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NIMRODS | 20% Discount | Steam Spring Sale 2025

Always wanted to play NIMRODS? This is the perfect time to try it out!

NIMRODS is now available at a 20% discount during the Steam Spring Sale. From March 13th through March 20th. Don't miss your chance! 🎮

https://store.steampowered.com/app/2086430/NIMRODS_GunCraft_Survivor/






We also have an amazing community over at Discord. Come join us!

NIMRODS Update | Hotfix 0.5.5

Greetings, NIMRODS!

In today's hotfix, we are addressing a few bugs related to augments and unable to pick up Airdrops under low FPS conditions.

Changelog

[h3]Fixed[/h3]
  • Fixed an issue where the Smart Airdrop could land at incorrect positions under low FPS conditions.
  • Fixed an issue where the Raging Hellfire augment displayed incorrect stats by lowering Rate of Fire and increasing damage instead of increasing Rate of Fire.
  • Fixed an issue where the Shield Projector Grip and Explosive Shield Grip did not grant the player increased Rate of Fire and Crit Chance unless the shield was at full health. It now gives those bonuses if the shield is at or above 1 health, as intended.
  • Fixed an issue where enemies were not being pulled towards you while using the Mixed Message Barrel augment.

If you haven't already, come join our official Discord server:

NIMRODS Update | Wombat Roll | 0.5.3

Greetings, NIMRODS!

It's been a while since we last shared new content with you. Recently, we published a Performance Devlog in which we discussed our plans, goals, and how we're balancing it all. Once we overcome this performance hurdle, you can look forward to more frequent and faster content updates from us. That being said, even though most of our engineers are hard at work retooling the entire game for better performance, we still have some exciting new content to share!

[h2]Wombat Roll[/h2]

One of the drawbacks in developing an early access game is that sometimes you have to release stuff in an unfinished state that doesn't represent how you envision it working in the final game. Abilities were one example of this; we needed to have a dash for Grimm in order for the early game balancing to work right, and Vixen wouldn't be Vixen without the ability to throw molotovs, but a tight, engaging ability system was one of the things we had to cut to hit our early access target deadline. A lot of players noticed that it seemed a little... unfinished.

This update is one of two major steps towards completing the ability system! First off, we have Vixen's second ability: The Wombat Roll.



This is a much faster reposition than Grimm's Adrenaline Rush. It's shorter range, but has one huge benefit: While rolling, your Dodge is increased by 9999, ensuring you take no damage from enemies! Grimm can speed through gaps between enemies, but Vixen doesn't need a gap: she'll tumble right through them! And at higher levels, she'll drop an explosive-filled decoy at the starting point of her roll and attach sticky bombs to any enemy she dodges through.

At higher levels, you ask? That's right. The biggest part of this update is...

[h2]Ability Upgrades[/h2]

Abilities now come in three tiers. You can level up an ability to tiers 2 and 3 by mutating its genome layout page to levels 6 and 11, respectively. Leveling up your abilities usually changes their functionality in key ways, adding greater depth and complexity to otherwise simple abilities.



Grimm's rush, at higher levels, will damage, knock away, and stun any enemy unfortunate enough to touch him. His frenzy gains a slight speed boost, but if you choose to stay still, your attack rate will skyrocket. Vixen's molotov turns into a persistent area of fire, gets a lower cooldown, a higher damage and radius, and Vixen gains a move bonus while she's in the area of the flames.

This system, where you start with a weaker ability and level it up into something significantly more powerful, will be our model moving forward. Any additional character abilities we make will come in three tiers and need to be leveled up by mutating its genome layout.

There's still one more piece we want to add to the ability system—the Gene Recombinator—but we've got a bit more work to do on the character system before we get there. We'll keep you posted!

[h2]Changelog[/h2]

[h3]Added[/h3]

Ability Overhaul
  • Genome Layouts can now be mutated up to level 11, meaning you can eventually put genes in slots that were previously locked.
  • Kill counts required to level up mutations changed from 7500/11250/15000/18750/20000/21000 to 6000/10000/14000/18000/21000/24000/26000/28000/29000/30000.
  • When a genome layout mutates to level 6, its associated ability is evolved into a more powerful version of that ability.
  • When a genome layout mutates to level 11, its associated ability evolves into its final form.
  • Grimm's dash, when evolved, can damage, stun, and knock aside enemies.
  • Grimm's Frenzy, when evolved, additionally gives movement speed boosts and fires much faster when standing still.
  • Vixen's Molotov, when evolved, provides a persistent damaging area, which vixen can run through at massively increased speed.
  • Added Vixen's second ability, Wombat Roll, which gives her a short range dash and increases her dodge skill by 9999 temporarily.
  • Vixen's Wombat Roll, when evolved, drops bombs on enemies and the ground.
  • Mutation progression will now appear in the Defeated/Victory screen.


Other
  • "Disable Auto-Aim Override" added to the Settings menu
  • You can now change your genome layout from the character selection screen.


[h3]Changed[/h3]

Underbarrel Flamethrower
  • Base Charges: 40 → 80.
  • Base Fire Rate: 10 → 20.
  • Base Projectile Size: 0.018 m → 0.050 m.
  • Projectile Size at max range: 0.14 m → 0.25 m.
  • Base Projectile Damage: 5.0% Special Power → 5.2% Special Power.
  • Underbarrel Flamethrower Range: 1.9 m → 2.45 m.
  • Compressed Flamethrower Range: 2.7 m → 3.3 m.
  • New Graphic for Flames.


Abilities
  • Grimm's Tier 1 Frenzy Cooldown increased 60 s → 80 s.
  • Grimm's Tier 1 Frenzy Cooldown duration 12 s → 10 s.
  • Grimm's Tier 1 Adrenaline Rush Cooldown increased 20 s → 30 s.
  • Grimm's Tier 1 Adrenaline Rush Cooldown duration 3 s → 2 s.
  • Vixen's Tier 1 Molotov Cooldown reduced 105 s → 40 s.
  • Vixen's Tier 1 Molotov damage increased 30% Special Power → 33% Special Power.
  • Vixen's Tier 1 Molotov hang time reduced 0.75 s → 0.45 s.
  • Vixen's Tier 1 Molotov now sets enemies on fire for 5 seconds.
  • Improved descriptions of all abilities.


Knockback Changes
  • Knockback can now stack with itself if you hit the enemy quickly or with multiple bullets, subject to diminishing returns.
  • Quintupled Golemite's weight.
  • Doubled Slime's weight.


Other
  • Raging Hellfire Barrel has an additional Ă—1.55 fire rate and Ă—1.55 reload speed.
  • Flames from the Jet Stock have received a new graphic.
  • The wave directly before the boss spawns 17% fewer enemies in all biomes.
  • Many colliders have been improved and optimized.
  • The icons for genes in the genome layout screen have been made larger so they're easier to see and to click on.
  • Gene border graphical improvements.
  • Reduced the amount of flame puddles spawned at once by the Napalm Jet augment; it now matches the description.
  • Accretion Barrel's Reload Speed: Ă—0.88 → Ă—0.87.
  • Dodge Skill now caps at 9999. At 9999 dodge skill, you will dodge everything instead of having a 1% change to get hit, as would normally be expected.
  • Localization improvements for all languages.


[h3]Fixed[/h3]
  • Fixed an issue where the Drone Level could display Level 0 on the very last upgrade it obtains.
  • Fixed an issue where the Chicken Charm aura visual effect did not disappear after unequipping the gun.
  • Fixed an issue where Guns could appear in locked areas in the Home Ship.
  • Fixed an issue where the Vipress Boss Trophy didn't drop correctly after killing it.
  • Fixed an issue where Nosferatic Bullets were not allowing retaliation effects while the player is invulnerable.
  • Fixed an issue where the character could clip through boundary colliders.
  • Fixed an issue where the character could get duplicated in the Home Ship after swapping an ability.
  • Fixed the frenzy status effect graphic appearing in the wrong spot relative to the character.
  • Fixed an issue where the Golden Heart Charm was losing the passive regeneration ability it was supposed to inherit from the Fancy Heart Charm.
  • Fixed an issue where the quests to set mystics on fire were expecting the wrong number of mystics to be set on fire. The values are now correctly 5 and 7.


[h3]In case you missed it...[/h3]
  • Fixed an issue that caused severe performance slowdowns due to off-screen projectiles in a hotfix this patch cycle.
  • Fixed an issue that allowed Target Dummies on the Home Ship to be destroyed in a hotfix this patch cycle.


Thank you all so much for the overwhelming support. We're dedicated to make this game together with those joining us on this journey!

If you haven't already, come join our official Discord server:

NIMRODS | Performance Devlog - Every MS counts

Greetings, NIMRODS!

Optimization has been a top priority for us ever since the demo was released. We’ve made a lot of improvements and would like to share an update with you all.

To achieve smooth gameplay at 60 frames per second, each frame must render in 16.67ms or less (conversion is 1000 / 60 FPS = 16.67ms). This is our performance target for low-end machines, including the Steam Deck, which is our target platform for minimum specification (min-spec). The target remains 60 FPS or better, even during intense, end-game scenarios. To make that a reality, we have to optimize every millisecond for performance.

This devlog will outline our plan for performance improvements while ensuring the content isn’t too technical. For those wanting a deeper dive into the technical aspects, we’ll be participating in a few Unity focused livestreams this year. One of them later today on The Hot Path Show with Unity developer & Youtuber, Turbo Makes Games: https://www.youtube.com/live/l-aec7fgtbE

The Journey So Far

When we started developing the demo for NIMRODS, the game was built using Unity’s classic GameObject approach. In Unity, a GameObject is a fundamental building block for making a game, most scripts & components exist on a GameObject. For example, a SpriteRenderer is a component used to display… well Sprites. While using GameObjects and Component’s work and great, they struggle to keep up when working with many thousands of them, especially when applying complex effects (like our projectile modifiers - see below)

With this classic approach we quickly hit performance bottlenecks and it became clear that it wouldn’t scale to the level of chaos we envisioned. The end-game of NIMRODS is designed for your guns to have absolutely crazy combinations with all the unique gun augments stacking with each other.



That’s when we pivoted to Unity’s Data-Oriented Technology Stack (DOTS). DOTS introduced a new paradigm centered on Entities, which are lightweight, data-driven objects optimized for multithreaded environments. Leveraging DOTS and Unity’s Burst Compiler (which generates high-performance low-level code) allowed us to paved a path to significant performance improvements.

In fact, not only did DOTS help us resolve many performance issues from the demo, but it also opened the door to addressing the remaining challenges we’re now tackling.



From GameObjects to Entities

With DOTS, Entities replaced GameObjects for many systems - one of these being Projectiles. The movement & logic of the projectile was now handled in a highly optimized system. This yielded some great performance improvements, but there was still more to gain. While the core data was converted to an Entity-based approach, the visuals still relied on SpriteRenderers and GameObjects - which are not compatible with Unity DOTS.





This was still a significant improvement, as the view became much simpler (the view only needed to follow the entity). However, with thousands of projectile views in play, this approach started to slow down in terms of performance.

To address this, our next iteration had us converting the views to an entirely entity-based graphic approach utilizing a newer feature called Entity Graphics. This change not only reduces work on the GPU but also eliminates the need for systems to manage the GameObject because there are no GameObjects anymore! 🎉

This conversion helps improve the performance of projectiles as well as other game elements that rely on the same view → entity connection.





NIMRODS consist of several core elements:
  • Projectiles (bullets, lots of bullets, tesla chains, buzz saws, split bullets, rockets, etc)
  • Modifiers (the bread and butter of the game - what gun augments use. I.e homing modifier, explosion modifier, etc.)
  • Environment Effects (these are area of effects - like explosions, freeze cloud, land mine explosions, honey effect, etc.)
  • Status Effects (frozen, stat changes, setting enemies on fire, move speed buff, etc.)
  • Units (you - the player, enemies, breakables like vines, towers, etc.)
  • The map (pretty much sprites - a lot of them)

Each element can still be optimized further and there is still much performance work to do.

The Balance

We have players that play from a wide range of devices. From the Steam Deck to high-end PCs with a Threadripper CPU w/ the latest NVIDIA RTX GPU - we’ve seen slowdowns on both. Each issue is not necessarily the same. Some slowdowns on the high end machines have to do with explosions (environment effects) combined with a specific modifier systems (like homing). While low end systems can struggle with time spent rendering (map assets).

Optimizing one area sometimes triggers a chain reaction of changes. For example, improving environment effects might require reworking how modifiers interact to ensure they’re as efficient as possible. It’s a process that takes time, but it’s worth the effort.

The Plan

We’re committed to transparency and don’t want to work in a silo for months without sharing an update. Instead, we’ll roll out incremental updates, each focusing on a specific category of optimizations. This iterative approach ensures steady progress and helps us future proof the game. We will be setting up future public betas related to performance testing.

So with that in mind - if you know of a gun build that causes slowdowns, we want to hear about it! If you have Discord then please post in the #guns_go_brr channel or reply to this Steam post. Consider sharing a screenshot of your build in the Gun Inspect screen. Your feedback is super valuable in helping us target problem areas.

In an upcoming performance update, we’re focusing on optimizing projectiles and map assets by converting them to fully entity-based graphics. This change will not only help rendering on low end PCs but also resolve certain builds that cause a significant slow down on high-end PCs (ie builds that are focused around a lot of projectiles). Our future updates will have performance improvements focused on the other elements like Environment Effects and Units.

The Goal

Our mission is to make NIMRODS capable of supporting the wildest, most chaotic builds imaginable without compromising performance. This not only paves the way for even crazier new gun augments but also helps us long term in expanding to future platforms (ie handhelds, consoles, etc). We’ve been dedicating 50% of our development efforts to performance optimization, with the other half focused on delivering new content (augments, guns, and more) - so do expect a balance of both.

Thank you for your support and patience as we continue improving NIMRODS. Together, we’ll make this game one of the most fun (and performant) games in the genre. ❤️

NIMROD out,
- Kmess

If you haven't already, come join our official Discord server

NIMRODS Update | Hotfix 0.4.16

Greetings, NIMRODS!

In today's hotfix, we are addressing a critical performance issue that we identified while working on broader performance improvements. We will discuss these improvements in more detail in an upcoming performance devlog releasing tomorrow. However, this particular bug fix was simple enough to include in a quick hotfix, allowing players to benefit from it while we continue developing a much larger performance patch.

This fix significantly improves performance, particularly for gun builds created later in the game, where a large number of projectiles on screen were causing issues as they moved off-screen.

Changelog

[h3]Fixed[/h3]
  • Fixed a bug that caused severe performance slowdowns due to off-screen projectiles
  • Fixed a bug that allowed Target Dummies on the Home Ship to be destroyed


If you haven't already, come join our official Discord server: