In this update5
Full notes
Full ASTHENIA update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Balance
- Fixes
- Performance
- UI and audio
ASTHENIA changes
Update Notes
Hello everyone,
Our priority has shifted to full game development, but we are simultaneously working to introduce some important updates to the demo as well.
Please find below everything added in the new update:
Gameplay & Features
TUTORIALS: You can now disable tutorials entirely by toggling the option in the "Controls" settings tab.
PICKED UP LETTERS: Picked-up letters will now lose their original glow effect once read to signify they have been collected.
- WEATHER SYSTEM (WIP)A new weather system has been introduced for the main map. While certain areas retain their dedicated setups, the main playable area now features frequent, randomized changes in weather. This creates a more immersive experience, making the flashlight even more useful during overcast and foggy conditions.
Enemy & AI Adjustments
ENEMIES HP: Enemies now properly register their HP status once you save your progress at the statues.
- ENEMY AI & NAVIGATION (WIP)Adjusted how enemies navigate the environment and move when crowded around other units.
- ENEMIES NAVIGATION (WIP)Adjusted enemy collisions to allow for better movement when they are stacked near other groups.
- ENEMIESFixed an issue where one of the Dark Spawned Warriors' attacks could not be parried. As long as its tentacles are not enabled, you can now correctly block its regular attacks.
ENEMIES ARMORS: Refined the method of how armor parts break while taking damage.
Environment & Level Fixes
ENVIRONMENT OPTIMIZATIONS: All demo levels have been rebuilt with a proper LOD/HLOD setup to improve level streaming and overall performance.
- ASSETS/MODELS TEXTURES (WIP)Many custom assets, such as statues and environmental objects, have been updated to 4K resolution.
- ENVIRONMENTAdded blue fire torches in the first building room to help players detect the entrance more easily.
- CEMETERYAdjusted specific asset collisions and vine placements in the alternate cemetery to improve enemy navigation and prevent them from getting stuck.
- CEMETERY VANISHING FOEAdjusted its navigation to reduce the probability of it getting stuck in the environment.
Technical Fixes
TEXTURE STREAMING (WIP): Modified texture streaming to help improve performance on lower-end machines.
- CONFIRMATION LOOPFixed an issue where confirming graphic settings changes caused the countdown to persist endlessly.
As always, please continue sharing your findings and bugs with me. You can drop your comments in the in-game form, connect on Discord, or use the community forums.
As mentioned, my focus has shifted to the full game, so please expect that some items may not be addressed immediately in the demo build. I am doing everything possible to address issues as soon as they are found and introduce improvements where they make sense and time allows.
Thank you! - Manthos, Creator of ASTHENIA
You can play the demo here:
Source
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