OVRLRD
Steam News 15 June 202511mo ago

Performance Improvement, Campaign Bugfixes and Forest Burning

Thanks to everyone who's bought and played OVRLRD in the last few days! And a big thanks to those of you who've been providing feedback and bug reports. This is a quick patch to address the most urgent issues - to say t…

Update log

Full OVRLRD update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

3 fixes2 additions1 change0 removals
  • Performance
  • Fixes
  • Gameplay
  • Maps
fixedFixed a serious performance problem caused by accidentally rendering all grass and trees twice.
fixedFixed an issue where completing a campaign mission would return you to the briefing, not the debriefing.
addedAdded a temporary button to escape back to the main menu from the campaign debriefing, to avoid softlocks.
addedChangelog: 15 June 2025ADDITIONS -You can now burn trees and raze forests with explosive or beam weapons. -Added 'skipping' behaviour to leg animation system, allowing mechs to raise both feet off the ground at speed.
changedChangelog: 15 June 2025CHANGES -Trees and foliage will now warp subtly around the cockpit instead of clipping into it. -Tree leaves will disintegrate into particles when their tree is knocked over. -Infantry now gibs instead of disappearing into red mist. -Trees now obscure NPC vision as well as your own. -Swapped out BAO-8 reticule for a higher-res one. -Weapons will now only be overheat-damaged if the cooling system is overloaded (i.e. the entire mech is overheating). -Reduced overheat damage on weapons globally. -Swapped out beam impact particle effect for a more violent one. -Slightly improved infantry combat AI. -Map screen will now correctly show offscreen icons with a pip. -Grouped weapons will now all aim at the same spot. -Pressing 'V' in non-VR mode will now allow you to slew your weapon gimbal. -Tweaked effects and physics on knocked-down trees.
fixedChangelog: 15 June 2025FIXES -Fixed a bad performance regression where all trees and foliage were being rendered twice. -Added an embarrassing temporary button to let you escape to the main menu after a campaign mission. (I will fix this properly ASAP.) -Fixed campaign missions playing the briefing again after completion, instead of the debriefing. -Fixed volume of dialogue and briefings being way too quiet. Audio quality may be slightly degraded while I improve this system. -If you set a volume slider to zero, it will now be silent instead of just quiet. Revolutionary technology! -Fixed just.... just... so many bugs with the campaign. It's rough in there guys. I'm sorry. -Fixed several issues with grouped weapons. -Fixed trees having an open gap on the base of their mesh. -Fixed an issue where trees and foliage were not rendered on the TGP feed. -Fixed some wacky movement on the goyangi leg animation. -Fixed a bug where infantry animations failed to play. KNOWN ISSUES (Working on it!) - The campaign is generally buggy at the moment. This is a top-priority set of fixes and I'm working on it as you read this.

Thanks to everyone who's bought and played OVRLRD in the last few days! And a big thanks to those of you who've been providing feedback and bug reports.

This is a quick patch to address the most urgent issues - to say thanks, it also includes some fun stuff I've been working on to do with trees physicalisation. Full changelog below, but here are the key points:

  • Fixed a serious performance problem caused by accidentally rendering all grass and trees twice.

  • Fixed an issue where completing a campaign mission would return you to the briefing, not the debriefing.

  • Added a temporary button to escape back to the main menu from the campaign debriefing, to avoid softlocks.

  • Made it so that trees obscure NPC vision, shatter when knocked, and can be burned to stumps with weapons.

Changelog: 15 June 2025

ADDITIONS -You can now burn trees and raze forests with explosive or beam weapons. -Added 'skipping' behaviour to leg animation system, allowing mechs to raise both feet off the ground at speed.

CHANGES -Trees and foliage will now warp subtly around the cockpit instead of clipping into it. -Tree leaves will disintegrate into particles when their tree is knocked over. -Infantry now gibs instead of disappearing into red mist. -Trees now obscure NPC vision as well as your own. -Swapped out BAO-8 reticule for a higher-res one. -Weapons will now only be overheat-damaged if the cooling system is overloaded (i.e. the entire mech is overheating). -Reduced overheat damage on weapons globally. -Swapped out beam impact particle effect for a more violent one. -Slightly improved infantry combat AI. -Map screen will now correctly show offscreen icons with a pip. -Grouped weapons will now all aim at the same spot. -Pressing 'V' in non-VR mode will now allow you to slew your weapon gimbal. -Tweaked effects and physics on knocked-down trees.

FIXES -Fixed a bad performance regression where all trees and foliage were being rendered twice. -Added an embarrassing temporary button to let you escape to the main menu after a campaign mission. (I will fix this properly ASAP.) -Fixed campaign missions playing the briefing again after completion, instead of the debriefing. -Fixed volume of dialogue and briefings being way too quiet. Audio quality may be slightly degraded while I improve this system. -If you set a volume slider to zero, it will now be silent instead of just quiet. Revolutionary technology! -Fixed just.... just... so many bugs with the campaign. It's rough in there guys. I'm sorry. -Fixed several issues with grouped weapons. -Fixed trees having an open gap on the base of their mesh. -Fixed an issue where trees and foliage were not rendered on the TGP feed. -Fixed some wacky movement on the goyangi leg animation. -Fixed a bug where infantry animations failed to play. KNOWN ISSUES (Working on it!) - The campaign is generally buggy at the moment. This is a top-priority set of fixes and I'm working on it as you read this.

Source

Steam News / 15 June 2025

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