Megabonk v1.0.12 Patch Notes
Final Swarm overhaul, meta shift from infinite sustain to burst control, and leaderboard integrity improvements.
Big Picture
•Final Swarm is tougher and less farmable. New ghost-style pressure + survival checks mean you can't AFK for marathon score grinds anymore.
•Leaderboard integrity matters again. Anti-cheat + validation and the temporary removal of the "All Leaderboards" view signal a reset toward fair scoring runs.
•Meta shift: From "infinite sustain + stall" to "burst control + clean routing."
Major Changes
Final Swarm Tuning
Effect:
Less reliable endgame camping. Builds that only survive via Black Hole/Safeguard loops or execution cheese get checked.
How to Play Around It:
- • Favor builds that thin the screen fast (wide AoE cones, orbitals, chain explosions)
- • Or move through the pack (dashes, knockback, short-cooldown clears)
- • Treat Final Swarm as a timed gauntlet, not bonus farm time
Black Hole: Size + On-Hit Nerf
Changes:
- • Slightly larger default hole (QoL buff)
- • Trigger coefficient nerfed
- • Brought in line with blades/auras for on-hit procs
Strategy:
- • Treat Black Hole as a setup tool
- • Not your primary proc engine
- • Pair with blades/axes/auras for real hits
Chaos Tome: +50% Reward (Buff)
More incentive to opt into risk—excellent for snowballing mid-game.
Strategy:
If you already have stable sustain and reliable clear, grab Chaos earlier. If not, delay until you've built a safety net.
XP Tome: 9% → 7% (Nerf)
Slightly slower level curves if you habitually rush XP. Wiki entries still show +9% pre-patch, so the drop meaningfully tightens early roll density.
Impact:
Don't over-invest in XP at the cost of immediate DPS—especially with Final Swarm pressure.
Joe's Dagger: +200 Cap Per Minute
Stops runaway late-game damage inflation. Each dagger now has a +200 damage cap per minute.
Strategy Shift:
Focus on on-hit synergies and multipliers (crit, vuln/expose, attack count) rather than assuming infinite top-end scaling.
Other Changes
Bug Fixes
- • Crash/Alt+F4 save loss fix (attempted)
- • Weapon/skill consistency improvements
- • Max duration guards added
- • Spaceman passive fixes
- • Spiky Shield collision fixes
Balance
- • Bush (Marksman) passive rework
- • Predictable CDR milestones (every 10 levels)
- • Rolly Bones speed down (Desert)
- • Safer pathing, fewer unfair tags
Recommended Builds (Post-1.0.12)
For New Players
Core Idea:
Fast, forgiving screen control + modest sustain
Weapons:
Axes/Sword lines + aura/orbitals + Black Hole (as setup)
Tomes:
Damage / Attack Count / Area first; XP Tome later
Items:
On-hit procs, movement, dash CDR, shield uptime
For Score Chasers
Philosophy:
Front-load score via efficient clears and clean boss cycles
Draft:
Early Chaos Tome + crit chains + attack count
Route:
Shrine density > chest detours; arrive at boss on-curve
Proof:
Keep recordings—anti-cheat is live
Pro Tips That Matter Now
- ✓Black Hole = funnel, not finisher. Use it to clump, then cut with blades/auras/chain projectiles
- ✓Hit CDR breakpoints (Bush milestones) before key boss phases
- ✓XP isn't everything. Draft one XP piece early, then pivot to immediate clear
- ✓Final Swarm pathing: Keep lateral motion; avoid getting pinned on map props
- ✓Treat Swarm like a timed gauntlet, not a farm phase
- ✓Convert sustain into aggressive face-tank windows for in-and-out culling
Related Resources
Sources & Context
- • Official Steam News
- • Steam Community Discussions
- • Megabonk Wiki
- • Community feedback and player testing