New: Toughness. A tier picker on Allies, Enemies, and Survivors -
Paper, Soft, Normal, Sturdy, Tanky - that sets how much punishment a
spawn soaks and how hard it hits back. It is separate from Size and
stacks with it, and unlike Size you can change it on a living unit
from the Settings tab and watch the change take hold mid-fight.
Fixed: Recall All never actually worked. Pressing it did nothing
at all - spawned units carried on as if you had not touched it. It
now genuinely gathers everything you have spawned, and it is a toggle
rather than a button: units keep following you until you switch it
off. It also pulls hostile spawns now, not just allies, because
bringing an enemy to you is half the point of spawning one.
Fixed: Defend Zone never actually worked either. Same underlying
cause. Spawned units now really do move to a charging teleporter or
other event and hold it, and they stay there defending it even if you
wander off. When the charge finishes they go back to their own
behavior.
Changed: large sizes are less spongy. Size and Toughness multiply
together, and at the old numbers a big enemy's health bar could sit
visibly still through a multi-minute fight. Enlarged, Giant, Colossal
and "What the f..." all soak less now. Their damage is untouched, so
big enemies hit exactly as hard as before - fights are shorter and
more dangerous rather than merely gentler.
Changed: every picker in the mod now works the same way. Aggression
and Team used to be rows of buttons while Elite, Size, and Toughness
were left/right arrow pickers. They are all arrow pickers now, lined
up in one column. Team also moved to the top of the Enemies and
Survivors tabs, since whose side a spawn is on is the first thing
worth deciding.
Changed: the Settings roster is one row per spawned unit instead of
two, so twice as many fit on screen. Aggression and Toughness both
live on that row.
Fixed: another mod resizing your spawns can no longer undo a Size you
picked. SpawnBox now reasserts its own scale continuously from the
character's true unmodified size, so your choice holds even against a
mod that rerolls sizes mid-stage.
1.6.1
Fixed: killing an enemy, ally, or survivor spawned from SpawnBox
gave no gold and no experience at all. They now pay out a real
reward that scales with how tough the spawn actually is, using the
game's own 2:1 gold-to-experience ratio and its real difficulty
scaling, so a deep-run spawn is worth more than an early one.
Note: the 1.5.0 notes previously listed this fix as done. It was
written at the time but never actually made it into a release build,
so every version up to and including 1.6.0 still paid out nothing.
This release is the one that genuinely contains it.
1.6.0
New Player tab: grant yourself any real buff or debuff, organized
into curated Buffs/Debuffs/Elite sections (with a "Show all" toggle
for the full uncurated roster) plus six named one-click presets -
Ghost Protocol, Juggernaut, Berserker, Warlord, Bloodpact, and Death
Wish. Elite is the first time SpawnBox has let the player wear a
real elite affix - previously only spawned units could.
The Player tab also gets its own Size control, resizing you the
same way the Allies/Enemies/Survivors picker already resizes a
spawn - same real stat tradeoff, bigger is slower but hits harder
and survives more. Your aim point moves with you now too, instead
of staying pinned at your normal height regardless of size.
Everything the Player tab grants now survives a stage transition -
buffs, presets, and size all used to reset the moment you advanced,
since the game hands you a brand new body every stage and none of
that carries over on its own. SpawnBox now tracks what it granted
and reapplies it automatically to your new body.
1.5.1
Explore didn't always deliver the empty environment it promised. Two
gaps found and closed: a second population system some stages carry
(independent of the one already handled) could still spend its own
monster credits after arrival, and Commencement's Access Codes
objective - a pre-placed feature of that stage, not something
spawned in - stayed visible and interactable even after everything
else was cleared. Both are gone now, and any leftover "find the
teleporter"-style HUD prompt is hidden for as long as you're
exploring, on every location, not just Commencement.
1.5.0
New World tab: jump to any location in the game. Explore drops you
into a genuinely empty version of it - no enemies, no objectives,
not even a teleporter - to test a build or just look around in
peace. Advance jumps you forward like completing a real teleporter
event, with the game's normal enemy population and difficulty
scaling intact.
New Size picker on the Allies, Enemies, and Survivors tabs: spawn
anything from Miniature all the way up to the absurd "What the f..."
tier (twice the size of Colossal). Bigger is slower but hits harder,
tankier, and has more health; smaller is faster but weaker and
frailer - a real stat tradeoff, not just a visual resize. No
PetrichorProtocol required.
1.4.0
The ESC pause menu now has its own SpawnBox button, alongside the F2
keybind - click it to open SpawnBox centered on screen without needing
to remember a keybind. The game stays paused while it's open. Closing
it (Close Menu, F2, or your controller/keyboard Cancel button) returns
you to the normal pause menu, just like any other pause submenu.
Opening SpawnBox with F2 during live gameplay is unchanged.
1.3.0
Allies tab: added an Elite affix picker, same as Enemies/Survivors -
spawn an ally with a real elite affix (Fire, Ice, Lightning, etc.)
instead of vanilla.
Aggression preset (Passive/Normal/Aggressive/Warpath) now works on Bad
(hostile) Enemies and Survivors too, not just Good ones - want a
genuinely dangerous encounter? Spawn a Bad enemy set to Warpath.
Fixed: spawning Allies, Enemies, or Survivors would silently stop
working after around 16-20 total (no error, it just stopped producing
more) - the game's own per-team population cap was blocking it. Lifted
on all three tabs, for both Good and Bad spawns.
Allies, Enemies (Good), and Survivors (Good) can now share your build
live: a separate toggle per tab copies your current items and
equipment onto a spawned ally at the moment it appears, and keeps
it updated with whatever you pick up afterward - not just a one-time
snapshot. Off by default on all three. Never applies to a hostile
(Bad) spawn.
Enemies tab: added a Good/Bad team toggle - spawn any enemy fighting
for you instead of against you, using its own real AI.
New Survivors tab: spawn any playable survivor that has a real
AI-controlled encounter in the game, with its own real AI - default
Good (fights for you) or flip to Bad for a hostile doppelganger.
Moved out of the Enemies tab into its own tab.
Allies, and anything spawned Good on the Enemies/Survivors tabs, now
survive stage transitions like a real granted ally instead of being
wiped every time you clear a stage.
New Settings tab: despawn everything SpawnBox has spawned, by
category (Allies/Enemies/Survivors/Interactables). Expand any
category to see every individual spawn by name (plus elite affix
where applicable), each with its own despawn button - not just
despawn-all.
New Aggression preset for Allies, and for Enemies/Survivors spawned
Good: choose Passive, Normal, Aggressive, or Warpath before spawning,
and change it any time afterward per spawned instance from the
Settings tab's roster. Aggressive sprints, closes distance faster,
and stops fleeing; Passive holds back, closes distance slower, and
flees sooner; Warpath goes further still - even faster, engages from
even further away, snaps its aim onto targets almost instantly
instead of turning smoothly, and re-decides what to do far more
often, on top of never retreating.
New Defend Zone toggle in the Settings tab (off by default): while
on, your spawned Allies and any Good-team Enemies/Survivors hold
position near an active hold-the-zone event - the teleporter, or any
other event that works the same way - instead of following you
around the arena, so they're actually there to fight whatever shows
up - boss included - instead of getting pulled away by your own
movement. They go back to following you once the event finishes.
This doesn't affect the event's charge percentage itself - that's
still player-only, same as vanilla.
New Recall All button in the Settings tab: instantly bring every
currently-Good Ally/Enemy/Survivor back to your side, any time you
want to regroup - works whether or not Defend Zone is on, and
overrides it for the rest of the current event if one is active.
New Close Menu button in the Settings tab: closes the SpawnBox window
without needing to use the keybind.
Every tab now has a Pin/Unpin button per row - pinned entries stay
at the top of the list and persist across game restarts.
Every tab now shows the real in-game icon next to each entry
(item/equipment pickup icon, or character portrait for Allies/
Enemies/Survivors/Interactables).
Allies, Enemies, and Survivors quantity fields no longer cap at 20 -
spawn as many as you want, same as Items already did.
Fixed: despawning Allies, Enemies, or Survivors (from the Settings tab
or the category despawn buttons) could leave the body standing in the
world, alive but doing nothing - despawn now actually removes it.
Items tab: added a rarity filter (All / Common / Uncommon / Legendary /
Boss / Lunar / Void) that combines with the existing search - narrow
the list down to just the tier you're looking for.
1.2.0
New Interactables tab: spawn any chest, shrine, printer, or drone in the
game, searchable by name.
Enemies tab: added an Elite affix picker - spawn enemies with a real
elite affix (Fire, Ice, Lightning, and every other elite the game has)
instead of vanilla.
Items tab: added a Gold field to give yourself gold instantly.
1.1.0
New Equipment tab: give yourself any real equipment on demand.
New Allies tab: spawn drones, turrets, and ally units to fight for you,
difficulty-scaled like the Enemies tab. (Transport Drone is excluded -
its grab-and-carry behavior isn't safe to trigger outside its normal
Cargo-crate context.)
Enemies tab now correctly excludes ally and neutral units - only real
monsters show up.
Items and Enemies tabs got quantity fields (Items: no cap; Enemies:
1-20, since spawning large numbers can affect performance).
Fixed a build issue that could embed a personal file path in the
shipped DLL.
1.0.0
Initial release: Items tab and Enemies tab.
Give yourself any real item in the game, searchable by name.
Spawn any enemy in the game, correctly scaled to your current run's
difficulty - not a flat level-1 regardless of how far in you are.
Press F2 to open the window (rebindable in the BepInEx config).
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