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Steam News26 June 20269d ago

R-Type Dimensions III — Patch 1.0.2 is now live

About two weeks ago, we released our first large patch for R-Type Dimensions III, which already addressed a lot of the most pressing and entirely valid issues the community raised.

In this update6

Full notes

Full R-Type Dimensions III update

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

What changed

21 fixes7 additions6 changes0 removals
  • UI and audio
  • Fixes
  • Gameplay
  • Maps
  • Balance
  • Performance
fixedAbout two weeks ago, we released our first large patch for R-Type Dimensions III, which already addressed a lot of the most pressing and entirely valid issues the community raised. Our second patch is focused - besides a variety of improvements in the categories graphics and audio - primarily on mechanical accuracy in gameplay. We want to pay a faithful tribute to the original, and we hope these changes reflect that commitment.
fixedGeneral:Fixed 2D charging animation playing in reverse
changedGeneral:Adjusted 2D charging animation speed to match original
fixedGeneral:Fixed the game time jumping far ahead when alt-tabbing
addedGeneral:Added 3D Wave Cannon muzzle flash particles for the different charge levels
fixedGeneral:Fixed spelling/grammar errors in the French localization

R-Type Dimensions III changes

fixedAbout two weeks ago, we released our first large patch for R-Type Dimensions III, which already addressed a lot of the most pressing and entirely valid issues the community raised. Our second patch is focused - besides a variety of improvements in the categories graphics and audio - primarily on mechanical accuracy in gameplay. We want to pay a faithful tribute to the original, and we hope these changes reflect that commitment.
fixedFixed 2D charging animation playing in reverse
changedAdjusted 2D charging animation speed to match original
fixedFixed the game time jumping far ahead when alt-tabbing
addedAdded 3D Wave Cannon muzzle flash particles for the different charge levels

About two weeks ago, we released our first large patch for R-Type Dimensions III, which already addressed a lot of the most pressing and entirely valid issues the community raised. Our second patch is focused - besides a variety of improvements in the categories graphics and audio - primarily on mechanical accuracy in gameplay. We want to pay a faithful tribute to the original, and we hope these changes reflect that commitment.

General:

  • Fixed 2D charging animation playing in reverse

  • Adjusted 2D charging animation speed to match original

  • Fixed the game time jumping far ahead when alt-tabbing

  • Added 3D Wave Cannon muzzle flash particles for the different charge levels

  • Fixed spelling/grammar errors in the French localization

  • Fixed Cyclone Force Capsule Laser being spammable during level transitions

  • Added delay before Capsule Laser Pit Unit shots can turn

  • Fixed audio issues with the charge sound effect playback

  • Fixed Display Issues with Ultrawide Resolutions

  • The player now gains invincibility on boss kills

  • Added flashing animation when player is invincible

  • Added missing default shot for LV1 Shadow Force when detached

  • Pit units now block shots correctly when in hyper mode

  • Fixed boss intro sting

  • Hyper mode heat sound effect now correctly switches when changing graphics mode

  • Changed 3D HUD Beam Type text to be consistent with 2D Version

  • Fixed Shadow Force Guide laser shooting faster than intended when shooting near an enemy

  • Reworked force docking behavior to match original

  • Fixed charge sound sticking when switching graphics mode

  • Fixed small 2D screen appearing when switching graphics mode after disabling crazy mode

  • Adjusted the cyclone force red laser behavior to match original game (Will now pierce through enemies)

  • Improved BGM looping

Level 1:

  • Fixed frame pacing for shooting animation of 2D large mech robots

  • Fixed Stray Explosions when respawning on Stage 1 last checkpoint

  • Fixed incorrect behaviour in the Mode 7 Pillar section:

    • Small Mech Robots no longer go off screen

    • Pillar appearing now should match the original

    • In 2D Mode Robots now correctly appear behind the pillar

    • Spawn Positions for Robots adjusted to match original

    • Robots now turn before leaving, shooting animation offsets adjusted

    • Robots should now be hittable from the same time as the original

Level 3:

  • Advanced mode turrets now immediately stop shooting when destroyed

  • Ambushing Robots now also have a camouflaged "eye" form in 3D

  • Fixed respawn position when respawning in vertical scroll sections

Level 4:

  • Large red beams now destroy POW Armors

Level 5:

  • Fixed invisible hitboxes being leftover when the second pair of WallSnakes are killed

  • Moving Block now correctly moves offscreen when the surrounding blocks have transformed

  • Force now attaches to the weakspot of Dobkeratops when launched at it

  • Cell boss now correctly plays its forming animation in the last phase

  • Cell boss hitbox now only gets activated once morph is complete in last phase

  • Transforming enemies (Green, Red, Yellow) are now invincible during their transform animation

  • The yellow tanks now correctly display their second form (Turret destroyed)

  • Green enemies now shoot in advanced mode

  • Fixed Outslay head appearing on the screen after defeating Gomander

  • Added missing advanced mode behaviour for Dobkeratops (Rest of the bosses coming soon)

Level 6:

  • Fixed behaviour of blue crabs (90 degree monsters)

    • Slightly reduced speed of normal mode crabs

    • Improved wall collision accuracy of crabs

    • Crabs should now despawn reliably when moving offscreen

    • Fixed blue crabs colliding with walls while spawning

  • Fixed slider push strength being inconsistent at high framerates

  • Made safe spots consistent (Hanging to the left when the single wall moves towards the player now doesnt result in a death)

  • Mother BYDO fixes

    • Last phase now is invincible while shooting

    • Improved tracking of projectiles in mother bydo last phase on high fps

    • Last phase projectiles now can go further off the screen before despawning

    • Fixed mother bydo still doing damage after swallowing the force

  • Added the missing fade in/out sounds for level 6

  • Added Head Regrow Animation for EndBoss in 3D

  • AudioFixed intro sting in new graphics

Once again, thank you for being so passionate about R-Type, for contributing to making R-Type Dimensions III better, and for sticking with us!

  • Your ININ Team <3

Source

Steam News / 26 June 2026

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