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The game is on sale for only $3.
Developer Blobfish has dropped its latest updates for Brotato, which include local co-op and the Abyssal Terrors DLC. The free local co-op update and the paid DLC are available for Steam and Xbox currently, and will be coming to other platforms soon.
The 1.1.0.0 co-op update contains four new characters, five new weapons, and 15 new items. Up to four local players can play with each other, and the functionality is compatible with Steam Remote Play Together. The game is currently on sale for only $3 while the DLC itself is $4.
As for the DLC, it has a new map with 20 waves of new enemies, along with 14 new characters, 15 new weapons, and more than 30 new items.
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Brotato - Abyssal Terrors DLC & Local CO-OP Update Announcement Trailer
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On PC, some players are encountering crashes and other issues. Blobfish has provided some workarounds, such as disabling mods. Brotato is available on PC, PlayStation, Switch, Xbox, and mobile.
Brotato is a top-down arena shooter roguelite game where players can wield up to six weapons at once to fight against aliens. It plays similarly to Vampire Survivors, and players must survive waves lasting between 2 to 90 seconds before help arrives. Players can also customize their runs to create unique challenges such as only using one hand, as well as choose between a variety a different weapons like flamethrowers, rocket launchers, and sticks and stones.
UPDATE 1.1.0.0 PATCH NOTES
- 4 new characters (+8 associated challenges/achievements)
- 5 new weapons
- 15 new items
- 5 new music tracks
Features
- Local multiplayer for up to 4 players (compatible with Steam Remote Play Together)
- Added accessibility option to enable retrying a failed wave
- Added an option to disable the music tracks that lead to copyright issues
- Steam Trading Cards have been enabled
Brotato: Abyssal Terrors DLC
- 20 new waves with new enemies, elites and bosses
- 14 new characters
- 16 new weapons
- 30+ new items
- Curse and charm mechanics
- And more...
Balancing Items
- Mutation: -3% Speed => -3 Knockback
- Helmet: cost 25 => 15
- Terrified Onion: -6 Luck => -5
- Gummy Berserker: +15 Range => +25
- Acid: -4% Dodge => -2%, -2 Knockback
- Black Belt: +3 Knockback, -8 Luck => -5
- Gambling Token: cost 60 => 50
- Blood Leech: -4 Harvesting => -3
- Tentacle: cost 32 => 35
- Stone Skin: cost 80 => 85, -2 Armor => -6% Attack Speed
- Wisdom: -20% Damage => -15%
- Big Arms: +3 Knockback, -1 Armor => -3% Attack Speed, -5% Speed => -3%
- Duck Tape: cost 25 => 20
- Lure: +3 HP Regeneration => +2
- Lost Duck: +10 Luck => +8
- Baby Gecko: 20% chance to attract materials => 25%, limit 5 => 4
- Sharp Bullet: -2 Knockback
- Fairy: -2 HP Regeneration for every Legendary Item => -3
- Extra Stomach: 10 Max HP / Wave ceiling => 8
- Spicy Sauce: 25% chance => 33%, limited to 4 => 3
- Bloody Hand: +12% Life Steal => +10%
- Robot Arm: price 90 => 100, effects replaced with +3 Melee Damage, +3 Engineering and -1 Max HP at the end of a wave
- Sifd's Relic: +3 Armor
- Eyes Surgery: Burning activates 10% faster => 20%, +1 Elemental Damage, Limited (3) => Limited (2)
- Boxing Glove: price 15 => 18, +1 Melee Damage
- Banner: -2% Lifesteal => -5 Knockback
- Barricade: +3 Knockback
- Cog: +1 Knockback
- Mammoth: price 130 => 110, +5 Knockback
- Alien Tongue: +1 Knockback
- Scar: price 30 => 20
- Bean Teacher: +40% XP Gain => +50%
- Diploma: +20% XP Gain => +30%
- Tyler: 100% Engineering scaling => 75% Engineering, 75% Elemental Damage
- Scar: price 20 => 25
- Coffee: price 15 => 20
- Exoskeleton: -5 Armor => -3
- Tyler: crit damage x1.5 => x2
- Landmines: crit damage x1.5 => x2
- Alien Baby: +8% Enemy Speed => +10% Enemy Health
- Eyes Surgery: +12% burn speed => +20%, Limited (3) => Limited (2)
- Plant: price 10 => 15, +2 HP Regeneration => +3
- Little Frog: price 50 => 45, -5% Dodge => -3%
- Rip and Tear: -12 Harvesting => -5% Crit Chance
- Ugly Tooth: remove 10% speed up to 30% => 5% up to 20%
- Esty's Couch: -15% speed => -20%
- Dangerous Bunny: price 35 => 30
- Glasses: price 25 => 20
- Scope: price 55 => 48
- Snail: -5% enemy speed => -8%
- Spider: price 120 => 110
- Torture: price 110 => 100, healing 4 HP per second => 5
- Bloody Hand: price 100 => 110
- Night Goggles: price 90 => 95
- Giant Belt: price 100 => 110
- Lucky Coin: price 100 => 105
- Baby Elephant: price 25 => 22
- Cyberball: price 35 => 30
- Grind's Magical Leaf: price 100 => 110
- Retromation's Hoodie: price 100 => 110
- Explosive Shells: price 110 => 100
- Diploma: price 80 => 90, +30% XP Gain => +50%
- Padding: now has the "Max HP" tag, -5% Speed => -0%, +1 Max HP every 100 materials => every 80, limited (3) => 1
Weapons
- Excalibur: cost 260 => 230
- Chain Gun: price 270 => 300, damage 3 => 2, crit damage x2 => x1.5
- Wand: cost 15/31/61/122 => 12/26/52/105, burn damage 3x3/5x4/8x5/12x6 => 3x3/5x5/8x6/12x9
- Torch: cost 12/26/52/105 => 10/22/45/91, burn damage 3x3/5x4/8x6/12x8 => 3x3/5x5/8x6/12x9, melee/elemental damage scaling 50% => 50/65/80/100%, gives +1 burning spread in tiers III and IV, tweaked hitbox
- Stick: crit damage x2 => x1.5, damage 8/8/12/20 => 8/9/10/12, cooldown 40/36/31/27 => 42/38/34/30
- Pistol: crit chance 3% => 5%/10%/15%/20%
- Medical Gun: cooldown 45/40/35/25 => 40/34/27/20
- Scissors: crit damage x2 => x2/x2.15/x2.3/x2.5
- Hammer: damage 30/60/100 => 35/70/110, knockback 25/30/40 => 30/40/50, +2/4/6 Knockback
- Rock: damage 20/30/40/60 => 20/35/50/70
- Chopper: range 125/135/150/180 => 135/150/165/180, HP scaling 20% => 15/20/25/30%, tier 4 crit chance 20% => 25%
- Fighting Stick: renamed to Quarterstaff, +2%/5%/9%/15% XP Gain
- Crossbow: price 18/36/66/140 => 16/34/62/132, damage 8/10/12/15 => 10/12/15/18
- Sniper Gun: spawned projectiles crit chance 3% => 20%, crit damage x2/x2 => x3/x4
- Flamethrower: burning damage 3x5/4x6/5x8 => 1x3/3x5/5x8, range 300/350/400 => 250/300/400, projectile speed 1000 => 800/900/1000
- Laser Gun: cooldown 105/100/95/85 => 95/90/85/75
- Obliterator: projectile speed 1500 => 2000
- Cacti Club: 80% Melee Damage scaling => 80/85/90/100%, 50% Ranged Damage scaling => 50/60/70/80%
- Plank: 50/55/60/65% damage scaling => 50/60/70/80%, tweaked hitbox
- Lightning Shiv: crit chance 5/10/15/15% => 4/6/8/10%, projectile crit chance 3% => 4/6/8/10%, 100% Elemental Damage scaling => 80%, price 15/31/61/122 => 18/36/66/142, projectile damage 5/8/12/15 -> 5/6/8/11
- Jousting Lance: damage 25/30/35/50 => 20/25/30/50, price 18/34/68/118 => 20/36/72/132
- Scythe: +100% Life Steal scaling, price 260 => 285
- Gatling Laser: price 300 => 290, -50% piercing damage => -25%
- Rocket Launcher: explosion size slightly increased
Characters
- Mage: +33% Elemental Damage modifications => +25%, -100% Engineering modifications => -50%
- Knight: +5 Armor => +3, can now start with Quarterstaff, Plank, Rock, Fist, Knife, Scissors and Cacti Club, can no longer start with Spiky Shield
- Bull: changed tag "Max HP" to "Armor"
- Well-Rounded: can now start with Fist, Slingshot and Wrench
- Explorer: can now start with Hand, Wrench, Jousting Lance, Thief Dagger and Ghost Axe, no longer has the "Pickup" tag, now has the "Consumable" tag
- Entrepreneur: can now start with Quarterstaff, Hatchet, Ghost Flint, Crossbow, Claw and Plank, can no longer start with Wand
- Farmer: can now start with Quarterstaff, Slingshot and Thief Dagger
- Multitasker: can now start with Rock and Ghost Flint, can no longer start with Pistol
- Pacifist: can no longer start with Spiky Shield
- Cyborg: 250% Ranged Damage converted into Engineering => 200%, replaced "stat_engineering" tag with "structure" tag
- Engineer: added "structure" wanted tag
- Cryptid: can't start with Sharp Tooth anymore
- Artificer: +100% Damage with Tool weapons
- Mutant: +200% XP Gain => -66% XP required to level up, can now start with Lightning Shiv
- Jack: +75% damage against bosses => +125%, +250% Enemy Health => +175%, +50% Enemy Damage => +35%, -75% enemies => -70%, increase in materials dropped now also affects trees, can now start with Spiky Shield, can no longer start with Pistol
- Ranger: can now start with Shotgun and Slingshot
- Lich: can now start with Thief Dagger, Spiky Shield, Lightning Shiv and Rock
- Apprentice: can now start with Medical Gun, can no longer start with Pistol
- Chunky: can now start with Taser and Revolver, can no longer start with Hand
- Demon: can now start with Wrench
- Fisherman: can now start with Plank, Pruner and Scissors, can no longer start with Screwdriver
- Generalist: can now start with Scissors, Ghost Flint, Fist, Shredder and Ghost Scepter, can no longer start with Pistol
- Gladiator: can now start with Hatchet and Lightning Shiv
- Glutton: can no longer start with Hatchet
- Golem: can now start with Crossbow and Ghost Scepter
- Loud: can now start with Screwdriver, can no longer start with Revolver, Taser and Wand
- Lucky: can now start with Jousting Lance, Torch and Pruner
- Masochist: can now start with Torch, can no longer start with Ghost Scepter
- Old: can now start with Revolver
- Renegade: can now start with Shuriken and Slingshot
- One-Armed: can no longer start with Screwdriver, Ghost Flint, Pistol, Fist, Crossbow, Wand, Chopper and Laser Gun
- Hunter: can now start with Scissors and Shotgun
- Saver: can now start with Revolver, Fist, Chopper and Pruner
- Sick: can now start with Cacti Club, Pruner, Ghost Flint, can no longer start with Hand
- Soldier: can now start with Lightning Shiv
- Speedy: can now start with Ghost Flint and Pruner, can no longer start with Wrench
- Streamer: added "structure" wanted tag, can now start with Ghost Scepter, can no longer start with Quarterstaff, Rock, Jousting Lance, Knife, Lightning Shiv and Claw
- Doctor: doubles HP Regeneration => +100% HP Regeneration modifications
- King: can now start with Jousting Lance, Rocket Launcher and Fireball
Elites
- Colossus: deals less damage, 1st phase projectiles are slower
- Gargoyle: tweaked 1st and 3rd phases, more 2nd and 3rd phase projectiles
- Croc: spawns less projectiles in 2nd phase, 2nd phase charge cooldown increased, projectile ring size slightly increased
- Mom: reduced number of enemies spawned and number/damage of slashes in 2nd phase
- Butcher: cooldown reduced in phase 1 & 3, more projectiles in phase 2
- Rhino: cooldown reduced
Enemies
- Helmet Aliens: health increased (8+3/wave => 8+4/wave)
- Loot Aliens: health decreased in earlier waves, increased in later waves (50+25/wave => 5+30/wave)
- Junkies: health decreased (15+5/wave => 5+5/wave), 0% Knockback resistance => 50%
- Spawners: stay further away from the player (400 => 450)
- Small Chargers: 100% Knockback resistance => 80%
- Big Chargers: 100% Knockback resistance => 90%
- Buffers, Lampreys, Shooters: 100% Knockback resistance => 95%
- Slashers: 100% Knockback resistance => 90%, drop more materials & items/consumables
- Tentacles: drop more materials & items/consumables
Changes
- Wave 20 on endless mode now lasts for 90 seconds
- Bugs can now be reported by pressing F8 in game. Game data will be attached to the report to help us diagnose issues.
- Save files have been upgraded and are not compatible with previous versions. A new save file will be created on the first launch using your existing save.
- Slightly increased the chance of finding the same weapons or weapons of the same sets in the first five shops
- Waves with elites are now displayed in the pause menu
- Long item text can now be scrolled with the right joystick
- Shop materials now flash when trying to spend more than the available materials
- UX improvements to character and weapon selection
- Updated formatting of weapon and structure damage modifiers in tooltips
- Updated formatting of burning damage in tooltips. The burn duration is now displayed first, followed by damage.
- Having multiple Scared Sausages now only increases the damage and no longer the duration of its burn effect (chance of activation still stacks)
- Number of loot aliens spawned are no longer affected by modifiers to the number of enemies
- Structures' shooting animation speed now scales with increases of structure attack speed (=removed hidden ~3 shots/sec cap from animation length)
- Added a new "structure" tag which is separate from the old "stat_engineering" tag and assigned it to relevant items
- Fruits now no longer heal instead of healing 1 HP when having -3 Consumable Healing stat or less
- Pocket Factory now counts as 1 structure (for Streamer etc.)
- % Structure Attack Speed now appears in the Secondary Stats container
- Plasma Sledgehammer renamed to Plasma Sledge to allow display of weapon classes
- Faster enemies get slowed down more when hitting you (proportionally to their speed)
- Bonus % damage applied by items & other effects is now rounded instead of rounded down
- Effects to enemy damage and health from all sources are now applied as a multiplier rather than additively which has many implications, including making items like Peacock and Celery Tea display the right amount of modifications applied and making 182% runs harder
- Updated the description of "Strange Book" to "permanent Elemental Damage" to reflect its actual effect
- Renamed the "Builder" challenge to "Industrialization"
- Adjusted the volume of some sounds
- Bosses and charging enemies can more reliably push other enemies out of the way to avoid being stuck
- Tooltips now track damage/healing done for structures and the Lucky and Bull characters
- Weak enemies now get despawned in priority once the enemy limit for a wave is reached
- The weapon inventory in shops now display more weapons simultaneously if playing characters with increased weapon caps (Multitasker)
- Weapons can no longer have more than ~3 seconds of cooldown before their first shot at the beginning of a wave
- Locking items in single player can now be done using the same button as in the coop shop
- King and Fairy icons now appear on the first copies of the items they affect
- Renegade icon now also appears when getting an item from a crate
- Damage dealt numbers are now formatted with commas
- Limited items now display how many of them you have next to the max number you can have
- "Consumable" and "Luck" tags are now separated
Fixes
- Fixed a bug where the additional value added to existing materials after the max number of materials on the ground has been reached did not take the "materials dropped" modifiers into account (affected Jack)
- Knockback now always pushes enemies away from the player
- Charging enemies now behave more predictably when attacking close to the player
- Fixed bug triggered when pause is pressed while go button is held
- The amount of enemies is now more reliably affected by items and characters that increase/decrease it
- Enemy groups now reliably spawn together, instead of occasionally scattering over the map
- Fixed a bug where Farmer's and Streamer's negative materials dropped effect wasn't affecting trees
- Fixed a bug where Grind's Magical Leaf's tooltip was only displaying the stats gained by the first copy of the item
- Fixed issue that could cause enemies to stop moving at low speed settings
- Fixed inaccurate extra cooldown value shown in Revolver and Chain Gun tooltips
- Fixed incorrect text color for some short weapon cooldowns in tooltips
- Fixed incorrect rounding of damage in Incendiary Turret tooltip
- Fixed damage from Scared Sausage not being included in Incendiary Turret tooltip damage
- Fixed issues that could cause damage dealt for Scared Sausage to be reported incorrectly
- Fixed a bug where the queue of enemies to spawn would fill up faster than it was emptied when having too many enemies to spawn
- Fixed a bug where the cursor would move to the newly combined weapon after buying a combinable weapon in the shop instead of staying in the shop
- Increased precision of short weapon cooldowns in tooltips
- Increased precision of Garden and Pruner cooldowns in tooltips when Improved Tools are used
- Fixed UI bugs when locking multiple baits
- Fixed the gameplay options UI layout overflowing the screen for some languages
- Tooltips no longer clip outside of the screen
- Fixed the Revolver being on long cooldown at the start of waves
- Added the "Range" tag to "Baby Gecko"
- Added the "Elemental Damage" tag to "Alloy"
- Added the "Attack Speed" tag to "Community Support"
- Added the "Attack Speed" tag to "Improved Tools"
- Added the "Damage" tag to "Power Generator"
- Added the "Damage" tag to "Silver Bullet"
- Added the "HP Regeneration" tag to "Octopus"
- Added the "Ranged Damage" tag to "Sharp Bullet"
- Removed the "Armor" tag from "Triangle of Power"
- Fixed Japanese localization
- Fixed the Garden's description sometimes showing the wrong cooldown
- Fixed a bug where spinning enemy projectiles' damage was not being initialized properly
- Fixed a bug where some information was not getting serialized/deserialized properly and was messing up some descriptions when loading a run
- Scared Sausages now display the correct amount of damage done in the tooltip
- Fixed the Spicy Sauce appearance not appearing
- Fixed the rounding of enemy damage numbers which should result in smoother increase over the waves
- Fixed a bug where rewards with descriptions that are too long would push the whole Progression screen down
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