HomeGamesUpdatesPricingMethodology
Steam News9 November 20257mo ago

Prometheus Wept V0.652 Released - The bug forum redemption arc begins!

Hi there- Hope all's going well for you! It recently came to my attention that I wasn't subscribed to the bugs forum, and to more than a little horror, found a number of bugs that had been reported some months ago.

In this update2

Full notes

Full Prometheus Wept update

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

What changed

13 fixes0 additions2 changes2 removals
  • Maps
  • Performance
  • Balance
  • Fixes
  • Server
  • Gameplay
changedBefore declaring a CONDITION RED! and scurrying to fix these bugs, I'd started work on Act 2, and have prepared a number of character models and started finalising the design. There's a fair bit of background work to do here, maybe another half dozen models, several maps, design work and writing.
fixedThe good news is that none of this work requires changes to the game, so it's possible to continue providing updates which improve stability and user friendliness in the meantime. In particular, there are a couple of intermittent bugs, which have proven difficult to replicate that I'd be relieved to get fixed.
changedUser Friendliness:Separated camera rotation and movement speed, so they can be adjusted seperately, and increased the maximum speed to 300%. (Thanks, Hurrry)
fixedUser Friendliness:Better detail is now provided when mousing over a door or container. The current state is shown, along with the action that will occur when you click on it. Also, occasional errors on reporting the door/container state have been fixed. (Thanks, Darcek)
fixedBug Fixes:Fixed an issue causing combat to unexpectedly end when fighting the pair of turrets in the server ante room in Hec8 Labs. This was a fairly serious bug, which was difficult to replicate, but could potentially soft-lock or restrict your options for proceeding. (Thanks, stormfireandwind and Vlodril)
removedBug Fixes:Items which can be bought and sold for the same price no longer contribute to trade skill gain. This created a situation where trade skill could be maxed without technically buying anything. (Thanks, thomas.vanbriel)

Prometheus Wept changes

changedBefore declaring a CONDITION RED! and scurrying to fix these bugs, I'd started work on Act 2, and have prepared a number of character models and started finalising the design. There's a fair bit of background work to do here, maybe another half dozen models, several maps, design work and writing.
fixedThe good news is that none of this work requires changes to the game, so it's possible to continue providing updates which improve stability and user friendliness in the meantime. In particular, there are a couple of intermittent bugs, which have proven difficult to replicate that I'd be relieved to get fixed.
changedSeparated camera rotation and movement speed, so they can be adjusted seperately, and increased the maximum speed to 300%. (Thanks, Hurrry)
fixedBetter detail is now provided when mousing over a door or container. The current state is shown, along with the action that will occur when you click on it. Also, occasional errors on reporting the door/container state have been fixed. (Thanks, Darcek)
fixedFixed an issue causing combat to unexpectedly end when fighting the pair of turrets in the server ante room in Hec8 Labs. This was a fairly serious bug, which was difficult to replicate, but could potentially soft-lock or restrict your options for proceeding. (Thanks, stormfireandwind and Vlodril)

Hi there-

Hope all's going well for you! It recently came to my attention that I wasn't subscribed to the bugs forum, and to more than a little horror, found a number of bugs that had been reported some months ago. This led to an hasty, unplanned update, which addresses all but one of these bugs and other issues which have been reported in the mean-time.

Before declaring a CONDITION RED! and scurrying to fix these bugs, I'd started work on Act 2, and have prepared a number of character models and started finalising the design. There's a fair bit of background work to do here, maybe another half dozen models, several maps, design work and writing.

The good news is that none of this work requires changes to the game, so it's possible to continue providing updates which improve stability and user friendliness in the meantime. In particular, there are a couple of intermittent bugs, which have proven difficult to replicate that I'd be relieved to get fixed.

User Friendliness:

  • Separated camera rotation and movement speed, so they can be adjusted seperately, and increased the maximum speed to 300%. (Thanks, Hurrry)

  • Better detail is now provided when mousing over a door or container. The current state is shown, along with the action that will occur when you click on it. Also, occasional errors on reporting the door/container state have been fixed. (Thanks, Darcek)

Bug Fixes:

  • Fixed an issue causing combat to unexpectedly end when fighting the pair of turrets in the server ante room in Hec8 Labs. This was a fairly serious bug, which was difficult to replicate, but could potentially soft-lock or restrict your options for proceeding. (Thanks, stormfireandwind and Vlodril)

  • Items which can be bought and sold for the same price no longer contribute to trade skill gain. This created a situation where trade skill could be maxed without technically buying anything. (Thanks, thomas.vanbriel)

  • Fixed crafting component quantities not being updated when crafting multiples of weapon components. (Thanks, Nordom)

  • Fixed Cleaver Blade showing when trying to craft rubber bullets. (Thanks, crimsonlegion)

  • Fixed an errors occuring when any skill was increased to the maximum of 150. (Thanks thomas.vanbriel and Nordom)

  • Fixed the incorrect interaction text appearing when you mouse over the well in the drag. (Thanks, Hurrry)

  • Fixed an issue with the camera view range causing visual artifacts in cyberspace.

  • Container open/closed visual state is now correctly displayed when loading a game.

  • Fixed an issue with certain notifications not firing.

  • Closing a door when inside a building no longer disables the roof.

That's the bulk of this update. I'm sorry for my oversight on the bugs reported on the bug forum. Please keep the feedback coming in and I'll keep chipping away at it :)

All the best,

Daithi

Source

Steam News / 9 November 2025

Open original post

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