In this update9
Full notes
Full Lightphobe update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Gameplay
- Balance
- UI and audio
- Security
- Performance
Lightphobe changes
The final map for Lightphobe has now been added. This ended up taking way longer than I had anticipated... but it's finally here!
Military Base
The new Military Base map features buildings with interiors, which means that you can enter most of the buildings that you come across. The map's also been designed with verticality in mind, so beware of attacks from above!
Change List
A bunch of other improvements have also been added, which are listed below.
Gameplay
Added coyote time to jumping
Decreased sniper scope zoom amount
Decreased firing rate of shotguns and sniper (extra 0.1 second delay between shots)
Added toggle to switch third-person camera between left, right, and centre view
Lightphobes no longer show on the minimap/radar if they're moving slowly
Objects over 9 meters away on the vertical axis no longer show on the minimap/radar
Changed lightsources, palisades, and revive points to be able to overlap each other when they're dropped
Player movement is no longer frozen at the start of each match
Added a temporary barrier around the Soldier spawn area at the start of each match
Changed winning format back to best of 5 (first to 3 wins)
AI
Decreased Soldier AI rotation speed
Improved Lightphobe AI targeting behaviour
AI can now use ladders
Fixed some pathing issues in the Factory map due to holes in the navmesh
Decreased turret cooldown time for switching back to its undetected state (Arena Challenge)
AI-controlled Soldiers and turrets now react slower to human players
UI
Revamped UI for hosting and joining a match
Added a toggle to switch between online/offline play
Updated input binding names inside the controls settings
Added damage number hit markers
Removed fade-to-black transition after playing starting cutscene in the Arena Challenge
Fixed bug with objective directional UI sometimes not updating properly after respawning
Added setting to show/hide player messages
Added music and effects volume slider into audio settings
Added UI indicator for when Push-To-Talk key is being held down (i.e. using mic)
Multiplayer Sessions
Updated network driver to use Steam Sockets for improved security and reliability
Added join codes and the ability to create private sessions
Added a button for the host to immediately return everyone back to the lobby (instead of having to create a new session and invite everyone back)
Other
Added diagonal movement animations
Added sneak animations to Lightphobes
Added camera shake effect to palisade explosions
Added post process effect + sound DSP effect when waiting to be revived as a Soldier
Added post process effect when damaged as a Soldier (in first person)
Added ADS SFX
Updated Lightphobe SFX when exposed by a light
Updated how Lightphobes look
Updated Enchanted Sword material
Updated skybox on Factory map
Added light shafts to the moon
Custom player names are now only used for offline play (i.e. LAN and singleplayer); online play now always uses your Steam profile name
Improved pooling system for better performance
Bugfixes
Removed some floating grass in the Factory map
Fixed some visual artifacts on light sources
Fixed ragdolls not appearing properly in replays after rewinding
Fixed Enchanted Sword SFX sometimes not playing properly
1.0 Release Plans
Lightphobe is now nearly ready for its 1.0 release. A concrete date hasn't been set yet, but I expect it'll happen sometime in either Q4 2025 or Q1 2026. Before the game fully releases though, I plan to do the following:
Redo the tutorial to better explain how the game works
Add Linux dedicated server support
Run at
Source
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