OVRLRD
Steam News 30 June 202510mo ago

Changelog 29 June 2025

Thanks to everyone who's been playing and submitting feedback and bug reports! The playercount and amount of feedback appear to have increased significantly in the last couple of weeks, which is really helping me to clo…

Update log

Full OVRLRD update

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

Extracted changes

8 fixes4 additions7 changes3 removals
  • Gameplay
  • Workshop
  • Fixes
  • Performance
  • UI and audio
changedThanks to everyone who's been playing and submitting feedback and bug reports! The playercount and amount of feedback appear to have increased significantly in the last couple of weeks, which is really helping me to close in on some higher-level design problems now that a lot of the core mechanics are in a better place.
addedI'm pushing out this patch to fix a number of critical issues (whoopsie) and integrate a couple cool new features people have been enjoying on the test branch. The next thing I'm working on is a big overhaul to the campaign. I've finally got the tools and frameworks to build out the narrative-style campaign I've always envisioned for OVRLRD, and now it's time to get the thing moving.
addedNo promises since things always change, but I'm aiming to replace the current campaign with a new one of a similar length (6-8 missions with a strong narrative drive) that serves as a proper introduction to the game.
addedAdded manual sight zeroing buttons to TGP MFD screen. Zero up or down to adjust shots at range.
removedYour target tagger aims out from your weapon barrel, so if your TGP is zeroed, you will no longer tag hostiles with the crosshair.
fixedAdded short warning note to campaign menu until the campaign gets properly fixed.

Thanks to everyone who's been playing and submitting feedback and bug reports! The playercount and amount of feedback appear to have increased significantly in the last couple of weeks, which is really helping me to close in on some higher-level design problems now that a lot of the core mechanics are in a better place.

I'm pushing out this patch to fix a number of critical issues (whoopsie) and integrate a couple cool new features people have been enjoying on the test branch. The next thing I'm working on is a big overhaul to the campaign. I've finally got the tools and frameworks to build out the narrative-style campaign I've always envisioned for OVRLRD, and now it's time to get the thing moving.

No promises since things always change, but I'm aiming to replace the current campaign with a new one of a similar length (6-8 missions with a strong narrative drive) that serves as a proper introduction to the game.

In the near future, once OVRLRD is out of Early Access, if the game continues to grow at a self-sustaining rate, then I'd really love to expand it with additional campaigns of the same or greater depth.

In the meantime, I want to get something really nice and polished out there before while I'm still in EA, and after that it's time to crack on with the next two big updates, focused on tactical NPC behaviours, followed by (TOP SECRET UPDATE REDACTED).

ADDITIONS

  • Added manual sight zeroing buttons to TGP MFD screen. Zero up or down to adjust shots at range.

  • Your target tagger aims out from your weapon barrel, so if your TGP is zeroed, you will no longer tag hostiles with the crosshair.

  • Added short warning note to campaign menu until the campaign gets properly fixed.

  • Added a box in the mech outfitting menu that shows details of the currently-equipped module on your selected hardpoint.

CHANGES

  • Weapons no longer have their own cameras. All weapons are controlled from one targeting pod mounted on the front of your mech.

  • This means your weapons will no longer fire from the center of the TGP feed. You will notice them firing from the sides or top.

  • Grouped weapons will all aim at the same point.

  • This is an experimental change, but it improves performance while being more realistic and challenging, so it's likely to stay.

  • Reduced heat buildup of HMG50.

  • Some iteration to Zaliznyy terrain.

  • Reduced cost of ammo in career mode.

  • Improved throttle responsiveness and increased size of hitbox in non-VR mode.

  • Replaced UI sprites on HQ PC with original (bad) pixel art.

  • Enemies in 'holdout' skirmish missions will be automatically tagged by AWACS when they arrive.

  • Custom posters can be rotated by twisting the VR controller.

  • Resized elevator to not clip into shaft walls.

  • Changed non-VR control hint panel to only show on first startup. Pressing 'enter' will re-summon it.

FIXES

  • Fixed a critical issue where reloading a previous career would break more or less everything, getting worse over time.

  • Fixed a critical issue where you could never earn money in career mode (whoops).

  • Fixed a horrible issue where the player would move and turn while trying to use scrolling views in the hangar (sorry).

  • Fixed an issue where if you double-clicked the 'debrief' button after a mission, it would break things.

  • Fixed several achievements not being granted (BRRRRT and Remember Be Nice in particular).

  • Fixed head-tracked aiming not working in Goyangi and Albatross platforms, or if you leant back too far.

  • Fixed an issue where missing localization files would softlock the game,

Source

Steam News / 30 June 2025

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