Labyrinth of Assimilation Update Changelog


Content:

-Added a new level

-Added a new boss

-Added [4] new offhands

-Added [3] new enemy types

-Added [4] new minds

Fixes:

-Improved performance and load times across the board

-Damage over time effects are no longer cancelled by attacks that lack damage over time

-Music no longer plays at maximum volume during boss fights

-Music no longer plays at maximum volume during boss vore attacks

-Bonuses to offhand strength now apply to the shield offhand

-Slow effects no longer bypass the shield offhand

-The physics hitbox for the sea cucumber is now more closely aligned with its sprite

-Offhands can no longer be used in the vein menu

-Altered the collision boxes on slopes in an attempt to reduce cases of getting stuck on geometry (the issue seems to now be better for 1x1 slopes, and worse for stretched slopes)

-Fixed a crash involving retaliation effects on enemy projectiles

Balance:

-Increased the player's base HP by 50%

-The sword's lightest attack now applies a small amount of knockback

Changes:

-Offhand items which are equipped but not selected are now displayed on the HUD

-Added a bit of standardization to mind descriptions (minds with multiple effects will skip a line in between effects)

-Significantly decreased the range some enemies will wander within

-Significantly increased the rate at which some enemies will wander

-The save files in the start menu now display appropriate icons for collected items

-The fireball offhand now deals significantly less damage within its AoE (the damage from a direct hit has been slightly increased)

-Added a few lines to the NPC at the beginning of the game to better explain the wall grab mechanics

-Repeated the tutorial related to the wall grab mechanic in relevant areas

-Internal and external views can now be toggled after vore events

-Added a slider to extend the duration of the animation that plays post-digestion

-Altered the physics collision boxes, making them less exploitable

-Recentered the text for the name of an equipped mind

-Enemies which seek other enemies as hosts will now prioritize enemies which are nearby

-Increased how much damage is stored when using the Gargantuan Adversarial Decapod mind

Files

Fish Fat V0.3.2.1.zip 88 MB
Aug 08, 2025

Get Fishfat

Download NowName your own price

Comments

Log in with itch.io to leave a comment.

(1 edit)

Okay, played through the update, pretty cool new level, boss was fun. 

Have no idea how to reach that one green soul in the labyrinth, or maybe i just skipped it over somehow? Theres also an ability near the beginning of the level thats pretty hard to reach, i havent been able to.

One stretch felt very punishing though, the big pit that you have to climb, theres one checkpoint there in the middle, but its not really helpful as when you fall, you have to climb all up again, its easier and takes less time to just reload the game than to try and climb up again, which requires lengthy platforming and can be frustrating when done over and over.

I feel like it would be easier if there was a checkpoint somewhere in the bottom of that stretch to mitigate the issue, as the current situation wastes so much time.

And on to checkpoints, at some points its really easy to miss them, especially if one is playing on default darkness levels.