- Update v1.7:
- UI scaling option
- Enemy vfx optimization and update
- Darkness boss quest and behavior fixes
- New enemy dodge animations implementation
- Cutter biped new combo implementation
- Sola9 looping attacks bug fixes
- Cerpiant attack hit collision adjustments
- General boss balancing
- Enemies material flashing on hit
- Player combo skipping issue fixes
- Player attacks hit box issue fixes
- Player charge attack during interaction bug fix
- Update v1.6:
- Warp indicator stays after player death bug fix
- Chromatic aberration toggle option
- Terrain fixes
- Camera stays zoomed out if player exits during boss fight bug fix
- Player walk in air bug fix
- UI glyph size adjustments
- Non responsive enemy fixes
- Cyclotor enemy movement glitch fix
- Added hold to skip pre-boss cut scenes
- All bosses (except for the xynexis run sequence and apex) can now trigger the unbroken achievement
- Video volume will now change based on master and music volume sliders in options
- New player medium wound animation and vfx
- Player falling through platforms fix
- Trailblazer explosion radius increased
- Tempest surge burst shots bug fixes
- Ranged attack input fix
- Update v1.5:
- Visual & Environment Upgrades:
- Resetna is now playable with a new "Ruby Armor" skin. This option can be toggled through the Character menu if you wish to return to default skin
- Environment revamp with new visual effects and background elements, backed up with new, immersive sound effects
- The final boss fight is now conceptually better with a brand new cut scene before the start of the fight
- New UI effects that enhance the player's experience and reduce previous confusion
- Combat upgrades:
- All weapons are now improved, more responsive and enjoyable: animations and combos have been re-made and optimized for player's experience
- Axe combo now has a faster, more responsive chain of attacks
- Sabre's attacks are now much more enjoyable and responsive with new animations along with its parry-counterattack and in-air attacks
- Naginata has also been reworked making the weapon feel more impactful, heavier, along with new parry-counterattack and in-air attacks
- Laser projectiles from most basic enemies are now reflectable - the player is now able to avoid annoying ranged attacks, reflect them and still do a strong parry-counterattack while doing that
- Other changes:
- Key rebinding, a very much requested feature, is finally here. Players will now be able to customize their input keys, as well as choose from presets when playing on controllers
- Side quests now feel more useful, giving rewards and upgrades, making exploration worthwhile
- Settings user experience has been improved by adding an "Apply changes" key to avoid setting application at each change
- "Developer's note" window has been added to notify our players of what changes we've made
- Update v1.4:
- Removed stun lock and instant turn on light pushback for player
- Player levitation bug when hitting something above
- Shield no longer works for traps that instantly respawn you
- Player no longer jumps off wall / ladder by changing direction
- On player death, the equipped weapon remains equipped
- Edge jumping triggers second jump bugfix
- On chunk unload, the shield now disables
- Camera adjustments on multiple chunks
- Apex shader fixes
- Map & shard key rebinding
- Shard deletion: added an "Are you sure?" prompt
- Item pickup progression displayed and more clear now
- Achievement fixes (lore bits, xynexis, enemy kills, etc.)
- Conversations can now be exited on the start
- Credits updated
- Gates sfx fixes
- Chips description bugfixes
- Minimap and map changes: "Unlockable" doors are now yellow instead of red
- Notification on item pickup fixes
- Wrong display of 2 doors in acidia part of map fixes
- Key name fixes
- Boss UI on death remains visible bugfix
- Xynexis fight death wall speed buffed (faster and lesser deceleration)
- Figments on the xynexis fight now deal more damage
- Bosses damageable before the encounter bugfix
- Environment and enemy vfx polish and improvements
- Update v1.3:
- Laser door sfx bugfix
- Cursor remains visible while controller is active issue fixed
- Added health bars to Apex fight shields
- UI overlapping resolved & added background blur to reduce confusion
- Enemy loot table fixed for last zone
- Ladder movement bug fixes
- Player combat improvements - slide cancelation and attacking from slide
- More impactful aiming camera movement
- Camera adjustment and glitching fixes
- Cyclotor no longer pushes the player while charging
- Apex vfx optimization and improvements
- Apex fight adjusted and bug fixing
- Apex arena adjustment for better camera visibility
- Enemy errors fixing for cases where they would take damage exactly on spawn
- Xynexis chase arena balance (wall speed and trap damage increased)
- Update v1.2:
- Xynexis Chase Scene has been re-designed
- APEX Boss fight improvements
- Increased cooldown to Sabre Ranged attacks
- Guardian Boss room Chip Station changed with Resource Box
- General levels polish
- Mouse is focused on the window, fixing the issue where the mouse went to the 2nd monitor
- General UI polish
- Player Combat Improvements (Animation Cancel and better flow between combo attacks)
- Update v1.1:
- Minimap implementation
- Added an indicator VFX when Ground Pound is on Cooldown
- Cinematics now require holding to skip
- Return in menus leads to selection menu first
- Info panel displayed when controller is disconnected
- Added camera movement when aiming
- General bug fixes for the chip system
- Improved pushback while in the air
- Ground Pound now cancels player's melee combo
- Improved fluidity in player attacks
- Adjusted parry timings for smaller and larger enemies
- Enemies will not attack when entering a save station or during dialogue
- Enemy VFX polish
- Player VFX polish
- Darkness boss edge case bug fix
- Terrain fixes
- Drones will no longer fly too far away after attacking
- Pacify hack fixes
- General map bug fixes and improvements
- UI fixes and improvements
- Interaction bug fixes
- Range input adjustment for controllers
- Enemy collision improvements