Full notes
Full Escape Exit: Floor 10 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Store
- Fixes
- Balance
Hello everyone, I’ve released an update for my game.
This game is the first project I ever made using Unreal Engine. It was created as a way to learn through practice, and after a lot of trial and error, it eventually became a finished product. After packaging and releasing the game, I closed all related project files and spent time reviewing what I had learned, reflecting on my experience, and studying various features of the engine.
After spending some time learning Unreal Engine Blueprints more seriously, I reopened this project and realized just how chaotic the Blueprints had become. To be honest, they were even more disorganized than the code I used to write in Unity. If I had known about Blueprint Function Libraries back then… The project had virtually zero extensibility. Every feature was implemented solely to “make it work,” with no consideration for future expansion. As a result, adding just one new anomaly required modifying several small values across at least five different Blueprints, which is frankly hard to believe.
The most confusing part was the UI, despite there being only three UI screens in total. At the time, I clearly didn’t understand how Unreal Engine’s UI system worked. I simply added nodes blindly by following instructions from GPT, which led to issues such as UI states not being preserved when closing and reopening the settings menu.
Even so, the number of purchases greatly exceeded my expectations. At launch, I never imagined that so many people would buy the game, and I was genuinely surprised to see multiple players fully complete the game and obtain the final achievement. I am deeply grateful to everyone who purchased the game. I love you all.
Update Notes
Rewrote the entire UI logic, restructuring it from a purely functionality-driven implementation into a structure more appropriate for a proper game.
You can now cancel pause and apply settings during gameplay using the ESC key (a very basic feature, honestly).
Volume settings are no longer reset when reopening the settings menu (another very basic feature).
Fixed several system-related bugs.
Moved the previously unclear instructions to the wall inside the elevator.
Anomaly collection progress is now displayed after completing a run, regardless of the situation.
Player movement speed is increased after completing a single run.
The game will no longer mysteriously switch its resolution to 720p when starting the game or after completing it. I hope this change doesn’t introduce any other strange issues, as I honestly don’t remember why I set the window resolution to 720p at game start in the first place.
Added a potted plantːlunar2019piginablanketː
Source
Changelog.gg summarizes and formats this update. How we read updates.
