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Steam News5 June 20261mo ago

Steam Update: Version 0.09 — Enemy Systems Refactor & Animation Polish

👾 Enemy Animation Polish & Lifecycle Fixes Full Death Animations: Previously, when an enemy's health reached zero, it would instantly disappear before its death animation could play.

In this update1

Full notes

Full MK-ULTRA Psychic Defense update

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What changed

1 fix0 additions1 change0 removals
  • Gameplay
changed👾 Enemy Animation Polish & Lifecycle FixesFull Death Animations : Previously, when an enemy's health reached zero, it would instantly disappear before its death animation could play. We've updated the enemy lifecycle to defer re-pooling: When an enemy dies, it now immediately hides its health bar and status indicators and disables its collision areas so towers stop targeting it. It remains in the tree just long enough to play its full death animation (collapsing/decaying) and then returns to the object pool. Dying enemies are granted temporary damage immunity, preventing bullets from hitting them or wiggling them mid-death.
fixed👾 Enemy Animation Polish & Lifecycle FixesResponsive Spawn Animations : Fixed a race condition where recycled enemies would skip their spawn animation (emerging/rising out of the portal) and immediately snap into their idle loop. Spawn animations are now deferred until the node is fully added to the scene tree, ensuring they play in full every single time.

MK-ULTRA Psychic Defense changes

changedFull Death Animations : Previously, when an enemy's health reached zero, it would instantly disappear before its death animation could play. We've updated the enemy lifecycle to defer re-pooling: When an enemy dies, it now immediately hides its health bar and status indicators and disables its collision areas so towers stop targeting it. It remains in the tree just long enough to play its full death animation (collapsing/decaying) and then returns to the object pool. Dying enemies are granted temporary damage immunity, preventing bullets from hitting them or wiggling them mid-death.
fixedResponsive Spawn Animations : Fixed a race condition where recycled enemies would skip their spawn animation (emerging/rising out of the portal) and immediately snap into their idle loop. Spawn animations are now deferred until the node is fully added to the scene tree, ensuring they play in full every single time.

👾 Enemy Animation Polish & Lifecycle Fixes

  • Full Death Animations: Previously, when an enemy's health reached zero, it would instantly disappear before its death animation could play. We've updated the enemy lifecycle to defer re-pooling:

    • When an enemy dies, it now immediately hides its health bar and status indicators and disables its collision areas so towers stop targeting it.

    • It remains in the tree just long enough to play its full death animation (collapsing/decaying) and then returns to the object pool.

    • Dying enemies are granted temporary damage immunity, preventing bullets from hitting them or wiggling them mid-death.

  • Responsive Spawn AnimationsFixed a race condition where recycled enemies would skip their spawn animation (emerging/rising out of the portal) and immediately snap into their idle loop. Spawn animations are now deferred until the node is fully added to the scene tree, ensuring they play in full every single time.

Source

Steam News / 5 June 2026

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