In this update15
Full notes
Full Knitewings™ update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Balance
- Performance
Knitewings™ changes
Hi everyone, this is one of the most substantial updates so far, bringing a mix of new gameplay features, quality-of-life improvements, visual clarity enhancements, cutscenes, and major performance optimizations.
Below is a complete overview of what’s new.
⚔️ Gameplay & Combat Improvements
🌙 Melee Indicator (Crescent Gauge)
A new crescent-shaped indicator has been added to clearly communicate melee availability and timing. This improves readability during intense combat situations and makes melee usage more precise and satisfying.
☄️ Improved Meteor Section Readability
The meteor sequence has been refined with a clear visual reference that shows the damage radius. This makes the danger zone immediately understandable, reducing frustration while preserving challenge.
🧠 User Interface & Quality of Life
✅ Confirm Button in Upgrade Panel
The upgrade screen now includes a Confirm button, alongside Skip. This gives players full control over their choices and avoids accidental selections.
🎧 Dodge Recharge Audio Feedback
Two new sound cues have been introduced:
one during dodge recharge
one when the dodge is fully recharged
This allows players to rely less on UI elements and more on audio feedback during fast-paced gameplay.
💡 Tips System
A new Tips system has been added to help players better understand mechanics and controls. Tips can be enabled or disabled at any time from the options menu.
🎬 Narrative & Presentation
🎥 New Cutscenes
Cutscenes have been introduced:
at the start of the level
before the final boss encounter
These additions strengthen the narrative flow and improve the overall presentation without interrupting gameplay.
🕹️ Platform Support
✅ Steam Deck Support
The game is now fully playable on Steam Deck, with optimizations and fixes to ensure a smooth experience on the device.
⚙️ Performance & Technical Improvements
🚀 Level of Detail (LOD) for Heavy Models
Heavy environment models now use proper LOD setups, reducing GPU and CPU load, especially in large scenes.
💥 Optimized Destructible Objects
Destructible objects have been reworked using a new DestructibleKinematic system:
fragments are loaded only when the object is hit
once destroyed, the result is merged back into a single mesh
This significantly reuces memory usage and draw calls.
🧩 GameMachine Optimizations
Several internal systems have been optimized to reduce unnecessary updates and improve execution efficiency.
🔧 Additional Improvements
Alongside the changes above, this update also includes many small refinements and fixes that improve overall polish and consistency.
Thank you all for playing and for your continued support 🙏 As always, feedback is welcome!
— Fabio
Source
Changelog.gg summarizes and formats this update. How we read updates.
