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Major Balance Update

Megabonk v1.0.12 Patch Notes

Final Swarm overhaul, meta shift from infinite sustain to burst control, and leaderboard integrity improvements.

Release Date:October 9, 2025
Type:Balance · Anti-Cheat · Bug Fixes

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