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.The focus of this update remains similar to that of our previous update replace the things that are temporary while focusing in on the feedback that we received during the first few weeks of Early Access. Weve also got a number of bug fixes thanks to a number of community members that helped track them down!\n\nIn this update and the weeks coming, well still be working on replacing the things that are obviously temporary. Last week I mentioned we finished our first VO session and over the last two weeks we finish all of our VO sessions. Itll be a few weeks before the audio is updated in game, but the cinematics and VO for Solar System 1 and 2 will contain their final pieces pretty soon.\n\nIn this update youll find a hefty update of meta-progression content that should make progressing through the campaign and more challenging difficulties more accessible. Weve also added a number of new events that youll encounter, a new enemy type, continued to pursue additional elemental interactions, quality of life improvements for new players, and added Item Containers back to the game.\n\nOur plan until the end of the year is to continue working on replacing temporary UI, QOL improvements for new players, and new content. Specifically, you can expect not just new item upgrades, but different kind of item upgrades. The Item Containers introduced in this update are just the first required step to get there. We want you to be theory crafting builds and sharing them in Discord, and this is a long overdue rework to get there.\n\nWere still putting together a public roadmap that well share with the community soon. I anticipated this would be ready before this update, but misjudged how much of my time would be dedicated to working on features for this new two week cadence. Well have a public roadmap before *the next update*. Promise.\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
Gameplay
\n\n- \n
- Added Elemental Resistance Attributes. Enemies can now have a positive or negative resistance to each Element causing conditions to accumulate slower or faster, respectively\n
- Added a new machine enemy Tommy Tank. Expect more of these machine enemies will begin to trickle into the game as we complete them followed by a new line of Meat and abilities for you to pickup and play with!\n
- All Dirtbag enemies (not just from Whack-A-Mole event) will be popped above ground by Squat Daddy ability\n
- Increased the size of Dirtbags hitbox making him easier to deal with\n
- We made improvements to the feel an timing of weapon switching to make switching between weapons feel more satisfying and provide an overall increase to the players total damage output. Well continue to tweak these numbers, but the goal is that the player can unload two to three clips by switching weapons before needing to participate in the active reload mini-game\n[list]\n
- Reduced weapon switch delay from 500ms to 250ms\n
- Fixed a bug that was sometimes preventing your inactive weapon from automatically reloading. See the bug section below for more details\n
- Switching to a weapon that was in the active reload mini-game will now restart the active reload mini-game
Respawn Refrigerators
\n\n- \n
- All Respawn Refrigerators will now stay deployed until the map is completed\n
- Players will always respawn at the closest respawn location either a Respawn Refrigerator or their initial spawn location\n
- A new cinematic will play when the player is respawning in a Respawn Refrigerator. Ding!\n
Elemental Interactions
\n\nSlime
\n\nAdded Elemental Interactions to Slimed Targets. Slimed targets now have -85% resistance to all other Elemental accumulation. Damaging Slimed targets with any Elemental damage type other than Slime will now much more rapidly accumulate that Element\'s condition.\n\nThis is in addition to the 30% Increased Damage that Slimed targets take from all damage sources.\n\nBoss Encounter Difficulty Scaling
\n\nWeve taken a first pass at scaling boss encounters in accordance with the difficulty level being played. In addition to tweaking the pretty standard fare - enemy hit points, damage output and mitigation, minion counts, respawn and cooldown timers, etc - you will also notice that some boss mechanics or behaviors only become active at higher difficulty levels. Overall, this should make Casual easier, while gradually scaling up to the point where better equipment upgrades and much more precise execution are needed as you progress up through Nightmare. This is a first step, so more tweaks are likely in the future as we gather data from more play sessions.\n\nItem Containers
\n\nItem Containers will now spawn as a reward from completing certain events. One player can claim an Item Container by interacting with it for a short period of time. The player that claims the container will receive one to three different random uncommon items.\n\n- \n
- Added various sized Item Container rewards for completing the following events\n[list]\n
- Summoning Circle\n
- Meat Blender\n
- Crystal Tower (new)\n
- Machine Tractor Beam (new)\n
- Portal Generator (new)\n
Meta Progression
\n- \n
- Added 33 new Carl quests and upgrades in total\n
- Added new main quests to track completion of each campaign system at your current difficulty, that will then unlock the next difficulty once completed\n
- Added new side quests for unlocking all of the ultimates, unlocking all of the weapons, beating the random system on each difficulty, and for meat swapping an elite number of times\n
- Added new side quests for completing primary directives with each weapon that appear once any given weapons entire weapon grid has been opened up at the weapon terminal. These do not require any resources being spent on the weapons. Just fully opened up\n
- Added new higher difficulty versions of the boss upgrades Franken Felled and Lord of the Rings for beating the bosses on Standard, Hard, and Nightmare difficulties. Beating them at a higher difficulty will also unlock all lower upgrades, such as if you first played and beat a boss on Hard with a friend, then that would also give you the option to get the Casual and Standard upgrades as well\n
- There are new upgrades for beating the Random System on each difficulty. Beating it at a higher difficulty will also unlock all lower upgrades, such as if you first played and beat it on Nightmare, then that would also give you the option to get the Casual, Standard, and Hard upgrades\n
- Made Rangus Effort Points \"REPs\" visible at employee info terminal, so it was easier to understand how to earn them\n
- Updated Trader Mike to have a new trade option for the Big Red Button resource after completing a Random Solar System on Hard or higher difficulty. This resource is primarily planned to come from a future solar system, however we didnt want to block the completion of the smart meat grid or weapon grids until then, which require it to reach rank 30, so everyone can resume powering up further to push the limits on the Nightmare ascension ranks!\n
- Reduced cost to trade up minerals and ancient tech from 5 to 3 at Trader Mike\n
- Reduced cost to trade up trinkets to boss resources from 25 to 10 at Trader Mike\n
- Increased health gain of Health Insurance v1 and Health Insurance v2 from +5% to +20%\n
- Added Health Inusrance v3 and Health Insurance v4 which also provide +20% health gain when interacting with health terminals\n
Art
\n- \n
- New models for high-tier Duckstone and some alien enemies. Tier 3 Duckstone throws a large bowling ball that spawns a bowling ball Buster enemy when it lands\n
- Improved Harvester Lobby visuals\n
- Added new art for Flair Terminal\n
Design
\n- \n
- Payload Event is improved with brand new tractor beam obstacles\n
- Payload health has decreased to bring it in line with our other Rangus Meat Tech\n
- Payload repair has decreased to match Payload health\n
Animation
\n- \n
- Galaxy Terminal now has animations for entering / exiting the terminal, and swapping systems.\n[list]\n
- And the warp jump also happens on the ship, and the planets out the window change and all that jazz
AI
\n- \n
- Turrets and some other enemies will now be better at hitting the payload\n
Audio
\n- \n
- Respawn SFX have been added in support of the respawn moment\n
- Galaxy Map has audio for: Enter, Exit, Changing Systems\n
- Added some more audio cues to the Monday Night Midterms participants and event\n
- Broadsides footfall SFX have returned\n
- Added a new music track for ambience when engaged with map mini bosses\n
- More SFX feedback for various parts of Monday Night Midterms\n
- Various SFX mix updates and performance adjustments\n
UI / UX
\n- \n
- You can continue a previous run from the main menu, starting directly at the last planet reached instead of the lobby\n
- Hitting ESC / Back on the main menu prompts you to exit the game instead of opening the main menu\n
- HUD should now update to reflect the correct inputs when key rebinding has been done. Note that most non-default inputs still dont have pretty icons hooked up for them (see known issues below), but the labels should at least update with the default binding text\n
- Enabled meat glow VFX on the folding chair head meat spawns around the ring on the Monday Night Midterms map\n
- Interactable prompts should now be hidden properly if they are active when the game menu is brought up\n
- When unlocking new features from Carl, new tutorial popups should appear explaining them. Also the cinematics that frame them are now unskippable\n
- The player is no longer forced to face the object you are performing a hold interaction with\n
- The player longer needs to be facing meat for the auto pickup missing meat mechanic to work\n
- Mouse hover no longer selects things in the carl and currency trader terminals\n
- The player can click the lower left exit button in the carl and currency trader terminals\n
- Lobby terminals have a more obvious inactive state\n
- Added glow and sparkles to Resource Nodes that the player can interact with. These will be hidden until you have the appropriate gathering resource unlocked\n
- Referee has speech bubble and some additional VFX to telegraph him knocking a player off of a pin\n
Bug Fixes
\n- \n
- Fixed a bug where you could tunnel through objects while using certain movement abilities at weird camera angles\n
- Removed the collision gaps between the boxes on the payload, so its smoother to walk on\n
- Fixed an issue where an inactive weapon would not automatically reload if it had zero ammo when switched to inactive\n
- Fixed bug with melee attack that it wouldnt hit a Dirtbag if you aimed up at it in the air\n
- Ascension Rank UI should no longer let you select Ascensions that you havent unlocked yet\n
- Damage numbers will no longer be displayed if an enemy takes no damage\n
- Fixed subtitles not displaying while audio is low or muted\n
- Lots of minor performance fixes\n
- Nightmare Ascension Rank 5 will now properly reduce health gain from health terminals by\n
- 50% instead of grant +50%. Thank you @SoulReaper !\n
Known Issues
\n- \n
- Late joining players will spawn at the initial player spawn points. In a future update they will spawn @ the most recently activated Respawn Refrigerator\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
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
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