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Steam News27 September 20259mo ago

Demonbyte – Engine Upgrade *ACHIEVEMENTS possible?

Hello everyone, We’ve got some huge news: Demonbyte has officially been ported to the newest version of the engine we use to create Demonbyte! After extensive testing, we can finally share this with you.

Full notes

Full Demonbyte update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello everyone,

What changed

10 fixes3 additions11 changes3 removals
  • Gameplay
  • Performance
  • Balance
  • UI and audio
  • Fixes
  • Maps
changedWe’ve got some huge news: Demonbyte has officially been ported to the newest version of the engine we use to create Demonbyte! After extensive testing, we can finally share this with you. This upgrade brings:
changedSignificant performance improvements
changedMassive bug fixes and stability updates
changedMajor Gameplay ChangesExperimental Change – Skull Knights Skull Knights now fire projectiles directly from their bodies (instead of from above). This change is experimental and may revert if feedback (including our own) leans negative.
changedMajor Gameplay ChangesCommunity Feedback – UFO Balance We’ve heard your frustrations about the Alien Illuminati level. UFO spaceships’ damage has been nerfed from 32 DPS (hitscan) to 20 DPS (hitscan) . Future experimental tests may give UFOs projectile-based attacks instead.
fixedBug Fixes & StabilityFixed projectiles so they now match their intended monsters and fire correctly.

We’ve got some huge news

Demonbyte has officially been ported to the newest version of the engine we use to create Demonbyte! After extensive testing, we can finally share this with you.

This upgrade brings

  • Significant performance improvements

  • Massive bug fixes and stability updates

  • Support for Steam Achievements 🎉

Yes, you read that right— Steam Achievements are coming to Demonbyte! While our current priority is finishing key features before the official launch out of Early Access, we’re excited to confirm achievements are now possible and will be implemented before 1.0. Expect that sweet dopamine pop later!

Major Gameplay Changes

  • Experimental Change – Skull Knights

    • Skull Knights now fire projectiles directly from their bodies (instead of from above).

    • This change is experimental and may revert if feedback (including our own) leans negative.

  • Community Feedback – UFO Balance

    • We’ve heard your frustrations about the Alien Illuminati level.

    • UFO spaceships’ damage has been nerfed from 32 DPS (hitscan) to 20 DPS (hitscan).

    • Future experimental tests may give UFOs projectile-based attacks instead.

Bug Fixes & Stability

  • Fixed projectiles so they now match their intended monsters and fire correctly.

  • Resolved monster collision issues—no more clipping through walls. (still needs testing)

  • Addressed potential crashes when loading certain maps with thousands of tiles/entities.

  • Fixed shader-related rendering issues.

  • Fixed scaling issues with loading screen images at different resolutions/aspect ratios.

  • Corrected entities disappearing when near closed doors.

  • Numerous fixes to editor stability, HUD behavior, and save/load edge cases.

  • Fixed weapons, projectiles, decals, and doors not rendering or lighting properly.

  • Patched multiple crash scenarios during map/script loading and editor asset replacement.

  • Player Rotation Check: Now returns accurate values (no longer offset by 90). Existing scripts may need adjustment.

  • Decorations and enemies with radius = 0 will no longer interact with projectiles or players.

  • Local variables now reset properly when starting a new game or switching maps.

General Changes

  • Spark and blood particles no longer affect custom particle effects.

  • Vsync is now always enabled in menus to prevent unnecessary GPU usage.

  • Many optimizations, with performance improvements up to 2x faster in some cases.

Performance

  • Improved performance for tile rendering and static 3D models.

  • Reduced performance cost for key-bound scripts

  • Overall script/fsm efficiency improved.

  • Fixed multiple collision-related slowdowns.

Closing Notes

This update lays the foundation for the final stretch of Early Access. The engine upgrade not only makes Demonbyte more stable and performant but also unlocks features you’ve been asking for— like achievements.

As always, thank you for your feedback and support. Keep sharing your thoughts on the new experimental changes (like the Skull Knight and UFO tweaks). Your feedback shapes Demonbyte as it evolves toward 1.0.

Stay tuned, and happy demon-slaying!

— The Demonbyte Team

Source

Steam News / 27 September 2025

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