Casey will reflect ownerless projectiles (notably bullats); reflected bullets/enemies will also fly faster and with more force

Bug fixes

Fixed a camera soft lock issue in minigames
Bandana Bullet Kin now has the correct Diginomicon entry for most languages (will require new localization for the remaining languages)
Fixed an issue where “Windowed” and “Windowed Fullscreen” modes were swapped in the options
Fixed an issue caused by pausing during the load screen transition
Fixed an issue with ultrawide monitors and Winchester’s Original Game
Fixed an issue in Winchester’s Original Game where targets were suspended in midair
Fixed an issue where starting items for unlockable characters could show as locked in the Diginomicon even when equipped
Fixed an issue with charged gun sounds
Fixed audio levels for some sound effects
Fixed a rare graphical glitch with the diginomocon

[Link]