What is a Bugster
#A Bugster follows the player across the platforms. A Bugster left behind catches up by tumbling; when the player jumps to another platform, the jar flies after them. It goes around walls or over them. While the player stands still, the Bugster peeks out of the jar, wipes the glass, hiccups, does a little dance or falls asleep.
At the first level a Bugster has no abilities. They open as it levels up and go off on their own, with no key to press. Whether an ability is ready shows on its icon in the HUD and on the jar itself: once used, the slime drains and fills back up by the end of the cooldown.
Where it goes
#How to catch one
#A Bugster can be caught once enough time has been spent in runs. Every mode counts: solo, ranked run, co-op and custom. It is the same "Time climbing" shown on the profile, which also shows how much is left.
- Spend enough time in runsAny mode counts.
- Press "Catch"The button shows up on the profile and on the Bugster plaque in the lobby.
- See who you gotThe slime colour, the eyes and sometimes a trait are random. The look cannot be rerolled.
- Give it a nameLatin letters and digits. The name is given once and never changes.
A Bugster with no name does not join runs. A player can have only one active Bugster at a time: to catch a new one, the current one has to be released. There is no wait after that.
Experience and levels
#Experience comes from ranked runs only and depends on the height reached. Only the first ranked runs of each Pit day count, and runs that end too low do not count at all. Daily experience is capped.
Every further day in a row adds a streak bonus; missing a day resets the streak. The level never goes down and is not reset by a new ranked season.
Abilities
#Abilities open one at a time, always in the same order. A level opens an ability but does not make it stronger: it works the same at any level. One ability goes into a run, picked in the Bugster window. Fizz is the default pick.
Once used, an ability recharges. Fizz and Bubbles do not go off when there is nothing to aim at, and then no cooldown is spent.
Fizz
lv. 2Fire biomePuts out burning platforms above the player.
- When it goes off
- The player gets burnt and survives. Or health is nearly gone and a burning platform is within a jump above.
- What it does
- The Bugster spits slime at the burning platforms above the player within reach, nearest first. Their fire goes out for a while, then the board smoulders for a bit and catches fire again. The platform the player stands on is not put out.
First Aid
lv. 3everywhereHeals when health runs low.
- When it goes off
- Health runs low.
- What it does
- The jar jumps into the player's hand, they take a sip, and health comes back at once. Then the jar goes back and slowly fills up.
Bubbles
lv. 4Darkness biomeLights up platforms in the Darkness.
- When it goes off
- The player has been in the Darkness for a few seconds.
- What it does
- The Bugster lets out bubbles one by one to every platform above the player within reach, past the edge of the Darkness too. The bubbles go around the boards, stick to them and glow for a while. The platform the player stands on is not lit.
Blast
lv. 5Ice biomeBlows up the ice when the player keeps slipping off it.
- When it goes off
- The player slips off the same icy platform several times: jumps or slides off the edge and lands on it again or lower. A hop on the spot counts as a slip too. With every slip the Bugster gets angrier: it swells, turns red, shakes and lets off steam.
- What it does
- On the next slip the Bugster blows up and knocks the ice off the platforms around the player for a while: they become plain boards. Then the jar pulls itself back together.
- Notes
- The anger passes once the player climbs above that platform. On another icy platform the count starts over. Slips during the cooldown do not count.
Spare
lv. 6everywhereStands in for a parachute when the regular ones are gone.
- When it goes off
- The player falls from a dangerous height with the regular parachutes already spent.
- What it does
- The jar jumps into the player's hand and blows a big bubble out of the slime, and the player floats down on it as if on a parachute.
- Notes
- Regular parachutes are always used up first. Recharges for a long time.
Looks
#The look is set when the Bugster is caught and never changes. It is made of the slime colour, the eyes and, more rarely, a trait. The look is random; the name is given after the look is shown. The look cannot be rerolled.
The counter on each option shows how many Bugsters have it.
Slime colour
7 colours
Eyes
7 kinds
Traitrare
Release to the Bottom
#At its last level a Bugster can be released to the Bottom. It is optional: you can keep playing with it.
Goes
The current Bugster and its level. A new one starts at the first level and opens its abilities again.
Stays
A released Bugster stays in the collection on the profile, with its name and look. Achievements earned are kept.
Next
A new Bugster can be caught right away. Its look will be random.
Achievements
#Bugster achievements are part of the full list on the profile. The Spare's saves count toward the parachute achievements.
The achievement list is unavailable right now.