2021 Bugfix Update

Hello all,

This update doesn’t have much in the name of flashy additions, but it fixes up a lot of bugs and inconsistencies in the game, and adds a few quality-of-life changes. The next update will have more substantial content and features added to the game!



Since you asked for it, the early access quests are coming back! We are planning to expand them to more new additions than just weapons, but for now we’ve added the IWI Carmel which you can obtain early by completing the new quest.

The IWI Carmel is an Israeli assault rifle first displayed in 2019. With a high rate of fire and integrated reflex sight, the IWI Carmel is quite efficient at close to medium ranges. Aim for the chest to get a fast time-to-kill considering the weapon’s $2750 price tag.


  • To make the upgrade menu less confusing to newer players, all modifications more than 5 modifications away from being unlocked will now display as a gunpowder icon. You can still see their effects and purchase them normally.
  • When purchasing a new modification, it will now be automatically equipped unless you already have 5 modifications equipped.


The quest notification for weekly and daily quests has been adjusted to only give a chat message if they have refreshed since the last time you joined, and not a toast message / sound effect.


  • Improved the way the map’s difficulty displays in the message broadcast when completing Mob-Arena
  • The message broadcast when an Endless arena ends is now different depending on the wave that the players reached


  • SCAR-20 vertical recoil slightly decreased, and G3SG1 vertical recoil slightly increased to bring the two guns a bit closer together (SCAR-20 still has twice the vert. recoil than G3SG1)
  • Scenario M1903: backup ammo decreased from 60 to 45 for consistency with the K98k, since it fires a similar caliber


The linking instructions on the Discord have been edited and should now be correct.


  • NTW-20 backup ammo adjusted from 25 to 24 to be a multiple of the magazine capacity
  • The server list message now says 1.12-1.16.5 instead of 1.12-1.16.4 (the new version was network-compatible, so no actual server update to support it was needed)
  • It is now possible to use /settings during a match
  • Container, item frame, and armor stand interaction is no longer allowed outside of Mine-Spades (Thanks sheepguard)


  • Fixed a major bug where objectives could not be captured in Mine-Spades
  • The weapon stat GUI no longer shows the default 999999999 XP requirement for non-inventory weapons
  • Fixed a bug where the Zeus x27 in Hoth scenario had no display name in the Equipment Tablet (Thanks pale1)
  • Fixed a map escape by breaking glass on Townhall (PVP)
  • Fixed a console error that occasionally happens when a player fails to join a game server
  • Fixed a bug where the Mob-Arena spawn selection algorithm used the lobby region instead of arena region when calculating the minimum spawn distance of mobs from players (it was not a big deal since for most maps the two regions were the same)
  • Fixed a bug where the Mob-Arena spawn selection algorithm could fail to calculate the spawn distance for two different reasons, which causes the entire Mob-Arena map to stop spawning (Thanks Hotline_101)
  • Fixed a bug where if there are no single-occurring waves left in a Mob-Arena match, an error will occur that causes the map to stop spawning waves (Thanks Hotline_101)
  • Regenerated the anti-cheat config to hopefully fix Speed check false-positives and spawning under the map in Mob-Arena

HOTFIX JAN. 18, 2021

  • Mob-Arena boss skills that do not respond to the difficulty level will no longer display difficulty stars next to their name in chat
  • Removed the vanilla “anti-cheat” (turned on allow-flight) in Mob-Arena servers to prevent false kicks
  • The Pull Distant and Pull Target skills no longer pull players ridiculously far to prevent tripping up the anti-cheat
  • The Evade skill now plays the teleport sound at the old location before the boss teleports, instead of the new location after the teleport
  • The Speed skill can no longer grant knockback resistance for longer than the Speed effect at difficulty > 6
  • The Teleport to Player skill now has a minimum delay of 6 ticks at difficulty >= 8, rather than instant at difficulty >= 10
  • Added a barrier ceiling to Deserted (MA) to prevent Shock Aura from sometimes booting the player out of the game
  • Updated LightCleaner and BKCommonLib to hopefully fix a bug where barriers block light to neighboring blocks erroneously
  • Removed the unnecessary “You have no new mail.” message from Essentials
  • Added keepalive packets to the database to fix a bug where players needed two tries to join a game server that no one has joined for a while, and the first try would print an error message

Gunsmith Update

Hello all,

To celebrate the arrival of 2021, we have brought forth a huge update! A number of new modifications and perks have been added to all weapons, enabling an unprecedented amount of customization to your arsenal. Also, we have added a new Mob-Arena map that should give even experienced players a challenge!



Cache is a challenging Mob-Arena map set in a nuclear wasteland (to aptly represent the world in 2020). The map is set up so that you can easily cheese most normal mobs through power positions, but beware of special waves and ambushes!

Bring a good weapon and memorize the mob types and location for each wave if you want to win consistently in this map.


We have brought back the Santa’s Workshop map for another winter of festive events! The only change to the map was the addition of some hay bales to make it easier to drop down from the second floor.


To accommodate all the new modifications and to ensure they all fit within 2 pages, the redundant bottom XP bar in the GUI has been removed to make room for another row of modifications.


We have added a lot of new weapon modifications to add more flexibility to your weapon builds! As with any large content update, there may be bugs or balance issues. Please report any issues to get them fixed sooner!


  • Lightweight Foregrip: similar to the old Foregrip.
  • Vertical Foregrip: stabilizes recoil, but slows you down.
  • Angled Foregrip: reduces recoil, but slows you down.
  • Folding Foregrip: increases hipfire accuracy and reduces recoil, but slows down ADS and swap time.
  • Skeleton Foregrip: improves ADS speed and slightly reduces recoil, but increases sway.
  • Wooden Foregrip: moderately stabilizes recoil at a minor cost to ADS speed; exclusive to certain weapons like the AK pattern rifles and Thompson M1A1.
  • Bipod: significantly reduces and stabilizes recoil but greatly reduces aim walking speed.
  • Bipod (Sniper): no flinch when standing still, but greatly reduces aim walking speed.
  • Bipod Foregrip (Sniper): no flinch when standing still and reduces sway, but greatly reduces ADS speed and aim walking speed.

Rear Grip

  • Granulated Grip Tape: reduces idle sway but reduces aim walking speed
  • Rubberized Grip Tape: reduces recoil but increases sway
  • Stippled Grip Tape: faster ADS and sprint out but increases sway
  • Hollow Rear Grip: improved jumping accuracy but worse moving accuracy; not available on weapons with their magazine inside the pistol grip
  • Veined Grip Tape: stabilizes recoil but less steady when aim walking


Extended Stock & Full Stock are available on no stock weapons and add a stock to the gun; all other stocks are only available on weapons that come with a stock.

  • Tactical Sling: faster weapon swap
  • Wood Stock: stabilizes recoil at the cost of hipfire; weapon exclusive
  • Tactical Stock: move faster while aiming
  • Recoil Pad: less sway and recoil but less steady when aim walking
  • Wireframe Stock: move faster but increases spread; not available on bullpup weapons
  • Heavy Stock: further decreases spread but move slower while aiming
  • No Stock: move much faster and improves hipfire, but greatly increases spread and idle sway; not available on bullpup weapons


  • FMJ: increases block penetration
  • Piercing Shot: penetrate 1 more entity than normal
  • Frangible: stun enemies more (increases knockback instead in Mob-Arena)
  • Mo’ Money: higher kill rewards (speeds up teammate respawning instead in Mob-Arena); not available on Starter Pistols
  • XP Boost: increases XP and Weapon XP by 20%
  • Sleight of Hand: increases reload speed
  • Lightweight: increases jumping accuracy
  • Run n’ Gun: increases sprinting accuracy
  • Focus: reduces flinch when getting shot, and flinch lasts shorter; exclusive to sniper rifles


  • Heavy Trigger: decreases fire rate for reduced sway and improved hipfire
  • Fast Pump: identical to Greased Bolt, but for pump shotguns
  • Compensator: minor increase to both recoil control and recoil stabilization with no downsides


We have added a lot more modifications to each of our special weapons! Also, they will unlock all modifications at an earlier level. Check them out in-game!


  • All Rifles: sprint is now stopped for only 0.3s rather than 0.4s after shooting. Shotguns and Snipers still have 0.4s because of their lower rate of fire (0.4s is required to disable sprinting consistently when firing at the max rate).
  • QBZ-03: price 2250 -> 2650; now fires 5.8x42mm by default instead of 5.56x45mm, making it a much more potent weapon at longer ranges. Stats changed accordingly.
  • RFB: now allows sprinting while shooting
  • BAR: price 3300 -> 3500; fast mode now increases vertical recoil by 15%
  • AWM, M24: Reduced hipfire accuracy to be closer to values before the last buff; scope-in after a shot has been delayed slightly. These two snipers are intended for longer ranges and both changes are intended to reduce the weapons’ effectiveness at close range. Quickscoping could still be viable, but being caught without time to fully scope in should now be more punishing.
  • UZI: greatly increased hipfire accuracy, increased recoil and spread/sway per shot, slightly increased movement speed
  • MP 40: reduced hipfire accuracy, slightly increased aiming stability, increased recoil recovery, increased damage range (brings the weapon more similar to the M3 Grease Gun and different from the UZI)
  • Yeet Cannon 9mm: increased damage range
  • High Voltage Gloves: now appears as a dual wield weapon; can now penetrate up to 2 entities behind the first one hit, dealing reduced damage but inflicts the full slowness effect

Weapon modification balance changes:

  • Optics: moderately reduced ADS speed bonus
  • Sight Calibration/Scope Calibration: now does the same thing as a sniper scope, reducing idle sway by 20% with no other benefit
  • Extended Stock/Full Stock: slightly reduced hipfire penalty
  • 1mW Laser: slightly reduced hipfire
  • Tac Laser: laser beam is now visible all the time but slightly less intense than the 5mW laser; reduced benefit to aiming stability and aim walking steadiness; no longer penalizes swap speed. This change was mainly made for realism and also makes the Tac Laser somewhat useful in hipfire since it still provides a visual indication of your targeting direction.

Zombie Siege balance changes:

  • The Alpha Zombie now has 3 rows of hearts like other zombies, instead of 5 rows
  • Zombies other than the Alpha Zombie no longer have Speed I effect
  • Increased the attack speed of wolf bite to be the same as the knife (wolves still can’t backstab, however)


We have increased the minimum distance from a player mobs can randomly spawn at for larger maps.

This will mean that mobs will no longer appear right in your face and it is easier to defend a position. This change does not apply to waves that have a non-standard spawnpoint, since they ignore distance to players.

Also, dying in Normal mode will now always play the Roblox oof sound, while dying in Expert and Endless mode will now always play the Minecraft oof sound.


  • Fixed a glitch where you could escape the spectator area on Haunted Mob-Arena
  • Fixed an exploit where flying out of the map when spectating in Competitive would respawn you
  • Fixed a glitch where your primary ammo was set to an incorrect value when a new rounds starts in Competitive and you survived the previous round
  • Fixed a glitch where players had finite backup ammo in Arms Race
  • Reduced the size of the hill on Carrier KOTH to prevent an unintended capturing spot for the Red Team
  • Fixed a glitch where the KS-23 incorrectly had 100% move speed
  • Fixed a glitch where the Light Bolt and Heavy Bolt did not affect movement speed

Blizzard Update

Hello all,

We have released an update to GunColony that adds a new map, improves the weapon modifications system, speeds up weapon leveling, and fixes a few important bugs. Happy holidays!



Using the unfathomable power of Ctrl+C, Ctrl+V we have now created a PVP version of Blizzard, which is now totally the smallest PVP map in the game.

This map is just for fun and for gathering some feedback on whether people enjoy these very small maps. It will be removed once more very small maps are added in the future.


These changes are intended to make it easier to level up a gun by using it in-game, but somewhat harder to fully kit it out with tokens (previously, grinding was often very slow to the point where it was faster to earn tokens with another weapon and just buy out the attachments you wanted!).

  • Weapons now unlock the vast majority of attachments at Level 65 instead of 70. Some exotic conversions or meme attachments may be unlocked above level 65.
    • Current unlock levels are placeholders- attachments above level 65 have simply been moved down to 65. This will be fixed in Part 2 of this update when new attachments are added.
  • Weapons under level 65 will now show the full level of the gun in your inventory, instead of showing the level divided by 10.
  • Weapons level 65 or higher will not show their level in your inventory.
  • Reduced the amount of XP required to level up Rare and Epic weapons to match Common weapons. Legendaries still require double the usual XP to level up.
  • Increased the price of buying modifications with tokens.


We have finally added a proper way to view weapon stats in the server! You can access this GUI with the same method as the old chat menu: right clicking the weapon on the top row of the upgrade menu.

This menu will display a wide variety of stats of a weapon, and if the weapon has attachments, it will show a comparison between the unmodified and modified versions of the weapon.

You can also compare two different weapons:


We have changed how some attachment effects work on weapons.

Hipfire Accuracy now also affects crosshair expansion when firing, not just the base crosshair size while stationary. This makes it overall more important than before.

Recoil Stabilization no longer impacts crosshair expansion when firing from the hip; it is now part of Hipfire Accuracy. Now it only affects aiming down sights, much like Recoil Control.

ADS Idle Sway has been renamed to Aiming Stability. It works the same way as before.

ADS Speed no longer impacts how fast movement inaccuracy recovers after you stop moving. This effect is now part of Sprint-out Speed. This change makes ADS Speed attachments less helpful in allowing you to fire accurately immediately after a sprint.

Sprint-out Speed is a new stat with two effects: first, it makes your accuracy return faster after you stop moving (both in base weapon spread and in the moving penalty to spread recovery), which was previously part of ADS Speed; also, for weapons that stop your sprint when fired, better sprint-out speed allows you to go back to sprint sooner after firing.

Aim Walking Speed is a new stat that changes the multiplier to movement speed while aiming down sights. Note that “Movement Speed” still changes movement speed both when hipfiring and aiming down sights. No stock or bullpup weapons have increased aim walking speed compared to normal weapons.

Aim Walking Steadiness is a new stat that affects the magnitude of how much your gun bounces up and down periodically when moving. This mainly affects aiming down sights; technically it has an effect on hipfire too, but it is unnoticeable except for when you have a laser sight equipped.

Weapon Spread Control is how much of your “spread increase” goes to recoil rather spread. Increasing this value slightly increases the random recoil that you experience when firing, but significantly cuts down on spread. Weapons without a stock naturally have low Weapon Spread Control, but you can improve it by attaching a stock. Note that this stat does not affect the first shot accuracy, only that of subsequent shots.

Finally, some perks will have a special effect on the weapon. This is explained below in the Perk section.


  • Greased Trigger nerfed from +15% to +10% movement accuracy
  • Lightweight Foregrip (previously Foregrip) recoil reduction reduced from 10% to 8%
  • Completely reworked/nerfed the RPM-increasing attachments
  • Completely reworked all existing stock attachments
  • SC-2010 5.56mm conversion now increases backup ammo
  • KS-23 slugs now penetrates one more entity
  • Rifled Choke nerfed on shotguns; the range and velocity benefits have been removed
  • The other chokes have been buffed slightly: Modified Choke now has 2% more spread reduction, and Full Choke now gives a small increase to damage range
  • 1mW and 5mW lasers have been reworked; notably the 1mW is now also visible to enemies but it is just a dot, not a full laser beam like the 5mW
  • Cheek Pad on DMRs now penalizes aim walking steadiness slightly
  • AP Ammo has been removed in favor of the FMJ perk
  • Many magazine attachments on ARs no longer impact backup ammo
  • Greased Bolt reworked to have more meaningful downsides on all sniper rifles


New attachments will come in the part 2 of this update! We just needed more time to draw all the new icons for them.


These changes are coming live in Part 2, except the FMJ Ammo perk which has already been added now.

A new Muzzle category has been added, separate from the Barrel category.

A Perk category has been added for weapon perks with unique special effects.

A Rear Grip category has been added with several grip tape attachments that affect weapon handling.

In total there are now 12 categories of attachments that can be used on weapons. Not all of them are available on every weapon, however.


  • Removed wireframe stock from the AUG and L86 since it doesn’t make sense
  • Removed extended stock from the MP5SD and added it to the MP5KA4 (typo fix)


  • Damage from Molotovs and Incendiary Grenades no longer stuns players in PVP
  • MP5K A4 has been renamed to the MP5KA4 (removed space)
  • AUG now has bullpup handling attributes instead of regular handling (typo fix)
  • Steyr Scout: increased damage range, reduced movement speed to 97% from 100% (you can now reach 100% with attachments, but not exceed it)


The movement inaccuracy code has been rewritten to make it feel more natural.

  • The movement inaccuracy applied now depends on your movement speed at the time
    • Moving slowly will barely trigger movement inaccuracy, allowing you to strafe left and right while shooting like in CS:GO. Still not very accurate, but can be useful when you are behind a 1.5 block head glitch
  • Movement inaccuracy now begins recovering immediately after you stop moving, instead of waiting 0.1-0.15 seconds
  • There is no longer a jagged effect where your movement inaccuracy appears to increase slightly after decreasing at first after you stop moving


  • Minimum player limit for TDM maps removed. This was due to feedback that Alpine Trench TDM was much rarer than players would like it to be. TDM Random Spawns and Domination still have a considerable minimum player limit to be playable.
  • OITC is now 33% rarer in the map vote
  • Hunters is now 4x rarer in the map vote
  • GhostGulag event has been removed


  • Fixed a glitch where T’s could plant the bomb anywhere on Dust II
  • Fixed a glitch where movement inaccuracy was being applied while the player is turning but not moving
  • Fixed a glitch where clicking certain slots in GUI causes your held weapon to play the swap animation again
  • Fixed a glitch where due to the async weapon firing system, players would be very rarely kicked from the server with the message “Internal Server Error”. Days were spent refactoring the gun plugin to work around this issue!
  • Fixed a glitch where you could drop lobby items
  • Fixed a glitch where the unscoped K98k and G98 in Scenario Mode had higher damage than intended