HomeGamesUpdatesPricingMethodology
Steam News27 March 20251y ago

v0.39.2 - mass optamisations

v0.39.2 - mass optimisations Hi guys, I have a new update for you recently I have been trying to patch up a few things to make the game more fun and optimised/smooth.

In this update4

Full notes

Full Project Break//Down update

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

What changed

4 fixes5 additions2 changes0 removals
  • Gameplay
  • Fixes
  • Performance
  • Security
  • UI and audio
addedv0.39.2 - mass optimisationsHi guys, I have a new update for you recently I have been trying to patch up a few things to make the game more fun and optimised/smooth.
fixedAI/combat improvements:To improve combat I have changed the enemy's AI logic, animation and combat speed. Enemies now not only recover faster from ragdoll on harder difficulties but also move slightly faster. Enemy animationis are now fixed so when they do a dodge or jump attack they don't zip back to where they were. Lastly, I was given feedback that it was easy for the player to run from combat now the AI is faster and will swarm you if you agro to many at once.
addedOptamistions + engine update:Game engines are funny things did you know Vsync can affect how fast a game engine will sometimes run another funny thing is that I had Vsync forced on all applications enabled in my GPU settings. Disabling this made the engine work more efficiently. Also, Vsync was on in the game settings as well the Unity physics system did not like this but after disabling them my frames for test builds went from 60fps to 200fps and menus went to 600-800fps.
addedUnity 6 engine updateOne of the things that stopped me from updating the game engine was the old shader code we were using. This made everything break in the Unity-6 engine. The new engine is more stable especially when it comes to physics and rendering. This has removed almost every lag spike in the game.
changedGeneral fixes and changes:The security bot will now target the player when in detection range.
fixedGeneral fixes and changes:When picking up button classed objects the object position and calculation are recalculated to be more accurate of where it should be (more testing needed).

Project Break//Down changes

addedHi guys, I have a new update for you recently I have been trying to patch up a few things to make the game more fun and optimised/smooth.
fixedTo improve combat I have changed the enemy's AI logic, animation and combat speed. Enemies now not only recover faster from ragdoll on harder difficulties but also move slightly faster. Enemy animationis are now fixed so when they do a dodge or jump attack they don't zip back to where they were. Lastly, I was given feedback that it was easy for the player to run from combat now the AI is faster and will swarm you if you agro to many at once.
addedGame engines are funny things did you know Vsync can affect how fast a game engine will sometimes run another funny thing is that I had Vsync forced on all applications enabled in my GPU settings. Disabling this made the engine work more efficiently. Also, Vsync was on in the game settings as well the Unity physics system did not like this but after disabling them my frames for test builds went from 60fps to 200fps and menus went to 600-800fps.
addedOne of the things that stopped me from updating the game engine was the old shader code we were using. This made everything break in the Unity-6 engine. The new engine is more stable especially when it comes to physics and rendering. This has removed almost every lag spike in the game.
changedThe security bot will now target the player when in detection range.

v0.39.2 - mass optimisations

Hi guys, I have a new update for you recently I have been trying to patch up a few things to make the game more fun and optimised/smooth.

AI/combat improvements:

To improve combat I have changed the enemy's AI logic, animation and combat speed. Enemies now not only recover faster from ragdoll on harder difficulties but also move slightly faster. Enemy animationis are now fixed so when they do a dodge or jump attack they don't zip back to where they were. Lastly, I was given feedback that it was easy for the player to run from combat now the AI is faster and will swarm you if you agro to many at once.

Optamistions + engine update:

Game engines are funny things did you know Vsync can affect how fast a game engine will sometimes run another funny thing is that I had Vsync forced on all applications enabled in my GPU settings. Disabling this made the engine work more efficiently. Also, Vsync was on in the game settings as well the Unity physics system did not like this but after disabling them my frames for test builds went from 60fps to 200fps and menus went to 600-800fps.

Unity 6 engine update

One of the things that stopped me from updating the game engine was the old shader code we were using. This made everything break in the Unity-6 engine. The new engine is more stable especially when it comes to physics and rendering. This has removed almost every lag spike in the game.

General fixes and changes:

  • The security bot will now target the player when in detection range.

  • When picking up button classed objects the object position and calculation are recalculated to be more accurate of where it should be (more testing needed).

  • Enemies will not fall properly while animated.

  • Added audio mixer profiles to sounds so they are affected by audio settings.

  • Adjusted player crouch height to show feet.

  • The player now dashes with the velocity it already is moving with

  • player slide animation added.

Source

Steam News / 27 March 2025

Open original post

Changelog.gg summarizes and formats this update. How we read updates.