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Steam News28 February 20264mo ago

Demo Build 108 (performance update) released!

An Ecrazeus Castle Demo has been released. I apologize for all the patches during Next Fest, but this one hopefully helps out.

Full notes

Full Ecrazeus Castle update

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What changed

1 fix0 additions5 changes0 removals
  • UI and audio
  • Fixes
  • Gameplay
  • Performance
changedAltered the weapon icon display system, which should actually cement the performance gains from the previous patch (10-15% less CPU usage) The performance gains from the portrait were immediately negated the instant the weapon icons were loaded in using the same method. These have been replaced by a font image system, which doesn't have any noticeable overhead cost.
fixedFixed an issue where the exit door did not have an icon show.
changedThe game font for text has been separated from the button prompt font to better support future languages and symbols. There's a small chance there might be some broken symbols. Please let me know if you encounter them.
changedThe icons look different and have lost their color, and some might be a bit unclear.
changedThis is unfortunately a quickly done patch work, as it involved making a quick script to kitbash various SVGs into a font, which loads from the weapon IDs. In particular, Bow has a noticeably different icon when equipped, because the previous one overlapped too much to be visible.
changedThe optimizations aren't likely to be done yet, as I need to take a look onto the enemies, and the voice system, the next two noticeable lag spike sources of the game: one being sound loading related, the other being event related. It might take some time, but hopefully this patch helps make the game a bit more playable (for real this time) in general.

Ecrazeus Castle changes

changedAltered the weapon icon display system, which should actually cement the performance gains from the previous patch (10-15% less CPU usage) The performance gains from the portrait were immediately negated the instant the weapon icons were loaded in using the same method. These have been replaced by a font image system, which doesn't have any noticeable overhead cost.
fixedFixed an issue where the exit door did not have an icon show.
changedThe game font for text has been separated from the button prompt font to better support future languages and symbols. There's a small chance there might be some broken symbols. Please let me know if you encounter them.
changedThe icons look different and have lost their color, and some might be a bit unclear.
changedThis is unfortunately a quickly done patch work, as it involved making a quick script to kitbash various SVGs into a font, which loads from the weapon IDs. In particular, Bow has a noticeably different icon when equipped, because the previous one overlapped too much to be visible.

An Ecrazeus Castle Demo has been released. I apologize for all the patches during Next Fest, but this one hopefully helps out. Changes include:

  • Altered the weapon icon display system, which should actually cement the performance gains from the previous patch (10-15% less CPU usage)

    • The performance gains from the portrait were immediately negated the instant the weapon icons were loaded in using the same method.

    • These have been replaced by a font image system, which doesn't have any noticeable overhead cost.

  • Fixed an issue where the exit door did not have an icon show.

  • Attempted to reduce the lag induced by repeat use of the fire spear. (It didn't work out)

  • The game font for text has been separated from the button prompt font to better support future languages and symbols.

    • There's a small chance there might be some broken symbols. Please let me know if you encounter them.

The icons look different and have lost their color, and some might be a bit unclear.

This is unfortunately a quickly done patch work, as it involved making a quick script to kitbash various SVGs into a font, which loads from the weapon IDs. In particular, Bow has a noticeably different icon when equipped, because the previous one overlapped too much to be visible.

The optimizations aren't likely to be done yet, as I need to take a look onto the enemies, and the voice system, the next two noticeable lag spike sources of the game: one being sound loading related, the other being event related. It might take some time, but hopefully this patch helps make the game a bit more playable (for real this time) in general.

Source

Steam News / 28 February 2026

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