On December 25, 2025 the developer posted a Christmas patch for Megabonk, releasing version v1.0.49 on Steam with a new cosmetic, a new item, and a broad set of balance and bug fixes.
The update makes several of the Graveyard achievements easier, adds quality-of-life settings to auto-select levelup upgrades, and targets the credit card chest-spam meta with pricing and rarity changes. There are also dozens of item and passive tweaks across the board, plus a handful of bug fixes affecting music, Rich Presence, and end-screen displays.
Patch Notes
Christmas Patch
Happy Holidays bonkers!
Hope you’re all having a nice Christmas / holiday! Here are some changes I’ve made for Megabonk v1.0.49:

New Stuff
- Santa hat
- New Item (more below)
Spooky Update Achievements
Made some changes to the Graveyard achievements based on common feedback. Most people thought they were too difficult:
- Pot Achievement -> can now be done with any character you want. Based on feedback people hated this achievement with a passion, but it’s now pretty easy if you just play Monke or something
- Bob’s Light Achievement -> Now you only need to kill Big Bob with a lamp explosion, so the achievement should be a lot easier
- All Crypt Speedrun Skins have been made a little easier by giving +1 or +2 extra seconds to complete the crypt
- 2 new achievements
Settings
- [New Game Setting] Auto Select Levelup Upgrades by Highest Rarity -> You can now allow the game to select the highest rarity upgrades for you. Nice to have when you get Pots and start leveling your stuff very high.
- [New Game Setting] Auto Select After Level -> Set the level at which you want the game to start automatically selecting upgrades for you
- [New Control Setting] Use Horizontal movement keys to navigate Chest opening buttons -> This is now disabled by default. This is to prevent holding A or D for movement while opening a chest and accidentally banishing an item
Bugs
- Fixed a bug where Kevin and Leeching Crystal didn’t proc Megachad’s Flex passive
- Fixed a bug where you could reset as you exited the crypt to get a time of 0 seconds (thanks snek…)
- Fixed a bug where Cursed Grabbies didn’t proc like it should
- Fixed a bug where if a Micowave took away a maxed item, you could no longer get more of that item. Now, if you microwave a maxed item, that item is added back to the item pool.
- Fixed a bug where Steam Rich Presence didn’t show your level properly (the text that shows what your friend is playing on Steam)
- Fixed a bug where Ninja’s passive didn’t display correctly at the end screen
- Fixed a bug where the screen stayed dark after killing Big Bob right after he did his darkness attack.
- Fixed a bug where if you had custom music playing and reset, music would not work anymore
Balancing
- Pot (Stainless Steel) now only affects weapons and gives diminishing returns per amount stacked. It starts normally at 10 extra level to your weapons, and gives one less level per stack. So your 9th pot or more will only give +2 max levels for weapons. +2 is the minimum amount.
- New Item: Wizard’s Hat -> Functions as a pot but for Tomes
- Fox passive nerf 2% -> 1.5% luck per level
- Dicehead’s passive reward multiplier increased 50% -> 75% and minimum reward from 4% -> 6%
- Beefy ring now scales with overheal
- Power Gloves increased base damage, radius and decreased the minimum cooldown
- Brass Knuckles base radius increase 7 -> 8
- Golden sneakers now gain twice as much gold per meter travelled 0.05 -> 0.1
- Removed Silver Gain from Charge Shrines, Chaos Tome and Diceheads passive
- Removed Jump Height from Chaos Tome and Diceheads passive
- Bob’s Light buff – now has a higher chance to one-shot Red Ghosts 15% -> 33%
- Roberto’s passive buff -> it now takes longer to go from 60 -> 120 seconds. Previously it increased by 5s every chest, but now it only increases by 2.5s
- Unstable Transfusion – Chance to apply Bloodmark 27% -> 35%
- Giant Fork – By default a megacrit does 4x damage, but this now increases by 0.15 per stack of forks. This is a nice buff that makes stacking the item more valuable than previously
Balancing (Credit Cards)
Let’s talk about credit card meta changes. One big issue right now is that the gold multiplier stat is completely useless because you just need a Kevin and a Golden Shield and you never have to worry about money again. Then you spam chests and banish all purples to stack tons of credit cards. Lots of people dislike this meta, and I also think it really devalues Robinette’s passive, Gold Tome and the Gold Multiplier stat in general. So here are some changes to address this:
- Green Credit Card -> Each card increases chest prices by 10%. This change should still keep it fun in casual play, but hopefully not make it mandatory for leaderboard runs anymore, as chests will be very expensive if you keep stacking credit cards. It also makes canonical sense since it’s a credit card lol
- Kevin -> Moved up one tier in rarity (Purple / Epic) because of how strong and how much utility this item has
- Golden Shield -> Now gives more gold upon taking damage, however if the damage is from Kevin or Leeching Crystal, the gold is reduced. Hopefully this gives Gold Multiplier stat some value again
- Clover – Gives more luck 7.5% -> 10%
- Luck Tome – Gives more luck 7% -> 8%
This will probably be adjusted more in the future when we see how this impacts stuff. Some other suggestions I’ve heard for the green credit cards is to give it diminishing returns per card, which is also an interesting idea. But let’s see how this plays out for now, and then I’ll adjust accordingly in future patches.
Other
- Updated the Press Kit on Itch for any content creators who want the new item icons or whatever
- Buh’s passive “Bullseye” now shows as its own damage source at the end screen, instead of showing as Sniper damage
Alright imma go celebrate christmas now im late to the dinner uh oh cya
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Megabonk
Developed by vedinad



















