In this update8
Full notes
Full Situation Normal update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Gameplay
- UI and audio
Situation Normal changes
Hey Agents
November was about one thing: finishing the full in-and-out loop and making it run fast, stable, and destructive.
A few highlights straight from the changelog:
🏃 Evac Route
World 1’s evacuation route is now fully complete.
All major rooms received their destruction pass
Collapsing ceilings, breaking floors, falling debris
The final collapsing segment is clearly telegraphed
Structural differences between the way-in and way-out are now consistent
The whole exit path finally feels like Situation Normal.
⚙️ Physics & Performance
A lot of time went into making chaos cheaper.
Added a simple physics LOD system
Simplified explosions across the board
Smarter debris culling to prevent lag spikes
Updated physics defaults for smoother gameplay
Runs better everywhere, including weaker machines.
🎮 Gameplay
Small tools, big impact.
Added dodge roll with a short invincible window
Enemies detect floors properly and react more reliably
Player-in-front logic improved
Rolling and dashing feel tighter
🔊 Audio
Foundations for better mixing later.
Initial sound ducking system added (not yet active)
Cleaned up and reorganized sound classes
🧭 Level Design & Signals
More clarity, less confusion.
Added the final corridor leading toward World 2
Crack and collapse telegraphs are clearer
Objects that are “active” are now visible at a glance
🧪 Playtesting
We have 3 playtest slots open for December. If you want to help test the build, reach out via Discord
The first world is complete, the evac route is alive, and the new build is up on Steam. The game’s getting sharper, clearer, and more reactive with every pass.
Stay operational, — Artificials
Infiltration
Exfiltration
Source
Changelog.gg summarizes and formats this update. How we read updates.
