HomeGamesUpdatesPricingMethodology
Steam News29 January 20265mo ago

v1.0.4 Update - Ultra Performance Optimization

Intro A new round of performance optimization with significant results. Due to the significant changes, there may be some oversights. If you encounter any suspected bugs, please report them to me.

Full notes

Full Geometry Arena 2 update

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

What changed

1 fix5 additions3 changes0 removals
  • Performance
addedIntroA new round of performance optimization with significant results. Due to the significant changes, there may be some oversights. If you encounter any suspected bugs, please report them to me.
addedBullet OptimizationBenefiting from long-term experience patching up the project's performance, found a new optimization approach. Completely rewrote the underlying bullet collision logic:
addedBullet OptimizationAbandoned the Unity engine's traditional collider detection, using a new detection method instead.
changedBullet OptimizationThis will significantly reduce the performance cost of bullets, improving late-game performance issues at the source.
fixedBullet OptimizationAdditionally, changed collision detection frequency from fixed physics frames (0.02s) to synchronize with render frames. Therefore, at high frame rates, bullet collision precision will significantly improve, ensuring bullets never again pass through targets or fail to register hits.
addedBullet OptimizationHowever, the new logic has a "new feature" — when certain bullets or enemies become too large in the late game, causing prolonged overlap between the bullet and the enemy, it will trigger a repeated collision every 0.3 seconds (though this might be a beneficial feature).

Intro

A new round of performance optimization with significant results. Due to the significant changes, there may be some oversights. If you encounter any suspected bugs, please report them to me.

Update Notes

Bullet Optimization

  • Benefiting from long-term experience patching up the project's performance, found a new optimization approach. Completely rewrote the underlying bullet collision logic:

  • Abandoned the Unity engine's traditional collider detection, using a new detection method instead.

  • This will significantly reduce the performance cost of bullets, improving late-game performance issues at the source.

  • Additionally, changed collision detection frequency from fixed physics frames (0.02s) to synchronize with render frames. Therefore, at high frame rates, bullet collision precision will significantly improve, ensuring bullets never again pass through targets or fail to register hits.

  • However, the new logic has a "new feature" — when certain bullets or enemies become too large in the late game, causing prolonged overlap between the bullet and the enemy, it will trigger a repeated collision every 0.3 seconds (though this might be a beneficial feature).

Other Optimizations

  • Optimized the performance of Barrier collision calculations.

  • Added power-up generation to the object pool, significantly optimizing the performance of power-up generation.

  • Adjusted the generation logic of particle effects, significantly optimizing their performance.

Community

Your suggestions and feedback are quite valuable to me. Please feel free to share them via Steam or Discord. I'd love to hear from you! Geometry Arena 2 Discord

Source

Steam News / 29 January 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.