Update log
Full EXELIO update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Store
- Balance
- Fixes
We have heard your feedback and made major improvements to gameplay. Implementation and testing took time, but it is finally ready.
We have stabilized parkour controls, overhauled weapon combinations and added a new Combo Guide GUI, and significantly loosened facility and trap placement restrictions — opening the door to more free-form tactical design.
§1 Parkour Controls Overhaul
Unintended parkour triggers were the single most-reported issue in Early Access reviews. Wall climbs, Side Wall Run, hurdle jumps — activating at the wrong moment and becoming a source of frustration.
We have rebuilt the detection logic.
Hurdle jumps now only trigger when the wall is under 2 meters
Side Wall Run now performs a forward Trace before activating, and will not trigger if a wall is detected
This is the first phase. We will keep tuning based on how it feels in actual play.
§2 Weapon Combination Review and the Combo Guide GUI
We reviewed every weapon combination and tuned distance correction in MotionWarping.
On top of that, we newly implemented the Combo Guide GUI.
Select a weapon in your inventory and its combo list is displayed automatically. You can see which inputs — normal chain, delayed inputs, directional inputs, and so on — connect into combinations. The list opens and closes with the Right Stick Button. Available in all 10 languages.
Every combo branch visible on a single screen (Combo Guide GUI, English version).
Same starting input — the branch choice makes this much difference (normal chain vs. delay, side-by-side).
§3 Placement Restrictions for Facilities and Traps, Significantly Loosened
High-tier facilities like the smithy and blast furnace could previously only be built around an Anchor Record. With this update, they can be placed in standard buildable areas as well.
Trap-type items — wooden spikes, barbed wire, landmines — have also had their placement restrictions loosened as much as possible. They can also be used in battles against tough enemies. The range of strategy has expanded, so enjoy it to your heart's content.
Various facilities can now be placed beyond the Anchor Record area
§4 Other Improvements and Fixes
Fixed defeat count inconsistencies caused by knockback falls, and a progression block when defeating the Anomaly with trap damage
Fixed an issue where Aria could get stuck under the floor
The Activate state of the teleportation device RCS-01 is now visualized via an inventory icon highlight. The highlight appears after returning to an Anchor Record, or after respawning at camp following a combat death
Weapons equipped in item slots can now also be repaired at the anvil
Updated the title screen "Re:Start" menu translation to align with other menu items, localizing IT / PT / ZH-CN into natural expressions in each language
Six Weeks Since Early Access — How Far We Have Come
Through 4 updates and 2 Hotfixes, we have made the following improvements so far.
"Can't see what's below the cliff" → Scout Mode
Controller handling issues → Key Config (button remapping)
"I don't know how to recover from a fall death" → Fall Recovery Guide
"Difficulty is too harsh" → Story Mode
"The game loop feels slow" → Round-trip teleportation devices
"How the controls work and what they do isn't clear" → Feature Guide
We will keep responding to your feedback and continue making improvements.
To Our Players
Players pointed out unintended parkour triggers and the difficulty of grasping the full picture of combos. Update 4 -Re:Start- addresses those two points. In
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