Full notes
Full Lumina Veil update
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Repeated intro
Hey everyone!
What changed
- Gameplay
- Performance
- UI and audio
- Fixes
Lumina Veil changes
This update brings many quality-of-life features requested by the community, bringing the game a lot closer to a finished product. We now have multiple save slots and custom keybinds. There are also a lot of smaller changes, most of them cleaning up placeholders and adding general polish.
For example, the phone icons have now been replaced with the final images, which match the characters. Also, locked doors now show a lock symbol. When interacting with them, the inventory will now open automatically so you can choose the key to unlock them right away.
Chapter 4 is mostly done. On the gameplay side of things, Lumina Veil is now fully complete, but there are still cutscenes to finish and a list of smaller things to implement and fix. I don’t want to make any promises, but a release date this summer looks realistic. It largely depends on how well testing of Chapter 4 goes, which will start soon.
For more information you can follow me on X Twitter/X or join our discord.
Patchnotes v 0.3.2 C3
introduced max carrying amount of certain items
added locked door symbol
inventory now opens when interacting with locked door
added keybinds for keyboard controls
added fsr support
added dlss quality selector
updated phone portraits
fixed snapping flashlight when turning
reduced glass door knocking sound volume
addes save slots
fixed bug that caused materials to flicker in sunlight
reduced Entity 8 spawn rate in Storage Area
changed saveroom theme to play when saving
fixed bug that caused enemy navigation to fail
added first person player hand model
changed C-Safe Soldier model
Source
Changelog.gg summarizes and formats this update. How we read updates.
