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Steam News31 January 20267mo ago

Optimization Update & Demo Progress info

Hey everyone! A few words about the progress First of all, I'm aiming for an October release of the demo; development is progressing well.

Full notes

Full Mandated Fate update

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

Repeated intro

Hey everyone!

What changed

0 fixes0 additions5 changes1 removal
  • Performance
  • Gameplay
  • Compatibility
changedRecent performance optimizations:
removedAfter several years of development, some older code may need updating, and some unwanted circular dependencies need to be removed (In addition to the usual CPU and GPU optimizations done continuously). So recently, here is what I've done:
changedImproved culling management All of this is, of course, essential for moving from prototyping to a final product.
changedThis has saved several GB of memory usage and disk space.
changedIn terms of architecture and modularity, these improvements also make my job easier.
changedThis will ensure the game runs better on lower ends devices, and prepare for other plateform compatibility.

Mandated Fate changes

changedRecent performance optimizations:
removedAfter several years of development, some older code may need updating, and some unwanted circular dependencies need to be removed (In addition to the usual CPU and GPU optimizations done continuously). So recently, here is what I've done:
changedImproved culling management All of this is, of course, essential for moving from prototyping to a final product.
changedThis has saved several GB of memory usage and disk space.
changedIn terms of architecture and modularity, these improvements also make my job easier.

A few words about the progress

First of all, I'm aiming for an October release of the demo; development is progressing well. :)

Recent performance optimizations:

After several years of development, some older code may need updating, and some unwanted circular dependencies need to be removed (In addition to the usual CPU and GPU optimizations done continuously). So recently, here is what I've done:

  • More use of Soft References + Removal of unnecessary Hard References

  • Removal of unnecessary circular dependencies + Streamlining of parent classes

  • More intensive use of Blueprint Interfaces

  • Use of more Actor Components

  • Use of Virtual Textures instead of the regular textures used until now

  • Improved culling management All of this is, of course, essential for moving from prototyping to a final product.

This has saved several GB of memory usage and disk space.

In terms of architecture and modularity, these improvements also make my job easier.

This will ensure the game runs better on lower ends devices, and prepare for other plateform compatibility.

Thank you all for your support!

Source

Steam News / 31 January 2026

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