Meatbound - Dev Log #1 - Save Totem, Death Fixes, and Controller Cleanup!


Hey there!!!

We've got a fresh update packed with some important fixes and an exciting new feature for those who love a good second chance.

  • Controller Swap Fixes:
    We’ve ironed out some issues related to controller assignments after a player dies. In some edge cases, the wrong player could regain control or inputs would get scrambled — definitely not the kind of chaos we want (though, to be honest, it kinda spiced things up). The best thing about this bug? You could just... swap controllers and it was all good.
    This update aims to make the handoff of controls more consistent and bug-free, so if someone bites the dust, the right hands are back on the wheel. We’re still keeping an eye on this, so let us know if you spot any weirdness.
  • New Rare Item: Save Totem (Name TBD)
    We’ve added a powerful (and rare!) new item that lets players save their current game progress when used. It's perfect for those tense moments when you're not sure if you'll make it out alive.

Just a heads-up:
This item is currently in testing — mechanics are mostly in place, but we’re still balancing how often it appears. Enemies are also supposed to stop respawning after they die once.

The visuals are placeholders for now. Expect a proper juicy design pass soon.

It’s a big step toward giving players more control over their runs, especially in longer or riskier sessions. The idea is to keep the game really challenging overall, but not as frustrating as some players experienced before.

Other Bits & Fixes:

  • Internal improvements to how we handle game state persistence.

  • Light refactoring to clean up input handling and prevent future crossover bugs between players.

We're super pumped to bring these changes to you. Whether you're fighting for your life solo or in a chaotic co-op mess, this update should make your experience smoother — and maybe even give you a second chance or two.

Let us know how the new save item feels, and as always, thank you for your support during development!

Also, we’re working on a side project, learning Photon development so we can bring a multiplayer version to this game — beyond just local play.

Stay meaty,
– The Level 100 Team

Get Meatbound

Comments

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(+1)

🔥🔥🔥🔥🔥

The save item is a super cool idea, and I haven’t tested it yet. But it made me think… wouldn’t it be nice if it had a little more of a definitive spawn instead of entirely out of chance? This way, you (as a developer) would have more control over it as well. Just a thought that popped into my head. Please don’t take it too seriously since I haven’t even tested it 😆👍🏻

(+1)

Love the idea! 

Currently there is a random chance to drop the item, and you can't buy it on the store yet, but you will be able to in future versions!

I left one save item hidden in each dungeon, so players can save their game at least once per dungeon, but we are thinking on how to actually handle this. I want to have a little RNG but i don't like the idea of totally depending on random numbers to get a item that is so important, yk?

Currently my main reference is the Fear & Hunger saving mechanic, where you can find a safe spot around the game map to save your game safely, but after saving for the first time on that place, it is not 100% safe anymore, so you have to try your luck rolling a coin :D
Thank you for your feedback ❤