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Steam News16 December 20256mo ago

Version 0.0.12 - optimization and balance

Hello everyone! This is a small update with a large focus on optimization. After many hours (and days) of work, I still haven’t reached the final performance target I want, but a lot of systems are now optimized, pooled

Full notes

Full Cube Dungeon update

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Repeated intro

Hello everyone!

What changed

1 fix1 addition17 changes1 removal
  • Performance
  • Gameplay
  • Balance
  • UI and audio
  • Fixes
changedThis is a small update with a large focus on optimization. After many hours (and days) of work, I still haven’t reached the final performance target I want, but a lot of systems are now optimized, pooled, and should run much more smoothly overall.
changedOne noticeable gameplay change is that enemies are now pulled back to their spawn point by a red dot (the spawner projectile) if they wander too far. This prevents all enemies from stacking into a single room and destroying FPS. It also fits the game visually quite well.
changedGameplay ChangesReduced enemy follow time after losing the player: 10 → 7
changedGameplay ChangesReduced enemy speed-up timer wait time: 5 → 3
changedGameplay ChangesReduced chance for enemies to start running: 50% → 30%
changedGameplay ChangesRanged enemies now sometimes change their attack position
enemy follow time after losing the player:107enemy follow time after losing the player: decreased, nerfenemy speed-up timer wait time:53enemy speed-up timer wait time: decreased, nerfchance for enemies to start running:50%30%chance for enemies to start running: decreased, nerfradius for calling other enemies:250150radius for calling other enemies: decreased, nerf

This is a small update with a large focus on optimization. After many hours (and days) of work, I still haven’t reached the final performance target I want, but a lot of systems are now optimized, pooled, and should run much more smoothly overall.

One noticeable gameplay change is that enemies are now pulled back to their spawn point by a red dot (the spawner projectile) if they wander too far. This prevents all enemies from stacking into a single room and destroying FPS. It also fits the game visually quite well.

Gameplay Changes

  • Reduced enemy follow time after losing the player: 10 → 7

  • Reduced enemy speed-up timer wait time: 5 → 3

  • Reduced chance for enemies to start running: 50% → 30%

  • Ranged enemies now sometimes change their attack position

  • Reduced radius for calling other enemies: 250 → 150

  • Reduced player detection area multiplier: x4 → x3

  • Reduced enemy run speed: x2 → x1.7

  • Reduced enemy HP:

    • Ghosts: 20 → 15

    • Green enemies: 20 → 17

    • Vampires: 30 → 23

    • Skeletons: 65 → 55

Optimization

  • Preloaded OGG audio files instead of loading them at runtime (music changes frequently)

  • Added additional audio players for better streaming performance

  • Removed enemy-to-enemy collisions (players can no longer push enemies), reducing collision pairs

  • Reworked enemy caching using a sleep/wake approach

  • Pooled spark and uranium-part projectiles to improve late-game FPS

  • Pooled spawner projectiles

  • Enemies are now rooted to their spawn positions:

    • If an enemy moves more than 100 meters away, it is pulled back by the spawner

Bug Fixes

  • Adjusted the width of several UI buttons

  • Fixed blocked entrance in the first room:

    • Increased wall-building delay to avoid collisions with newly spawned objects

As always, thank you for playing and for your feedback. More performance improvements are still coming.

Source

Steam News / 16 December 2025

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