Patch Notes Early Access V0.45
Release Date: June 15th, 2026
Welcome to the latest patch notes for Neon Null! V0.45 is now live, and we're excited to share all the new content, changes, and fixes that we've implemented in this update.
This also includes Windows, Mac AND Linux / SteamOS support.
- New:
- Added a new basic enemy in to the mix, the life mote.
- Added a new cosmic+ upgrade, 'Viral Cascade'.
- Added a new cosmic+ upgrade, 'Hypercritical Meltdown'.
- Added a new cosmic+ upgrade, 'Insider Trading'.
- Added a new cosmic+ upgrade, 'Assassin Protocol'.
- Added a new cosmic blessing, 'Glyph Detonation'.
- Added a new cosmic blessing, 'Cloak of Stars'.
- Added a new cosmic blessing, 'Black Market Daemon'.
- Added a new cosmic blessing, 'Laser Kunai'.
- Drastically improved the level up VFX.
- Added a new move to the pentagon boss (only if you've beaten it once before).
- Added a new move to the square boss (only if you've beaten it once before).
- Added a new move to the circle boss (only if you've beaten it once before).
- Ammo counter for utilities / offensive modules is no longer attached to the cursor. It is now in its own UI element at the bottom right of the screen.
- Active abilities (like phase shift, cosmic pulse, laser shards, etc) now show their cooldown or ammo count at the new UI element at the bottom right.
- The 'System Overload' HUD has been simplified. It now appears below the health/boost/exp status cluster.
- Active abilities now use their own individual keys instead of 'tap boost'. Bindable in settings.
- Added health numbers in to the health bar.
- Added two new songs to the general pool.
- Changes:
- Increased the scale of the photosensitivity warning screen by 20%.
- Adjusted the square bosses arena during data defragmentation to better bounce the squares off of it.
- Adjusted phase coloring on the circle boss fight.
- Adjusted particle visibility on the swirling VFX of the circle boss fight.
- Adjusted the floating damage numbers for plasma beam and rail gun to make them scale based on number of consecutive hits / number of cores used.
- Slightly increased the base zoom of the camera.
- Buffed Singularity Anchor, Cosmic Pulse & Cosmic Trail blessings.
- Buffed Phase Shift to make it a blessing that is actually useful / worth picking.
- Increased the distance away from the ship and overall size of Neon Sweeper to make it a more worthwhile pick.
- Adjusted the transparency of Neon Sweeper to make it less distracting while keeping its usefulness.
- Adjusted the way that energy barrier is displayed to make it less distracting around the ship.
- The titan's wormhole no longer pauses the system stability timer while waiting for a player to go in it.
- Fixed neon rain being hidden behind the cosmic titan and his smoke.
- Buffed IFF Spoof tech upgrade.
- Updated the visual effects for Thermal Exhaust.
- Drastically improved the layout of the cosmic titan shop menu. More readable and a cleaner look overall.
- Majorly overhauled the cosmic titan's visuals.
- Majorly overhauled the game over screen.
- Boosting tweaks to make it feel smoother.
- Added a 'Tethered' floating text that pops up during the rhombus / star boss fight when tethered.
- Added an 'Interrupted' floating text that pops up when the player is interrupted while using neon lance, decoy beacon, plasma beam, railgun, etc.
- Fixes:
- Fixed a bug where cross mines were visually appearing above enemies when they traveled over them.
- Fixed a bug where the glow on several of the buttons in the hangar panel was not showing.
- Fixed a handful of button borders that were not showing properly on smaller displays.
- Fixed neon lance not doing damage to bosses.
- Fixed decoy beacon not showing damage numbers when hitting bosses.
- Fixed a bug where the square bosses turrets could spawn on top of you.
- Fixed a bug where the kill zone on the circle bosses quadrants were not perfectly aligned with the actual visual of the quadrants themselves.
- Fixed a bug where dying during a boss's intro or death sequence could permanently disable the pause menu and level-up screen for the rest of your session.
- Fixed being able to open the pause menu (and Abandon Run) during the Square Boss and Celestial Twins death sequences.
- Fixed the Circle Boss's closing-ring attack not being lethal while a Decoy Beacon was active.
- Fixed shooter enemies shrugging off knockback while they were locked onto you.
- Fixed the Cosmic Titan wormhole showing up far more often than intended if you didn't enter it.
- Improved auto-aim performance by streamlining how the ship picks its target, especially when lots of enemies are on screen.
- Fixed the Pickup Range upgrade sometimes not taking effect if you chose it right after a boss kill.
- Fixed a Rhombus Boss prism sometimes becoming permanently untargetable if a phase change interrupted its attack.
- Fixed the Circle Boss's death sequence behaving incorrectly if a Decoy Beacon was active when it died.
- Fixed overlapping Cross Mine EMPs leaving you disabled after the on-screen effect had already faded.
- Improved performance by removing redundant boss-fight status checks that were running many times per frame.
- Fixed the description on several upgrades that were not showing correctly.
- Fixed the catch-up difficulty system getting thrown off by enemies auto-cleared during boss transitions and events, so it now backs off at the right times.
- Fixed rockets and the combat drone ignoring the Hexagon Shieldbearer's protective aura — they now respect its damage reduction like your other weapons.
- Fixed volume changes sticking even when you backed out of Settings without applying them.
- Improved performance during the Celestial Twins fight by cutting wasteful per-frame work from its projectiles.
- Fixed random events firing a little too often; they now keep their intended spacing.
- Fixed the Celestial Twins' shield bubble visibly streaking across the screen during their dive attacks.
- Fixed the Rhombus Boss occasionally landing shard hits during the phase-change moment that's meant to be a safe breather.
- Fixed holding Boost on an empty bar accidentally firing your active boost skill when you let go.
- Fixed a bug where bullet damage was triggering twice on the circle's quadrant phase barriers.
- Fixed a bug where the answer of the circle's quadrant puzzle phase would get leaked before randomizing was finished.
- Fixed a bug where elite triangles were not giving the appropriate amount of bits when killed.
- Fixed a bug with the dragon bosses respawned limbs not coming back appropriately.
- Fixed a bug with the dragon bosses tail not being properly removed after being severed.
- Fixed a bug with skill pre-requisites and resetting skills in the skill tree not playing nicely.
- Fixed a bug where gem recycling could visibly happen on screen due to it not being tied in to zoom system.
- Fixed a bug where the Kilonova entries in the skill tree were not displaying the correct amounts.
- Fixed diving triangles ignoring speed effects.
- Fixed EMP mines not stopping a rectangles spin attack.
- Fixed a bug where freezing time (like with Chrono Stutter) would cause the rhombus to eat gems faster once time was restored to normal.
- Fixed a rare bug where an enemy knocked off-screen could get its steering permanently stuck, leaving it drifting sideways for the rest of the run
- Fixed EMP having no effect on swarm throws — EMP-ing a swarm leader now freezes the entire throw mid-telegraph, and it resumes where it left off when the stun ends
- Fixed Pacers occasionally blinking in nearly on top of the player — blink destinations now always respect the minimum safe distance
- Fixed charging pacer triangles slowly wandering off their spot — the wind-up shake is now pure vibration, so their deliberate drift toward a zap target reads cleanly
- Fixed the Octal mini-boss moving and turning differently depending on framerate — it now behaves identically at any FPS.
- Fixed Star and Diamond enemies spazzing out in dense crowds — they now steer smoothly around neighbors instead of flip-flopping between directions
- Fixed Stars and Diamonds being accidentally immune to knockback and shockwave pushes — they now get shoved like every other enemy
- Fixed slow effects being permanently wiped off blue shooter triangles the moment the player left their firing range
- Fixed swarm followers micro-jittering while holding tight formation around their leader
Thank you for playing Neon Null! We hope you enjoy the new content and improvements. As always, we welcome your feedback and suggestions for future updates.
Bug Report