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Steam News15 June 202619d ago

Version 0.08 Update

🛡️ Systems & Mechanics Fog of War System Added purple particles and electronic distortion visual effects (Voronoi grid, noise-driven drift, scanlines, RGB channel splitting, etc.

In this update6

Full notes

Full 旧日余晖Remnant Afterglow update

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

What changed

13 fixes5 additions2 changes2 removals
  • Maps
  • Gameplay
  • Balance
  • Fixes
  • Performance
  • UI and audio
fixed🛡️ Systems & MechanicsFog of War System Added purple particles and electronic distortion visual effects (Voronoi grid, noise-driven drift, scanlines, RGB channel splitting, etc.) Fixed fog not shrinking after demolishing buildings (added [c]UnregisterVisionSource[/c] in demolish path) Fixed vision shrink animation not playing ([c]targetChanged[/c] check now only on first frame of animation) Changed vision expand/shrink animation to a single-stage 1-second linear interpolation Optimized purple particle parameters (drift speed ×20, radius 80px, density 5%)
added🛡️ Systems & MechanicsFinite Resource Mechanic Implemented per-cell resource reserves (Gears 1500, Scrap 3500, Crystals 500, Dimensional Solvent infinite) Adjacent cell bonus formula for reserves; when depleted, cycle extended 4× and efficiency reduced to 25% Added [c]cfg_MapPassType.ResourceTotal[/c] field and global config parameters Infinite resource output when the finite resource switch is turned off
fixed🛡️ Systems & MechanicsBuff System Configured new effect buff system; fixed icon positioning, bullet stack count, slow/damage modifier anomalies
fixed🛡️ Systems & MechanicsEntity ECS Transition Resolved ECS-related issues: unit shadows not following, attack flash not resetting on rebuild, frame animation not playing, movement locked during reload/charge, unit overlapping, shadow orientation Added entity message list
fixed🛡️ Systems & MechanicsFlow Field & Pathfinding Fixed flow field pathfinding anomalies and units turning around to attack targets behind them Fixed flow field not refreshing correctly when paths are blocked Changed building footprint logic in flow field to increased traversal cost Removed separate flow field logic for siege units
fixed🛡️ Systems & MechanicsCombat & Damage Walls block line of fire; only ballistic/arc attacks can pass over walls Fixed unit range calculation (now accounts for own and target volume) Fixed explosion damage types (now supports all 4 types); fixed duplicate explosion effects at bullet expiration Fixed units being launched at extreme speed when pushed into buildings Improved melee target acquisition logic (range < 200) Fixed active attack mode not working Optimized weapon target acquisition performance (no longer checks all targets every frame after acquiring)

旧日余晖Remnant Afterglow changes

fixedFog of War System Added purple particles and electronic distortion visual effects (Voronoi grid, noise-driven drift, scanlines, RGB channel splitting, etc.) Fixed fog not shrinking after demolishing buildings (added [c]UnregisterVisionSource[/c] in demolish path) Fixed vision shrink animation not playing ([c]targetChanged[/c] check now only on first frame of animation) Changed vision expand/shrink animation to a single-stage 1-second linear interpolation Optimized purple particle parameters (drift speed ×20, radius 80px, density 5%)
addedFinite Resource Mechanic Implemented per-cell resource reserves (Gears 1500, Scrap 3500, Crystals 500, Dimensional Solvent infinite) Adjacent cell bonus formula for reserves; when depleted, cycle extended 4× and efficiency reduced to 25% Added [c]cfg_MapPassType.ResourceTotal[/c] field and global config parameters Infinite resource output when the finite resource switch is turned off
fixedBuff System Configured new effect buff system; fixed icon positioning, bullet stack count, slow/damage modifier anomalies
fixedEntity ECS Transition Resolved ECS-related issues: unit shadows not following, attack flash not resetting on rebuild, frame animation not playing, movement locked during reload/charge, unit overlapping, shadow orientation Added entity message list
fixedFlow Field & Pathfinding Fixed flow field pathfinding anomalies and units turning around to attack targets behind them Fixed flow field not refreshing correctly when paths are blocked Changed building footprint logic in flow field to increased traversal cost Removed separate flow field logic for siege units

🛡️ Systems & Mechanics

  • Fog of War System

    • Added purple particles and electronic distortion visual effects (Voronoi grid, noise-driven drift, scanlines, RGB channel splitting, etc.)

    • Fixed fog not shrinking after demolishing buildings (added [c]UnregisterVisionSource[/c] in demolish path)

    • Fixed vision shrink animation not playing ([c]targetChanged[/c] check now only on first frame of animation)

    • Changed vision expand/shrink animation to a single-stage 1-second linear interpolation

    • Optimized purple particle parameters (drift speed ×20, radius 80px, density 5%)

  • Finite Resource Mechanic

    • Implemented per-cell resource reserves (Gears 1500, Scrap 3500, Crystals 500, Dimensional Solvent infinite)

    • Adjacent cell bonus formula for reserves; when depleted, cycle extended 4× and efficiency reduced to 25%

    • Added [c]cfg_MapPassType.ResourceTotal[/c] field and global config parameters

    • Infinite resource output when the finite resource switch is turned off

  • Buff System

    • Configured new effect buff system; fixed icon positioning, bullet stack count, slow/damage modifier anomalies

  • Entity ECS Transition

    • Resolved ECS-related issues: unit shadows not following, attack flash not resetting on rebuild, frame animation not playing, movement locked during reload/charge, unit overlapping, shadow orientation

    • Added entity message list

  • Flow Field & Pathfinding

    • Fixed flow field pathfinding anomalies and units turning around to attack targets behind them

    • Fixed flow field not refreshing correctly when paths are blocked

    • Changed building footprint logic in flow field to increased traversal cost

    • Removed separate flow field logic for siege units

  • Combat & Damage

    • Walls block line of fire; only ballistic/arc attacks can pass over walls

    • Fixed unit range calculation (now accounts for own and target volume)

    • Fixed explosion damage types (now supports all 4 types); fixed duplicate explosion effects at bullet expiration

    • Fixed units being launched at extreme speed when pushed into buildings

    • Improved melee target acquisition logic (range < 200)

    • Fixed active attack mode not working

    • Optimized weapon target acquisition performance (no longer checks all targets every frame after acquiring)

  • Lifespan & Death System

    • Fixed unit not dying when attack count depleted, progress bar showing when max lifetime is 0, enemy health bar overlapping lifespan bar

🎮 Gameplay & Content

  • New Buildings

    • Repair Engineering Tower levels 1/2/3 (with repair functionality, animations, textures)

    • Shield Generator Tower levels 1/2/3

    • Gear Replicator levels 1/2/3 (harvesting structure)

    • Wall levels 2/3 textures and stats; walls of different levels now auto-link textures

  • New Units

    • Combat Frame, Impact Drill (redrawn textures, configured stats)

    • Added siege unit pathfinding type

  • New Features

    • Repair function and salvage function fully implemented (laser rendering, effect refreshing, sidebar display)

    • Barrier calculation logic corrected to shield damage; fixed barrier display not being removed on death

    • Fixed-direction attack for units (whole unit faces target, turret does not rotate independently)

    • Flame turret fire effect, Lightning turret slow effect

    • Item configuration / Tech Tree / Archive buttons with tooltip pop-ups

  • Missions & Waves

    • New mission 1-2 “Network Hub”

    • Wave notification system fully implemented (wave icons, WaveInfoSidebar, performance optimization)

    • Mission dialog system (character portraits, typing sound effects per faction)

    • Polished mission 1-1 spawn configuration and resource distribution

  • Teleport & Upgrades

    • Teleport spatial distortion shader effect

    • Removed construction time after teleporting buildings

    • Upgrade animation; refund resources if building destroyed mid-upgrade

    • Enhanced upgrade stat display; rebuildable building icons

🎨 UI & Visuals

  • Animation & VFX

    • Procedural animationfixed ping-pong loop type; target position/offset logic changed to function-curve direction; support for playing all animation groups on the same entity
    • New VFX: dimensional teleport effect, medium unit death explosion, turret firing effect, artillery barrage impact, unit death decal remnants

    • Charge weapon charge effect display; minimum animation protection time for pulse laser

    • Fixed weapon not switching to idle animation after losing target, and charge/attack flash conflicts

    • Glow effect on decorations, entities, and damage sources

    • Remastered energy barrier destruction visuals

  • UI Display & Polish

    • Resource reserve UI (reserve amount, depletion warning, real-time updates, style optimization)

    • Reserve UI layer adjustment and particle texture separation from UI node

    • Weapon idle orientation: friendly turrets no longer return to default angle, enemy units still return

    • Shortcuts for Upgrade/Teleport/Salvage (F/G/X) and blueprint copy (Ctrl+Click)

    • Shortcut list displayed in settings

    • Animation progress bar visual polish

  • Shaders & Materials

    • Salvage/Repair/Hit flash shaders now edge-only instead of full-body flash

    • Fixed unit damage texture briefly disappearing on hit

    • Laser beam meshes changed from flat line to cylinder for rounded ends

🔧 Fixes & Optimizations

  • Core Fixes

    • Fixed weapon layer obstructing effects, health bars, and construction preview

    • Fixed building placement breaking after Alt+Tab (physical mouse state detection for stuck [c]_isMouseLeftDown[/c])

    • Fixed middle-mouse camera drag after Alt+Tab

    • Fixed barrier not removed when entity destroyed

    • Fixed charge weapon triggering hit flash while charging; movement-locked units moving during charge

    • Fixed explosion damage type, bullets not disappearing on kill, mission not completing

    • Fixed resource building config error, missing “insufficient resources” tooltip for items/upgrades

    • Fixed map editor decorations not showing/deletable (InstanceId duplicate detection), region paint data loss

    • Fixed upgrade progress detection causing frame spikes ([c]IsInstanceValid[/c] guard)

    • Fixed lingering textures

  • Performance Optimizations

    • Optimized weapon target acquisition, first blueprint selection lag, combat opening animation

    • AttributeComponent – flattened attributes + batch regen

    • VFX optimization (object pools, try-catch with [c]Time.GetTicksMsec()[/c])

    • Wave sidebar pooling, Area2D→Node2D, precomputed sine lookup table

  • Other Fixes

    • Procedural animation multi-group playback, weapon spread angle, unit turn speed/move speed not applying

    • Fixed armor value not working; knockback values increased ×10 to match increased enemy mass

    • Fixed full-health item hiding lifespan bar; shortcut reverting to cancel mode when resources insufficient

    • Fixed salvage resource rate not tracked, salvage structure not detecting existing wrecks, miner placement detection

🗺️ Map & Editor

  • Map Editor

    • Fixed entity category showing only turrets and not buildings; decorations not deletable; region paint data not saving

    • Added layer visibility checks for paint/erase tools

  • Maps & Decorations

    • Replaced mission 1-1 floor texture (darker theme)

    • New decorations: Crane, Damaged Crane, additional props

    • Updated factory non-buildable tile texture

    • Spawn point range indicator now toggled with F3

  • Mission Scenes

    • Scene transition animation polish; combat map window open animation

    • Fixed error when loading the same map multiple times (attempted fix)

📦 Tools & Export

  • Export Config Tool UpdateAdded “Export Only” and “Update Only” modes, significantly reducing export time for large projects

Source

Steam News / 15 June 2026

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