Full notes
Full CTRLSINK update
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What changed
- UI and audio
- Gameplay
- Balance
- Events
Steam post image Listen up, soldiers.
We saw the data. We heard the feedback. Some of you were getting stuck on the corpses of your enemies. While "dying in a pile of robot skulls" sounds metal as hell, it’s not the way a badass moves.
I’ve spent the last few hours under the hood of the CTRLSINK engine, cutting out the fat and tuning the violence. The demo has been updated. Here’s the sitrep on what’s changed:
1. NO MORE STICKING TO THE DEAD
Collision on dead sprites (looking at you, Skull Drones) has been REMOVED. You can now sprint, slide, and dance through the wreckage of your enemies without getting snagged. If you want cover, use a wall. If you want to move, nothing stands in your way.
2. BREATHING ROOM FOR THE BADASS
The opening interior was a bit... cozy. We’ve scaled things up. No more hitting your head on the ceiling when you jump. We’ve opened the halls so you have the "room to dance" that a high-octane boomer shooter demands.
3. SHOOT FIRST, UPGRADE LATER
We heard you: you didn't come here for "homework." The flow has been tightened. You’re getting the gun faster, and the lore/upgrade terminals are now positioned to reward your progress, not stall your momentum.
4. VISUAL CLARITY
The neon "overwhelming style" stays, but we’ve dialed back the flashbang-effect on enemy impacts. Now you can actually see the next sucker you’re about to delete.
5. VOX OVERHAUL
The one-liners have been trimmed in the intro and re-mastered for that gritty, in-helmet tactical feel. Less talk, more lead.
The patch is LIVE. If you bailed in the first 10 minutes before, get back in there. It’s roomier, it’s faster, and it’s a hell of a lot more violent.
See you in the Control Room. Steam post image Steam post image
Source
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