June 2026 - QoL Update
2026-06-25💻June 2026 Quality of Life Update 🌌 • UI · Skill Tree 🌳 • Improved navigation experience within the skill tree. • Complete visual interface overhaul. • Added visual feedback for button selection: confirmation and rejection states. • Video preview for certain abilities and related image display. • Full keyboard/mouse and controller support added. • UI · Settings ⚙️ • Minor visual update to the settings panel: rounded corners. • Fixed navigation issues within settings menus. • Graphics 🎥 • Shadow distance increased: max range set to 300 m with 4 cascade splits instead of 2. • Antialiasing enabled: MSAA 8x. • Dash visual effect is now rendered correctly. • Fixed stretched textures in level 2. • Level 1 clock now displays the correct materials. • Entity silhouettes (enemies and player) are now visible through walls and scenery.
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• Dissolution effect applied to defeated enemies. • Added a decoration piece on a level 1 map border for better immersion. • Gameplay & Design 🛠️ • Vitality chests introduced, differentiated by color. • Additional chests (currency and vitality) added in levels 1, 2 and 3. • Final boss rebalance: • Level timer increased to 15 min. Reduced penalties caused by fall-through-floor bugs. • Below 65% boss HP, enemy summons now appear progressively instead of all at once. • Level 3 "aged" rebalance: adjusted enemy wave spawn timing. • Level 2 "young": enemies can no longer spawn inside the central tree. Second arena enlarged for better visibility (especially the candy cane enemy). • Improved item physics: magnetic pull effect around telekinesis-grabbed objects, and temporary high-frequency collision checks when thrown to prevent clipping through scenery. • Certain non-movable items in level 3 can now be retrieved by the player. • Miscellaneous Fixes ✅ • Boss can now correctly summon enemies mid-attack. Previously, simultaneous attacks caused summons to be skipped. • Repositioned various scenery objects in scenes 1 and 2. • Added and adjusted colliders on multiple objects to better match their visual shapes. • Added new collision layers to limit unintended interactions between game elements. • All object scales are now positive. Negative scale values were causing collider issues.





