Full notes
Full Asteroid Requiem update
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What changed
- Performance
Asteroid Requiem changes
I’m honestly super excited (and a little exhausted!) to share that Asteroid Requiem is out now on Steam. Over the past few weeks, I’ve been working closely with testers and a wonderful Japanese translator to polish things up - and it’s finally ready for everyone to experience.
One big update I’m proud of: the Japanese version is fully finished and included from day one. I really wanted this game to be accessible for players beyond English-speaking audiences, and I’m really happy with how it came together.
A lot has been tightened up since the early builds. The final cutscene has been completely redone — I wasn’t happy with the first draft, so I rebuilt it to be more emotionally satisfying and flow better with the overall tone. Gameplay-wise, there are lots of small improvements throughout: smoother controls, better pacing, and improved stability.
On top of that, I’ve added a basic set of Steam achievements so there’s now a little extra motivation to explore and experiment with different play styles. Performance has been tuned up quite a bit too — especially for lower-end systems — to make sure the experience feels smooth and relaxing, even during the more chaotic asteroid collisions.
That said, this isn’t a “final word” for Asteroid Requiem
.I’d genuinely love to hear what you think. If you run into any issues or have feedback - or even just want to share your favorite moments - please reach out via the Steam discussions or on the Discord (https://discord.gg/M4SfBuqEJn).
Thank you so much to everyone who’s checked out the game or supported it in any way. This was a very personal project for me, and it feels amazing to finally put it out there.
Source
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