Full notes
Full ANEURISM IV update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Gameplay
ANEURISM IV changes
Status Update Our current priority is stability for v19a. We’re addressing a large number of bugs before pushing further gameplay changes or new content. We’re also reviewing broader progression and feedback loops tied to gameplay systems, with exploration happening in parallel. Metalworks / Work Zone Investigation Current Issue
Resource flow (metal) can be easily disrupted by Cortex
Players are forced into repeated conflict while working
Interactions currently lack counterplay
Result
Progression slows down
Gameplay feels frustrating rather than intentional
Why It Matters
Players avoid metalworks entirely
New or uncoordinated players struggle to engage with systems
Creates imbalance in job usage and weakens overall cooperation
Current Direction Marked Work Zones Steam post image
Visually indicated with yellow caution tape (yellow lines in image)
Intended to protect resource flow in key areas
Potential Benefits
Reduces disruption in core work areas
Allows players to engage with systems more consistently
Creates clearer structure around where conflict happens
Risks We’re Considering Work Zone Abuse
Players retreating into zones during combat
Baiting others into restricted areas
Over-restriction
Removing too much interaction reduces tension
Systems may feel artificial instead of emergent
Rule Clarity
Potential confusion around where and how rules apply
Next Steps
Test small-scale implementations after v19a
Evaluate impact on gameplay flow
Continue gathering feedback
Note Everything here is still in progress and subject to change. If you want to follow this more closely, we’ll be starting to share raw notes and ongoing discussion in our Discord. discord.gg/vellocet
Source
Changelog.gg summarizes and formats this update. How we read updates.
