Per-player death counter shown in the truck, now with each player's nemesis (the enemy that's killed them most), a run total, and your own row highlighted. Host-authoritative, synced to all clients, and saved per run.
Fixed: death counts survived a save wipe / starting a fresh campaign in the same save slot. The reset
logic only watched for the save FILE NAME changing, but a total-party-wipe (Arena failure) or starting a
new campaign reuses the same save slot with fresh contents — so old counts silently carried over. Now
hooks the game's own RunManager.ResetProgress (its single choke point for "this save's progress is now
zero") directly, so death counts reset in lockstep with everything else the save wipes.
Fixed: some shop deaths still counted despite IgnoreShopDeaths. Shop detection relied solely on the
current level being registered as a shop level, which doesn't always hold. Now also checks whether a
ShopManager is actually active in the scene, independent of level registration.
1.3.1
Shop death exclusion: deaths that occur while in the shop no longer count (toggle via
Counting / IgnoreShopDeaths, default on).
Improved death-cause detection: enemies that kill via impact or tumble (e.g. body-slam, dash)
are now attributed correctly instead of always showing "Environment". Works in singleplayer and
for all players in multiplayer. New cause categories: Fall (fell to death),
Player (killed by another player's physics throw), and enemy name for impact kills.
Far fewer false "Environment" deaths:
Networked damage (explosions, mod abilities) is now tracked too, and traced back to the enemy
that caused it.
The contact window was widened (3.5s -> 8s) so being grabbed/dragged before dying still counts
as that enemy's kill.
New host-side fallback: if a death would still read "Environment", it's attributed to the
nearest live enemy at the death spot - this also fixes causes for players running an older
version of this mod. True environment deaths (pits, crushers) still show "Environment".
1.3.0
Nemesis tracking: each player's row now shows the enemy that has killed them the most (e.g.
Player: 5 ☠ Huntsman). Non-enemy deaths (falls, etc.) count as "Environment". Toggle with
Display / ShowNemesis. Causes are synced to all clients and saved per run like the counts.
1.2.0
Added a Total line at the bottom of the overlay, summing every player's deaths (toggle with
Display / ShowTotal).
Your own row is now highlighted in a distinct color by default, so you can find your count at a
glance (Display / HighlightSelf, color via Display / SelfColorHex, default gold).
README now includes a bug reports & feature requests section with a link to the shared feedback form.
1.1.0
The overlay is now customizable via config (BepInEx/config/matsu.repo.deathcounter.cfg, [Display]):
Corner — anchor the overlay to any screen corner (default top-right).
FontSize / TitleFontSize — text sizes.
TextColorHex / TitleColorHex — text colors as hex RGB.
SortMode — list order: fewest deaths on top (default), most on top, or by name (A–Z / Z–A).
1.0.2
Re-inspected and hardened the Photon integration for a stable public release.
Added defensive guards around the on-screen overlay and the per-frame update loop, so a
reflection or state error can never spam the log or interfere with anything else.
1.0.1
Fixed a serious bug where the mod registered its Photon callbacks at plugin load (during the
connection handshake). This could make the multiplayer lobby hang and the invite button fail to
appear. Photon callbacks are now registered only while you are actually inside a room, and
removed again on leaving — the connection handshake is never touched.
1.0.0
Initial release. Per-player death counter shown in the truck lobby. Host-authoritative, synced to
all clients (including late joiners) via lightweight Photon events, and persisted per save slot
(keyed by Steam ID) so counts survive across sessions.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.