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Full notes
Full Fragmented Soul: Blackrock update
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What changed
- Gameplay
- UI and audio
- Balance
- Performance
Fragmented Soul: Blackrock changes
Story 4 – Weapon Factory: COMPLETE!
Story Level 4 is finally ready to roll! This one was a monster — tons of new assets, details, machines, pipes, consoles, you name it. The entire factory is now fully built and only waiting for a last polishing pass before it launches. A massive milestone achieved!
Next stop: Story 5, and we’re going full throttle with it. Buckle up.
Optional Dialogues (Lore Lovers Rejoice!)
Starting with Level 4 (and soon Level 3), you can now discover optional dialogue interactions. Players who enjoy lore can dive deep, and players who just want BOOM-BOOM gameplay can simply ignore it. This system will grow a lot in the future — expect secrets, worldbuilding, and weird scientists rambling about questionable experiments.
Karma Level – Massive Collision Debugging
The Karma Level got a huge collision overhaul. Fixes also went into other levels, just not as extreme. You should notice fewer “WHY AM I STUCK IN THIS ROCK?!?“-moments.
Phantom AI Tweaks
Your favorite interdimensional nightmare has received a bit of a brain upgrade. It now gets stuck in walls far less often and moves more intelligently overall. This does not make it less terrifying. Good luck.
Squad Patrol Improvements
Bravelings now patrol in a way that looks less awkward, less zig-zaggy, and more intentional. They finally look like trained units... kinda.
Scientist Animation Fix
The scientists in your base no longer moonwalk or freeze like mannequins. Their animations should now behave normally. No promises about their sanity.
New Music Track for Story 4
Story 4 now has its own dedicated soundtrack, just like all other levels. Welcome to the factory — enjoy the ambience, and try not to blow it up.
Gamefeel Enhancements
More punch. More boom. More impact. Improved audio feedback across the board (impact sounds, hit reactions, explosions). Everything feels juicier now.
Major Damage Bug Fixed
A nasty bug caused enemies to take way more damage than intended sometimes. This has been fixed!
Result:
Difficulty is now slightly higher
To compensate, invulnerability frames were tuned and HP values were softened A more fair, more consistent experience overall.
Misc & Behind-the-Scenes
Tons of internal cleanup as we prepped the Weapon Factory
Improved AI pathing in several areas
More stability tweaks
Preparations for the big Story 5 ramp-up
General polish passes nobody will notice but they make me happy
Tons of player feedback has been implemented. Thank you for your great ideas!
See you soon,
Joe
Source
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