The 1.3 Update!
2026-05-08The wait is finally over! After so many updates and so many revisions, New Meat has finally hit...1.3! We couldn't have done it without all your support, and it's so gratifying to finally be able to talk about this with you all. Welcome, at long last, to The 1.3 Update! ...Okay, joking aside, the biggest changes in this update are under-the-hood. I've changed the way objects spawn in the dungeon to give me greater control over what appears and when, and I've added an internal turn counter to battles which will let the game know how quickly you're ending fights. But that doesn't mean there's nothing new, here! I've added a few things to show off just what I can do with these new capabilities I've given myself. So... What's New?!
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Firstly, for the first time since their introduction, we've got a brand new Room Effect! High Security rooms! Finish fights quickly in these, because every turn combat goes on in these rooms, your Meat reward will be halved! Second, there are six new Curios in the dungeon, each of them showcasing something that couldn't be done in the game before! So look out for... • Kingpin • Nostalgic Mixtape • Thermal Backpack • Proof of Insurance • Jomon Doki • Cheap Comb What do they do? Track 'em down and find out! Balances and Fixes • Large Fries and Large Onion rings now increase Max HP and Energy, respectively, by 70 instead of 50. I'm very good at math, you see. • Fixed a bug that made it impossible for Chaos Containers (a late-game object that can spawn as multiple different container types) to spawn as Crates. • Fixed a bug that made it impossible for Chaos Obstacles (a late-game object that can spawn as multiple different obstacles) to spawn as Rocks. And yes, this was related to the previous bug because I based both objects on the same script. • Fixed a long-standing graphical bug which made Chaos Obstacles sometimes use the wrong sprite when spawning as Fires. (I think? I still don't fully understand why this bug was happening, hence why it took so long to fix, but I think I've gotten it to stop.) • Fixed the spawn rates of Silver and Gold Chests, which were WAY above what they were supposed to be. Silver Chests now have a 50% spawn rate and Gold Chests have a 25% spawn rate (except in rooms where they're SUPPOSED to be guaranteed). • Moved the spawn location of a late-dungeon Blood Chest two tiles to the right. (This wasn't worth writing down.) But what's next...? I'm so happy people are still finding and enjoying this game! It really is your continued interest and support that allows me to keep working on these updates. And speaking of updates, I want to leave this off with a little peek at where this project is headed. See, this update is more of a prelude to the next one, an update of much more substance...and consequence. New Meat, as it exists right now, is not quite complete. Years ago, back when the very first version of New Meat launched, I casually mentioned that while I'd managed to put ALMOST everything I'd originally planned into the game, there were two endings that had to be cut for time and logistical reasons. Over the years, I've referenced these endings occasionally, but I've never gone into detail. That, however, is about to change. Next update, I'm going to do it. I'm going to add the two lost endings to New Meat, and finally complete the story. So stick around, but be advised, you've already seen all the good outcomes of Niko's first week. It's time to see just how bad things can really get.





