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Full Kalyskah update
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Repeated intro
Hello everyone!
What changed
- Server
- Performance
- Gameplay
- UI and audio
Kalyskah changes
We are very close to finishing everything needed to release the next patch!
Last week, we wrapped up moving the former Blueprint classes to C++. We are now making the necessary repairs to reconnect the UI and inventory systems to the new and improved classes.
Combat already feels MUCH more responsive, even though we have not replaced the animations yet. Attacks now trigger instantly, while dodging and collisions are much more reliable thanks to changes in how they are calculated.
The best part is the massive improvement in performance. We are not even joking! In our tests, the game gained more than 30 FPS in some areas!
Steam post image Combat collisions previously caused noticeable framerate hiccups.
Of course, some performance bottlenecks may still depend on the GPU, your Lumen settings and other visual features. However, when it comes to the core programming, the game now runs much, much more smoothly than it ever did before.
This week, we are continuing with the animation and UI integration while sprinting towards reconnecting the inventory system.
We are really, really grateful for your patience over the past few months while we rebuilt the game’s programming from the ground up. There is not a single area we have not touched. We have even reworked how the cameras are positioned during procedural dialogue scenes!
Some QA will probably be necessary after we are done with it all so we can make the final adjustments before we release the demo here on Steam. So we're aiming for a month-ish release here, but depending on QA, it might take more or less time.
Once the patch is available, we will need your help reporting any missing features or bugs you find. That feedback will help us address the remaining problems over the following month as we prepare Kalyskah for Early Access!
Source
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