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Steam News28 July 20261mo ago

0.10update

English Version 🛡️ Systems & Mechanics Unit Behavior & Sub-units Fixed sub-unit attack speed resetting when switching targets Fixed sub-unit behavior: now ignores attacks while returning to formation; clears old state

In this update1

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

7 fixes6 additions6 changes1 removal
  • Balance
  • Maps
  • UI and audio
  • Gameplay
  • Performance
fixedEnglish VersionUnit Behavior & Sub-units Fixed sub-unit attack speed resetting when switching targets Fixed sub-unit behavior: now ignores attacks while returning to formation; clears old state and reacquires target upon reaching formation position Fixed sub-units ignoring walls and targeting units behind walls Fixed shadow layering so unit shadows now render above buried buildings
fixedEnglish VersionWeapon & Combat Fixed weapon rotation offset when weapon center is not at entity center Optimized weapon system ECS, removed non-ECS legacy code to reduce footprint Fixed sub-unit attack speed resetting on target switch
addedEnglish VersionMeta Progression & Saves Implemented out-of-mission resource calculation on the world map Added Data Point conversion: 1000 points = 1 Data Point; victory grants 100% points, failure/retreat/return to menu grants 75% Out-of-mission resources now properly saved; save path changed to C drive with Steam Cloud configuration completed
fixedEnglish VersionTech Tree & Plug-in System Refactored tech tree system Plug-in warehouse initially completed and fully implemented: refined affix quality and acquisition logic, negative affix compensation, building config button integration Added a new plug-in type; adjusted plug-in acquisition logic Refined plug-in affix names and mechanics: armor and shield values now appear gray on buildings without those stats, removed additive/subtractive logic Fixed plug-in damage display anomaly for turrets; improved affix attribute ID sidebar display
changedEnglish VersionSandbox & Testing Sandbox mode now ignores tech tree restrictions for building usage Quick win button in Sandbox now opens the results button instead of directly ending
addedEnglish VersionTutorial System Added tutorial mission, refined trigger condition logic, added button-based triggers
Balance & Data Adjustments Reduced Layout Node construction time (5s3sBalance & Data Adjustments Reduced Layout Node construction time ( decreased, nerf

旧日余晖Remnant Afterglow changes

fixedUnit Behavior & Sub-units Fixed sub-unit attack speed resetting when switching targets Fixed sub-unit behavior: now ignores attacks while returning to formation; clears old state and reacquires target upon reaching formation position Fixed sub-units ignoring walls and targeting units behind walls Fixed shadow layering so unit shadows now render above buried buildings
fixedWeapon & Combat Fixed weapon rotation offset when weapon center is not at entity center Optimized weapon system ECS, removed non-ECS legacy code to reduce footprint Fixed sub-unit attack speed resetting on target switch
addedMeta Progression & Saves Implemented out-of-mission resource calculation on the world map Added Data Point conversion: 1000 points = 1 Data Point; victory grants 100% points, failure/retreat/return to menu grants 75% Out-of-mission resources now properly saved; save path changed to C drive with Steam Cloud configuration completed
fixedTech Tree & Plug-in System Refactored tech tree system Plug-in warehouse initially completed and fully implemented: refined affix quality and acquisition logic, negative affix compensation, building config button integration Added a new plug-in type; adjusted plug-in acquisition logic Refined plug-in affix names and mechanics: armor and shield values now appear gray on buildings without those stats, removed additive/subtractive logic Fixed plug-in damage display anomaly for turrets; improved affix attribute ID sidebar display
changedSandbox & Testing Sandbox mode now ignores tech tree restrictions for building usage Quick win button in Sandbox now opens the results button instead of directly ending

English Version

🛡️ Systems & Mechanics

  • Unit Behavior & Sub-units

    • Fixed sub-unit attack speed resetting when switching targets

    • Fixed sub-unit behavior: now ignores attacks while returning to formation; clears old state and reacquires target upon reaching formation position

    • Fixed sub-units ignoring walls and targeting units behind walls

    • Fixed shadow layering so unit shadows now render above buried buildings

  • Weapon & Combat

    • Fixed weapon rotation offset when weapon center is not at entity center

    • Optimized weapon system ECS, removed non-ECS legacy code to reduce footprint

    • Fixed sub-unit attack speed resetting on target switch

  • Meta Progression & Saves

    • Implemented out-of-mission resource calculation on the world map

    • Added Data Point conversion: 1000 points = 1 Data Point; victory grants 100% points, failure/retreat/return to menu grants 75%

    • Out-of-mission resources now properly saved; save path changed to C drive with Steam Cloud configuration completed

  • Tech Tree & Plug-in System

    • Refactored tech tree system

    • Plug-in warehouse initially completed and fully implemented: refined affix quality and acquisition logic, negative affix compensation, building config button integration

    • Added a new plug-in type; adjusted plug-in acquisition logic

    • Refined plug-in affix names and mechanicsarmor and shield values now appear gray on buildings without those stats, removed additive/subtractive logic
    • Fixed plug-in damage display anomaly for turrets; improved affix attribute ID sidebar display

  • Sandbox & Testing

    • Sandbox mode now ignores tech tree restrictions for building usage

    • Quick win button in Sandbox now opens the results button instead of directly ending

  • Tutorial System

    • Added tutorial mission, refined trigger condition logic, added button-based triggers

🎮 Gameplay & Content

  • Buildings & Units

    • Implemented friendly barracks system; added new building: Mech Assembly Platform (levels 1-3)

    • Added Shield Mechs levels 2-3 (produced by Mech Assembly Platform)

    • Improved armored unit attack animations

  • Balance & Data Adjustments

    • Reduced Layout Node construction time (5s → 3s) and adjusted construction/upgrade costs

    • Adjusted upgrade costs for Drill Rig, Gun Turret, and Photon Turret; increased Salvage Station Lv2/3 efficiency; reduced Photon Turret damage

    • Comprehensive building and upgrade price adjustments

    • Added preparation phase skip: skipping grants 3× time worth of Dimensional Solvent; can now start next wave during preparation

  • Missions & Maps

    • Added all campaign missions, painted world map tiles

    • Reordered mission list: original Missions 2 & 3 moved to slots 3 & 4

    • Added Mission 2 “Structure and Armor”; completed maps “Item Warehouse”, “Long River Road”, “Dimensional Device”

    • Refined spawn configurations for various missions

    • Items now have tech tree requirements; some can be unlocked via maps

🎨 UI & Visuals

  • Interface Improvements

    • Adjusted world map UI; completed missions now show a golden border

    • Added floating tooltip for resource icons on the combat screen

    • Fixed wave notification window display size anomaly

  • Floating Tooltip System Enhancements

    • Upgrade mode shows [c][Tab] [G][/c] to confirm when a building is selected

    • Salvage mode shows [c][Tab] [X][/c] to confirm

    • Teleport mode shows [c][Tab] [F][/c] to confirm

    • Fixed mouse cursor not reverting after mission completion while in upgrade/salvage mode

  • Results Screen

    • Revised results screen layout and content display

    • Added sidebar info: rebuild capability and rebuild cooldown display

  • Other

    • Fixed main menu link button index issue, added Bilibili link

🔧 Fixes & Optimizations

  • Core Fixes

    • Fixed error when a building being salvaged is destroyed by enemies

    • Fixed tech not unlocking after mission completion

    • Fixed wall shadow display issue

    • Fixed various sub-unit behavior anomalies

    • Fixed plug-in damage display anomaly and wave notification size issues, along with other minor bugs

  • Performance & Code

    • Consolidated shadow handling and callback effects

    • Removed non-ECS portions after weapon system ECS migration

    • Results screen layout adjustments

🗺️ Map & Editor

  • Painted world map tiles; refined several mission map configurations

Source

Steam News / 28 July 2026

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