WELCOME: SWAP/MEAT EMPLOYEE ORIENTATION
Welcome to your first day at Rangus Meats, humanoid Meat Scientist! I'm Rodd, VP of Humanoid Resources and Diuretics Research here at Rangus. This orientation is designed to help you embark on your SWAP/MEAT career, and to provide an overview of what to expect in the field.Before I begin, let me say this: This orientation is for humanoids who are new to the Rangus Meats corporation and are a part of the SWAP/MEAT division. If you are attending this orientation in the hopes of becoming or learning how to impersonate a humanoid, you have made a mistake. This orientation is not for you.
With that out of the way, let's begin!

EVERY PLANET IS A UNIQUE OPPORTUNITY TO FEED THE GALAXY
In the times before galactic fast food hegemony, humanoids would describe your SWAP/MEAT experience as a "third-person shooter with roguelite progression." Primitive, amiright?!But history can still teach us a lot, even if it's technically illegal. Your goal in SWAP/MEAT is to travel around the galaxy, defeating creatures large and small to harvest their DNA (and meat) to help your fellow Meat Scientists at Rangus develop a sustainable meat product everyone can enjoy!
Use your Rangus-approved Galactic Map to choose a planet to drop into. Once you're in, our state of the art Hivemind Meat Sensor will provide missions for you to complete within a deadline. Fight your way through the local fauna, fulfill your missions, and extract the planet's meat core to finish your run.
Sounds simple, but danger is around every corner in SWAP/MEAT, valued humanoid employee! Any time you're not sure, you can always make a run for the extractor to escape with what you've harvested so far. Remember: a productive employee is a living employee!

IN SWAP/MEAT, YOU SWAP MEAT
There are some dangerous worlds out there, humanoid employees. Flying from planet to planet to harvest new meats to feed the universe at any one of Rangus Meat's billion locations requires grit, determination, and the ability to actively swap your body parts to improve yourself each time you visit a planet. That cute butterfly-looking thing flying at you? Son of a gun is packing a rocket launcher. Take him out before he uses it on you. Then, swap your meat with his to unleash rockets of your own.
THERE'S NO I IN MEAT… BUT THERE IS A ME
You can go on planetary runs with friends, single-serving co-workers, or - if you're looking for a unique career challenge - by yourself. SWAP/MEAT's tuned for co-op shootin' and lootin', but we at Rangus Meats will never stop an intrepid employee from entering the field, even if they're destined to die alone and friendless!
EVERY RUN ADVANCES YOUR CAREER
Every time you make it back to a Rangus spaceship with your body intact, you move yourself ever closer to Rangus Meats Upper Management. Corporate Leadership was inspired by early 21st century simulations like Hades and Returnal to ensure that while the worlds around you change, you yourself can consistently progress over time. Short- AND long-term goals? That's Rangus(™)!
RANGUS MEATS THANKS YOU
Once again, humanoid employee, welcome to Rangus Meats and the SWAP/MEAT division! We're sure your career will be a productive one. To meet more of your co-workers, join the Rangus Meats Microsoft Teams channel, add SWAP/MEAT to your Wishlist (MANDATORY!), and visit our corporate social media presences for additional memoranda and guidance.
SWAPMEAT Patch Notes v0.11.0
Weve made some changes to how Difficulties and Ascension Ranks are unlocked:\n Ascension Ranks are now unlocked globally, instead of per-Solar System.\n Solar Systems now track and display the highest difficulty and ascension rank you have completed them on.\n\n Added new side quests at Carl for collecting one of each mineral, ancient tech, and fish.\n [/list]\n\n
An Update from Game Director Jamie Stormbreaker
\n\nOver the last two weeks since we entered Early Access you have generated a lot of data for the One More Game team to pour over. Weve used these last two weeks to interact with you in Discord, Steam forums, and read Steam reviews to help correlate the qualitative feedback (written) with quantitative feedback (metrics generated from play) to determine what our priorities are as we assemble our roadmap to launch.\n\nWeve been testing SWAPMEAT publicly for the last two years by opening the doors to testers for a few weeks every two to three months. Now that were in Early Access, we have no plans to close the doors and were going to increase our cadence to every two weeks.\n\nPatch Tuesday
\n\nStarting today, every other Tuesday you can expect an update to SWAPMEAT that includes improvements, new features, and bug fixes based on feedback from the community. We wanted to commit to this schedule so you know as a player that therell be something to play solo or your friends and discuss with each other or the team here at One More Game on a regular basis.\n\nOur goal at this phase of Early Access is to ensure that players purchasing and joining us believe This game is fun and promising but needs more content and not This game is buggy and unfinished. The commitment we try to stand by is We can promise you that its not broken, but we cant promise you that its fun until it is. We will continue to release updates, sometimes daily, between these larger updates to fix crashes and address bugs.\n\nReplacing the Temporary
\n\nWhen we entered Early Access we knew that we would need to identify a new watermark for what is acceptable to ship to players. In play testing, we always fall back to the motto above if its not broken and impenetrable to understand, we can test it with players for feedback.\n\nWe try to call out in the known issues section of our patch notes things in the game that are temporary. Usually these are bits of our UI, music, sound effects, voice overs, and cinematics because these are the things that typically get made last while youre developing a game.\n\nSome of the more critical feedback weve received has helped us identify what that watermark should be, so were going to endeavor to not ship components that have UI, music, sound effects, VO, or cinematics that are work in progress. Additionally, over the next few months these pieces will be replaced with their permanent pieces we just wrapped our first VO session in the studio yesterday so youll have some more fun banter with Carl coming really soon.\n\nOn the same level of temporary audio, the UI (user interface) and UX (user experience) of a game stands out to most players when theyre incomplete. The former because its quite literally always in your face and the latter because, well, if you cant understand something how are you supposed to interact with it? Heres a message from OMG_DirigiblePlums, our Principal UI/UX designer:\n\n\nI know that incremental changes can feel weird, so first Id like to thank our community for your patience while were in early access! I read all the feedback and use it to inform decisions while designing features.\n\nWe update things as we go, which means that rather than completing a full UI overhaul in a single sweep, some things will be more polished than others. With that in mind, Id like to keep everyone updated on some of the things that are in progress right now:\n\n\n\nWeve still got a way to go to complete SWAPMEAT, but were thrilled to finally be at this stage of development. Todays patch notes will contain some commentary of why we decided to focus on some changes in addition to what has changed. Well be sharing a public roadmap with the community before our next update to more clearly outline where we are and where were going.\n\nThank you for playing SWAPMEAT. Please join us in Discord and let us know what you think about the changes!\n\n Jamie Stormbreaker, Game Director\n\n\n
\n\nWere also working to polish the areas that have received some UI updates already:\n\n- Post stage (this entire flow is going through some major changes and Id love to hear what you feel is most important info to display/compare here)\n
- Bolt Burger UI (a visual update to starting a run and selecting your load out)\n
- Meat Lockers (changing cosmetics, viewing employee rank details, and more!)\n
\n
\n\n OMG_DirigiblePlums, Senior UI/UX Designer\n- Carl Quests and Upgrades\n
- Trader Mike\n
- System Select\n
- Weapon Terminal\n
Patch Notes
\n\nGameplay
\n\n- \n
- Paired cave paths to pathdecks to improve navigation on Mount Dangus\n
- Eyeclops now take 80% extra damage to their eye weak point\n
- Eyeclops are now considered more difficult, so they will spawn on later difficulties/stages and in smaller numbers\n
- Reduced base health of Highbeam by one third\n
Difficulty Adjustments
\n\nA lot of the feedback from Early Access has been around uneven difficulty even on the easiest difficulty level (casual). Getting this right will take a number of iterations, but today were pushing out a number of changes to try and make the easiest difficulty more manageable.\n\n- \n
- Gobble Gazers call fewer dropships than before, and when they do it reduces the dropship population more than before\n
- Gobble gazers will now spawn in smaller groups, but spread out more frequently\n
- Disabled enemy scouts on Easy difficulty. Most noticeably, this disables Gobble Gazers\n
Weighted Random Meat Drops
\n\nWeve had a true random system for Meat Drops since the very beginning of internal testing we would roll on a loot table for an enemy to determine which part, or no part, to drop when they were defeated. The problem with true random is that it streaks and can give the perception to the player that things are broken because were dropping too many things or not enough things.\n\nThe feedback that were trying to squash here is being meat starved, which often sounds like I killed X enemies and got no drops and died. This feeling was particularly present in new players that may take longer to kill enemies and take more damage, leading to less chances of meat to drop while theyre getting overwhelmed by enemies.\n\nToday were shipping a weighted random system for Meat Drops. It basically works like this:\n\n- \n
- The drop chance for a given meat type increases slightly over time since an enemy last dropped that type for you\n
- The drop chance for a given meat type increases drastically over time when you lack that meat type\n
Hunters
\n\nOne of the changes we made before going into Early Access was to spawn the Hunters towards the end of the Harvester Escape event (Stage 1 of Solar System 1). This felt bad to some players because we were removing time you earned by starting the Harvester event and also was too challenging during the Sattelite Smoker Harvester event (Stage 2 of Solar System 2).\n\nAdditionally, players could abuse the system by increasing their Hunter timer by completing other events while the Harvester Escape event was active. So we added difficulty and feel bad and didnt actually accomplish what we wanted.\n\nToday when you start the final event of a planet (eg. Harvester Escape), you will no longer be able to increase or decrease the time on your Hunter Threat Meter. For events with Bolt Burgers that you need to interact with, the Hunters will spawn after they have arrived in their enraged state.\n\nThe goal of these changes is to push the player off of the planet once theyve completed the final event and allow players that earned a time buffer to use it.\n\nElemental Interactions
\n\nIf youve played with Ice Elemental weapons you may have discovered that enemies will eventually become Frozen when dealt enough Ice Damage and then they can be shattered by melee damage or abilities that deal melee damage (eg. Wheelie Legs, Squat Daddy Legs).\n\nWere aiming to add additional behaviours between elemental accumulations and damages, and today were adding a cross between Kinetic and Ice.\n\n- \n
- Dealing Kinetic damage to a Frozen target will now trigger Shatter\n
Weapons
\n\nThere are 54 Elemental variations of the 9 different weapons in SWAPMEAT. When we launched into Early Access we had still been replacing the artwork and behaviours of many of these weapons, but werent able to finish the lot in time.\n\nIn todays update a number of weapons have had their artwork replaced and behaviours updated. Rocket Launchers, Grenade Launchers, Plasma Guns, and SMGs now have updated versions. Below is an exhaustive list of those changes.\n\n- \n
- Reworked the Kinetic SMG (Shredder) into a nail gun\n
- Increase speed and distance of Electric Grenade Launcher projectiles\n
- Reduced damage of Electric Grenade Launcher 55/60 -> 50/54\n
- Reduced Explosive Impulse of Electric Grenade Launcher projectiles making it easier to connect multiple projectiles on a group of targets\n
- Reduced damage of Fire Grenade Launcher 90/95 -> 85/90\n
- Reduced Muzzle Climb and Muzzle Wobble of Fire Grenade Launcher by 50%\n
- Reduced Explosive Impulse of Fire Grenade Launcher projectiles making it easier to connect multiple projectiles on a group of targets\n
- Fixed a bug where Ice Grenade Launcher projectiles were not having their speed scaled with Grenade Launcher unlock bonuses\n
- Reduced damage of Ice Grenade Launcher 35/40 -> 26/32\n
- Increased damage of Kinetic Grenade Launcher 110/115 -> 120/125\n
- Increased speed of Electric Plasma Gun projectiles 30 -> 40\n
- Increased damage of Electric Plasma Gun 32/36 -> 54/40\n
- Explode Electric Plasma Gun projectiles after 2s\n
- Reduced Attack Delay of Fire Plasma Gun 0.15s -> 0.1s\n
- Explode Fire Plasma Gun projectiles after 2s\n
- Increased damage of Fire Plasma Gun 22/26 -> 28/32\n
- Reduced damage of Ice Plasma Gun 22/26 -> 16/18\n
- Reduced explosion radius of Ice Plasma Gun projectiles 1 -> 0.5\n
- Increased elemental accumulation of Ice Plasma Gun 1.5 -> 2.5\n
- Reduced speed of Kinetic Plasma Gun projectiles 30 -> 10\n
- Increased size of Kinetic Plasma Gun projectiles 3x\n
- Explode Kinetic Plasma Gun projectiles after 2s\n
- Increased damage of Kinetic Plasma Gun 22/26 -> 36/40\n
- Increased radius of Kinetic Plasma Gun explosions 1 -> 1.25\n
- Increased damage of Plasma Gun 22/26 -> 28/32\n
- Reduced Max Spread of Rangus, Fire, Electric, and Slime SMGs from 2 -> 1.5\n
- Reduced Spread Decay Rate of Rangus, Fire, Electric, and Slime SMGs from 2 -> 1.5\n
- Reduced Muzzle Climb per shot of Rangus, Fire, Electric, and Slime SMGs from 0.6 -> 0.3\n
- Reduced Muzzle Wobble per shot of Rangus, Fire, Electric, and Slime SMGs from 0.3 -> 0.15\n
Meta Progression
\n\n- \n
- Replacing UI and improving UX\n[list]\n
- Players not aware that they can unlock additional difficulties\n
- Players not aware that they unlocked a new solar system\n
- New Lobby layout\n
- \n
Art
\n\nUpdated ROX-1 Layout
\n\n- \n
- Weve updated the layout of ROX-1 (Lobby/Ship) to streamline the user experience of spawning, collecting and completing quests, unlocking new things, equipping costmetics, and then launching a mission. Well continue to update the visuals of ROX-1 but wed love to hear feedback on the new layout\n
- Unlock terminals will now always be visible within ROX-1, but will be locked until the player has progressed their Quest Chain with Carl. Previously they were hidden which made the space feel empty and the unlock possibilities were invisible to new players\n
- Added exterior Mothership model into the lobby to help players understand this is the ship they see in the extraction event\n
Animation
\n\n- \n
- Added a new set of animations for Hair Force One when hitting him with the chair and when he is downed on the ground\n
AI
\n\n- \n
- Reduced Eyeclops AIs preference for attacking structures over players, from 10x to 3x\n
UI / UX
\n\n- \n
- Added [code]cheat.ToggleUI[/code] cheat to disable the UI for immersion or screen capture\n
- Critical Damage numbers will now always be grouped separately\n
Bug Fixes
\n\n- \n
- added platform for smaller events on Calypso map so they dont hang over the edge\n
- Fixed bug that cursor wasnt locked to game window after late-joining multiplayer game\n
- Fixed a bug where the player could interact with the Cooked Meat Core on the Satelite Smoker event\n
- Fixed an issue where some attributes of the Kinetic Pistol was not scaling with upgrades\n
Known Issues
\n\n- \n
- No significant performance tuning has been done yet. If you are graphics bound, you can try lowering the quality settings in the Esc menu via Options Video, but systems with more constrained hardware may struggle\n
- Not all input buttons and keys have icons in the UI yet. Text descriptions (eg. J, or Button West) will show up for things that do not yet have an icon in the input glyph map\n
- When observing other players, some UI bits such as the reload HUD dont show accurate information for the observed player\n
- All cutscenes and voiceover dialogue are WIP (and most lines arent in at all yet)\n
[ 2025-11-05 03:51:36 CET ] [Original Post]
Minimum Setup
- OS: Linux Kernel 5
- Processor: Intel i5 7th generation or equivalentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: AMD Radeon HD 5670 / Nvidia GeForce 8800
Recommended Setup
- OS: Linux Kernel 6
- Processor: 3.00 Ghz Intel or AMDMemory: 4 GB RAM
- Graphics: AMD Radeon HD 5670 / Nvidia GeForce 8800Network: Broadband Internet connection
GAMEBILLET
[ 6366 ]
FANATICAL
[ 5849 ]
GAMERSGATE
[ 1587 ]
MacGameStore
[ 2438 ]
INDIEGALA
[ 469 ]
FANATICAL BUNDLES
GMG BUNDLES
HUMBLE BUNDLES
INDIEGALA BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB















