Full notes
Full Cube Dungeon update
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Repeated intro
Hello everyone!
What changed
- Performance
- Gameplay
- Balance
- UI and audio
- Fixes
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
Changelog.gg summarizes and formats this update. How we read updates.
