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Neon Inferno (Switch): all the updates (latest: Patch 2 / Next: Patch 3)

On this page, you will find all there is to know about the various updates for Neon Inferno on Nintendo Switch.

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Neon Inferno – Ver. ??? (Patch 4)

  • Release date: TBA
  • Patch notes:

No patch notes available yet. This update brings the following to the game:

  • new Survival Mode
  • more features
  • more improvements

Neon Inferno – Ver. ??? (Patch 3)

  • Release date: TBA
  • Patch notes:

Small Improvements

  • Brooklyn streets: Added reflection effects to puddles
  • B.Q.E. (highway): Fixed graphical issue with Yakuza gunmen spawns
  • B.Q.E. (highway): Fixed clipping issues with certain vehicles or bikes
  • Pavilion Hotel, elevator: Added animations to floor numbers
  • Vs. Helena Vos: Fixed bug where “projectile dance” attack’s indicators would sometimes not appear; simplified “projectile dance” attack on Novice difficulty only
  • Metropolitan Lounge: Fixed bug where temporary Yakuza allies would sometimes be unable to damage the NYPD Walker miniboss
  • 54 Linden, stairways: Added damage spaks to bullet-proof glass in both FG and BG
  • Flooded city: New water splash FX
  • NYPD safehouse: Added reflection effects to water + a couple new sound effects
  • NYPD safehouse, entrance: Fixed remaining performance issues on Nintendo Switch 1
  • NYPD safehouse, boss room: Added 3D lighting and shadows
  • Pangaea Tower, lobby: Added lightning and lightning flash FX
  • Pangaea Heavy fight: Fixed a safe-spot
  • Weapons: Fixed a number of depth-sorting issues (for example, when fighting the Pangaea Hydron, BG Flame Shot would previously display above the FG Hydron heads and FG crosshair)
  • Vehicle scenes: Added additional logic to make sure that player(s) always respawn in a safe area, fixing certain edge cases which previously existed
  • Localization: Fixed some minor issues in certain languages
  • Leaderboards: Fixed bug where playing the game on several different Steam devices could sometimes generate duplicate leaderboard entries
  • Controls: Fixed bug where, on certain wireless controllers, after controller timeout, the game would erroneously reset control mappings to the defaults

QoL Features

  • Keyboard / controller: Added new “3-button mode” intended to make the game easier to play on arcade sticks or classic gamepads — though it is still not ideal
  • Graphics: Added new anamorphic “stretch to display” option

Scoring Balance

  • Added No-Item Bonus
  • Added Arcade Mode Bonus
  • Added GunSlingers option to single-mission or single-scene replays, so you can buy weapons outside of “Story Mode”
  • “Story Mode” no longer transfers score to the leaderboards. This was a temporary measure intended only to fill them up with initial data, and at this point it’s no longer necessary

Neon Inferno – Ver. ??? (Patch 2)

  • Release date: ???
  • Patch notes:

Score Attack

While Neon Inferno‘s end-of-mission payouts are already somewhat analogous to scoring, quite a few players have asked us for a more granular system since release day. So we’ve now implemented a more conventional scoring mode into the game: Score Attack! Let me explain the scoring system in a few short paragraphs.

Defeating a grunt enemy awards 300 points; defeating a larger enemy 3,000 points; a miniboss 6,000 points; and a boss 20,000 points. In addition, damaging an enemy or boss awards 60 points per hit, until the final kill.

On top of these base rates are stacked various multipliers. Melee attacks provide a 4x multiplier; deflected bullets a 5x multiplier; deflected bombs a 6x multiplier; and indirect kills (such as slashing an NYPD drone which then falls to the ground and explodes into a police officer) also a 6x multiplier.

Moreover, chain-killing multiple enemies with a single attack increments these multipliers. For example, killing two enemies with one melee attack awards a 4x multiplier to the first kill and a 5x multiplier to the second kill.

At the end of each mission, various bonuses come into play: a no-hit bonus if you cleared the mission without getting hit, a no-civilian bonus if you cleared the mission without any civilian casualties, and a time bonus based on how fast you completed the mission. Unlike the money bonuses in the main game’s end-of-mission payouts, this time bonus is granular, down to fractions of a second.

Finally, the game now features both local and online leaderboards for players who’d like to climb them. These leaderboards record not just highest score but also lowest time.

The purpose of Score Attack is to incentivize playing Neon Inferno in the riskiest and most stylish manner possible. If you’ve already cleared Arcade Mode and you still want more (or if you haven’t but you want to try something a bit different) then this mode is for you.

Perhaps there are ways we could further integrate these mechanics, or at least the player incentives that they create, into the game’s base systems and difficulty. But that will likely be a task for the sequel. For now, if you have some experience in this genre, then I think you’ll find that Neon Inferno‘s new scoring system is one of the most complex ever devised for an arcade run-and-gun.

One other new feature:

Player Revival in Co-op

In co-op, outside Arcade Mode, a dead player can now revive themselves using a point of the alive player’s health (if said player has more than 1 health remaining). On the Hard and Medium difficulties, the revived player receives 2 points of health; on the Novice difficulty, 4 points. (This feature is not available in Arcade Mode, because in Arcade Mode, all death is final.)

And some smaller changes…

Difficulty Rebalancing

  • (All difficulties) The hitbox to crash your motorcycle while changing lanes was made slightly more lenient, by 3 pixels on each side
  • (All difficulties) Fixed balance issue where Flame Shot could destroy the Pangaea Dreadnought and Pangaea Hydrosnake minibosses in far too little time
  • (Hard and Arcade) (“One to the Heart”) 54 Linden, fog room: randomized direction and order of armored security tanks and Yakuza Heavies, to make the encounter feel more dynamic and unpredictable
  • (Medium and Novice) RNG was removed on these difficulties in various places. (For example, the initial patterns in the Pavilion Hotel elevator sequence now occur in a static order on these difficulties, instead of a random order like in Hard difficulty or Arcade Mode)

Minor Features

  • Pause menu: There is now a “Restart stage” option in addition to the “Restart at checkpoint” option, in situations where applicable
  • Controls: player can now stab in the opposite direction while shooting towards the BG, instead of being locked into the direction they are facing

Minor Bugfixes

  • BG crosshair: increased its bounds slightly such that the player is always able to hit enemies at the edges of the screen
  • Vs. Helena Vos: Fixed bug where, when playing as Mariana, one of the boss’s attacks was broken
  • Controls: fixed “oscillation” bug which occurred if player was hanging vertically from a rope while shooting into the BG, then slashed in the opposite direction they were facing
  • Title screen: fixed one-frame visual glitch on character select screen
  • Highway: fixed minor visual glitch on the player motorcycle’s jetstream
  • Police escape, helicopter sequence: fixed respawn bug if restarting from the second checkpoint in co-op mode
  • Pavilion Hotel, elevator: fixed numerous points of awkwardness in the platforming and camera control when playing in co-op
  • “Baptised in Flame” pre-stage cutscene: fixed bug where, in co-op, the cutscene would show P1’s character even if they were dead
  • Pause menu: fixed visual bug where players’ muzzle flashes would continue animating even while the game was paused
  • Pause menu: fixed bug where, if “jump” and “accept” are mapped to the same button or key, and the player exited the pause menu using that button or key, then they would spuriously jump
  • Match-up cards: improved Mariana’s portrait
  • Nintendo Switch version: fixed various small issues, including the last remaining major slowdown (in the first NYPD safehouse scene)
  • Localization: fixed some minor issues in certain languages

Neon Inferno – Ver. ??? (Patch 1)

  • Release date: ???
  • Patch notes:

The most important changes…

  • Performance is vastly improved especially on certain older platforms; those new versions will go live soon, pending each platform’s internal certification process
  • GunSlingers has rebalanced its prices such that weapon upgrades are cheaper and easier to get on all difficulties (except Arcade Mode)
  • The bonuses and penalties after each mission are now much less punitive
  • Standard Crosshair speed increased about 15%; Fast Crosshair speed increased slightly as well
  • Fast Crosshair default toggle option now available
  • More checkpoints on Novice and Medium difficulties:
    • (“Heat of the Night”) Checkpoint at Tatsuya Oda’s second phase, only on Novice difficulty
    • (“A Fatal Overture”) Checkpoint between the Pangaea Elite fight and the following chase sequence
    • (“Night of the Hunters”) Checkpoints between the 3 minibosses in the Flooded City sequence
    • (“Every Hour Wounds…”) Checkpoint during the helicopter sequence at the start of Mission VI, right before the Pangaea Dragonfly miniboss fight
    • (“Every Hour Wounds…”) Checkpoint in the corporate tower lobby on Medium difficulty (Novice difficulty already had one here)
    • Hard difficulty and Arcade Mode remain as is.
  • In-stage HUD timer option now available (and more feedback on stage timings is now available in the results screen after each mission)
  • Mash-fire exploit has been patched out (both visually and mechanically) and the player’s default auto-fire rate increased ~15% to compensate
  • Fixed egregious bug where equipped weapons sometimes got lost upon game-over or upon restarting from a checkpoint (instead of resetting to their state at the most recent checkpoint)
  • We’ve rebalanced the Novice and Medium difficulties to better match player expectations! Below is the complete list of changes. More may come in Patch #2 after we read your reactions (and that second patch will likely also contain a new Score Attack mode), but we wanted to release Patch #1 asap within the launch discount window

And some smaller changes…

Difficulty Rebalancing

Almost all of these apply only to the Novice and Medium difficulties. Hard difficulty and Arcade Mode remain mostly unchanged.

  • (Novice and Medium) The player now deals 15% more damage to larger enemies on Novice difficulty and 7.5% more damage on Medium difficulty
  • (Novice, Medium, and Hard) In co-op, missions now pay out 2x the money in Novice and Medium difficulties; 1.5x on Hard difficulty. (Single-player and Arcade Mode have no multipliers)
  • (Novice and Medium) Weapon equips now give 1.5x ammo, only on Novice and Medium difficulties
  • (All difficulties) NYPD Gunner Drones now fire slightly slower bullets, and (if on Hard difficulty or Arcade Mode) their harmful explosions upon death are slightly smaller; also, drones’ hurtboxes are now slightly smaller
  • (All difficulties) Flame Shot debuffed by 20%
  • (Novice and Medium) (“Heat of the Night”) Vs. Tatsuya Oda: removed Yakuza motorcyclists on Novice difficulty; reduced turrets to one on Medium difficulty, instead of two
  • (Novice and Medium) (“Baptised in Flame”) NYPD Destroyer miniboss: NYPD Robodogs no longer spawn from the sides of the screen on Novice and Medium difficulties
  • (Novice and Medium) (“Baptised in Flame”) Pavilion Hotel, upper lounge: removed a couple enemies on Medium difficulty, a couple more on Novice difficulty
  • (All difficulties) (“Baptised in Flame”) Vs. Helena Vos: mech’s shoulder cannon attack is now easier to dodge on all difficulties (lower ones moreso than higher ones)
  • (Novice) (“A Fatal Overture”) L train: removed a couple enemies on Novice difficulty
  • (Novice and Medium) (“A Fatal Overture”) Flying cars sequence: removed a couple FG officers on Medium difficulty, a couple more on Novice difficulty
  • (Novice) (“A Fatal Overture”) Outer Manhattan rooftops: removed a couple enemies, only on Novice difficulty
  • (Novice and Medium) (“A Fatal Overture”) Opera Modern rafters: NYPD officers no longer have shields on Novice or Medium difficulties; also removed a couple enemies on Novice difficulty
  • (Novice) (“A Fatal Overture”) Vs. Pangaea Elite: he now only fires green parry-able missiles on Novice difficulty
  • (Novice and Medium) (“A Fatal Overture”) Vs. Pangaea Elite: fake clones no longer fire BG bullets on Novice and Medium difficulties
  • (Novice and Medium): (“One to the Heart”) Metropolitan Lounge: removed a couple enemies on Medium difficulty, a couple more on Novice difficulty
  • (Novice): (“One to the Heart”) 54 Linden, stairways: removed a couple enemies on Novice difficulty
  • (Medium) (“Night of the Hunters”) Flooded West Village: Pangaea Airship no longer performs its homing projectile attack on Medium difficulty, only its bomb hatch attack, as was previously the case on Novice difficulty
  • (Novice and Medium) (“Night of the Hunters”) NYPD safehouse, entrance: small doors in BG now only spawn officers once on Novice and Medium difficulties, not infinitely
  • (Novice and Medium) (“Night of the Hunters”) Vs. Helena Vos (II): Flaming floor panels now only appear on Medium difficulty; electrified floor panels now only appear on Hard and Arcade difficulties; no more hazardous panels on Novice difficulty
  • (Novice and Medium) (“Every Hour Wounds…”) Helicopter escape: officers now throw bombs 25% as often on Novice difficulty, and 50% as often on Medium difficulty
  • (Medium) (“Every Hour Wounds…”) Pangaea Tower, exterior and lobby: NYPD Robodogs no longer spawn from the sides of the screen on Medium difficulty (in addition to Novice difficulty, as was already the case previously)

Minor Features

  • Save / load menu: you can now change the difficulty of an existing savefile, and the “delete file” option is now triple-gated instead of double-gated
  • Aim lock / Position lock: there is now a toggle option for these to auto-fire, instead of having to simultaneously hold down Lock + FG Shoot like in the later Contras
  • Pause menu: “Return to mission select” now provides the option to return to the GunSlingers store as well (restoring your wallet and inventory to their state at your last save point)

Minor Bugfixes

  • 54 Linden, stairways: fixed bug where the farthest background texture would sometimes position itself in the wrong place and reveal an empty skybox behind
  • Helicopter escape: fixed bug where, very occasionally, the landing gear transition wouldn’t work properly and you’d be sent plummeting to your death
  • Pavilion Hotel, lobby: fixed bug where, very occasionally, the spider-mech miniboss wouldn’t appear and the game would let you proceed without fighting him
  • Flooded Airship: fixed soft-lock if the player defeats the Pangaea Airship before its healthbar appears
  • Achievements: fixed issue where these could be falsely earned via the debug menu
  • NYPD Walker: fixed bug where its fireballs sometimes wouldn’t hurt Yakuza enemies
  • NYPD Walker: fixed bug where Walker only received a reflection from one direction of its flamethrower’s sweep, and not the other

How to download updates for The Fox’s Way Home on Nintendo Switch and Nintendo Switch 2?

To download the updates for The Fox’s Way Home, you have three options:

  • let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off

If not…

  • try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;

OR

  • select the game > press either + or – to go to the Options page > select Software update > select Via the Internet.

To check that you have the latest version installed, simply select the game on the Home Menu, and press – or + to go to the Options: the version number is displayed just below the game title.

Lite_Agent

Founder and main writer for Perfectly Nintendo. Tried really hard to find something funny and witty to put here, but had to admit defeat.