Because sometimes, loneliness is the fiercest enemy
EMPTY SHELL Patch Notes — June 3, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Hey, everyone!
Long time no see : )
I've just updated EMPTY SHELL with some new content, specifically new gameplay modifiers (and some minor fix).
Each of them add either a realism element or a difficulty detail, plus a special one i hope you'll like, which can only be enabled after completing the game at least once.
Here's the full details.
And the update trailer!
WEAPON STATS
This one was requested quite often in the past years. Basically, in the inventory description you can see the weapons' stats (damage, rate of fire, knockback, recoil, magazine size, reload time). Even though i like the feeling of just wing it and discover the weapon by using it, sometimes it is nice to read raw numbers.
JAMMING CHANCE
When this modifier is enabled, weapons have a chance to jam each time they fire. Usually the probability is under 10%, sometimes very low, like 2%, but for low rpm weapons (like the Hunting Rifle) it's around 20% per shot. Also, the longer you keep the trigger pulled, the higher the chance (it doubles or triples in a matter of seconds).
BLEEDING
This modifiers adds a 20% probability of starting bleeding after being hit. If the bleed starts, the player will lose 1HP every ~5 seconds. The bleeding can be stopped using a 500gr MEDKIT (the 250gr one won't stop the bleed) or a new item, BANDAGES (that only spawns as loot if the modifier is enabled or can be purchased in a Upgrade Station). BANDAGES don't restore HP, they just stop the bleeding.
WEAPON SWAP TIME
Without the modifier, you just open the inventory, select a new weapon, and you're ready to fire. With this modifier enabled, every weapon has like 1-2s of swapping time (depending on the weapon, shown by a countdown label above the volunteer until it reaches zero), so when you select another weapon from the inventory and you go back to the gunfight, you're vulnerable for a moment (that could end in death in the worst case scenario).
RUNNING RELOAD DISABLED
Normally, the reload action is interrupted only by aiming, entering a menu (inventory/map/pause) or interacting with lootables or puzzles. This means you can run and keep distance while reloading. With this modifier, running will interrupt a reload, so you can only walk or stay still to reload a weapon.
STRAY CAT
This modifier can only be enabled after completing the game at least once (on any difficulty level).
Once activated, the volunteer will be able to face their mission alongside a special furry companion... who occasionally enjoys being petted.
It will surely appreciate the attention and reward the volunteer in its own way.
From time to time, it will also start sniffing around and searching the area, and it will certainly find something interesting to collect.
The volunteer's mission will always remain difficult, but having someone to share it with will surely help.
Because sometimes, loneliness is the fiercest enemy.
Also, a couple of minor fixes:
Fixed a problem that was causing the ng+ cycle to increment even while finishing the game on a not ng+ difficulty
Fixed the ng+ "volunteers left" label that was always showing "5", rather than the correct amount
Added a label to found documents to differentiate those from the main game and those from the Daily Test Rooms.
Rebalanced melee weapon knockback values, now properly adjusted based on the weapon's hit "weight".
That's all for this update.
Let me know what you think about the new modifiers!
Hey! And since the Hyperstrange Publisher Sale just went live, make sure to drop by, check out the other news, new releases, updates, and maybe grab something strange while you are there.
https://store.steampowered.com/sale/HyperstrangePublisherSale2026