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Full notes
Full R-Type Dimensions III update
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What changed
- UI and audio
- Gameplay
- Maps
- Balance
- Fixes
R-Type Dimensions III changes
Since our improvement initiative announcement on June 2, our teams have been working through community feedback to address the issues identified at launch.
This first patch covers a broad range of fixes and improvements across gameplay, collision, audio, and visuals. As outlined in our previous post, the Steam version serves as the primary platform for testing and validating improvements, meaning today's patch applies to Steam only. Console versions will follow once platform-specific certification and testing procedures are complete. Below is a full overview of what's included:
Controls & Configuration
Left and right shoulder buttons can now be freely configured
Hyper Mode beam change and the beam/scanline toggles can now be assigned to action buttons
Gameplay Fixes
Fixed random deaths in Stage 6 caused by Bydo enemies hitting the player while still inside the dimension hole
Fixed Stage 1 background thruster effects incorrectly dealing damage to the player
Fixed the Force disappearing during level transitions
Cyclone Force yellow laser bits now correctly shoot lasers and can block bullets like a Force
Cyclone Force capsule lasers now correctly fire, deal pulse damage, and support 90-degree turns on enemies
Shadow Force red lasers no longer cancel each other when hitting something early after spawning
Shadow Force yellow laser now continues shooting when held against background blocks in Stage 5
Stage 3 boss yellow shot can no longer be blocked by the pit unit
Wave Cannon
Wave Cannon now has distinct damage values while charging (4 / 8 / 12 / 16 / 20) with distinct visuals for each level
Wave Cannon now pierces through enemies until its damage budget is exhausted
Mega Wave Cannon damage overhauled — affects all boss fights
Mega Wave Cannon muzzle effect corrected in 2D mode
Collision & Hitboxes
General hitbox adjustments — previously oversized hitboxes are corrected (e.g. restores a safe spot in Stage 1)
Vulcan shot hitbox now aligns with the player ship hitbox
Many shot collision adjustments: more shots can now be erased by Mega Wave Cannon; some shots can now be blocked by Force
Boss collision corrections across Stages 2, 3, and 4
Boss & Stage Fixes
Final boss energy orbs now explode correctly when the boss body is destroyed in Phase 1
Final boss trailing orbs stop homing when the boss is dying in the last phase
- Stage 4doubled 3D background when dying after the factory mini boss is fixed
Stage 6 scrolling layer speed corrected — previously could create near-impossible situations near the dimension hole
Stage 2: large green alien now correctly destroys the wall in Advanced Mode
Audio
Boss music and Final Boss music now start correctly with their intro
Final Boss music now restarts correctly after dying at the boss
Music looping corrected when switching audio versions
Stage 1 music loop timing added
Music fadeout and FPS-related audio issues fixed
Visual
Force bit 2D visuals no longer get stuck in Hyper Mode appearance
Hit flash colour adjusted to better match the original game (slight blue tone)
Two background graphic blocks that should not have appeared in 3D mode removed
We want to extend a genuine thank you to the community members and players who took the time to document issues, test builds, and share detailed feedback! Your contributions have directly shaped this update.
Work on the upcoming patches is already underway. Players can expect visual improvements to the Wave Cannon charging levels, the remaining Cyclone Force yellow laser behavior, and further gameplay and balance refinements. We'll continue sharing progress here and on ININGAMES.COM.
Thank you for your patience.
Your ININ Team
Source
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