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Steam News20 March 20263mo ago

The Demo Feedback Update

Hello! This update addresses a number of broader pieces of demo feedback :) CHANGES: INVENTORY: -HOTKEY STREAMLINE: Removed "R" press to add weapon hotkey, now simply click the weapon, then click your bound hotkey -Impr

Full notes

Full Spectra update

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

Repeated intro

Hello! This update addresses a number of broader pieces of demo feedback :)

What changed

0 fixes3 additions8 changes0 removals
  • Gameplay
  • Balance
  • UI and audio
addedHOTKEY STREAMLINE: Removed "R" press to add weapon hotkey, now simply click the weapon, then click your bound hotkey
changedImproved obstruction checking for inventory opening (no more wall clipping)
changedGAMEPLAY:
changedDecreased radius of player collider capsule
addedAdded scroll wheel functionality for switching hotkey weapons
changedIncreased distance needed to take fall damage

Spectra changes

addedHOTKEY STREAMLINE: Removed "R" press to add weapon hotkey, now simply click the weapon, then click your bound hotkey
changedImproved obstruction checking for inventory opening (no more wall clipping)
changedGAMEPLAY:
changedDecreased radius of player collider capsule
addedAdded scroll wheel functionality for switching hotkey weapons

CHANGES:

INVENTORY:

-HOTKEY STREAMLINE: Removed "R" press to add weapon hotkey, now simply click the weapon, then click your bound hotkey

-Improved obstruction checking for inventory opening (no more wall clipping)

GAMEPLAY:

-Decreased radius of player collider capsule

-Added scroll wheel functionality for switching hotkey weapons

-Increased distance needed to take fall damage

-Enemy perception indicators now on by default

ENEMY BEHAVIOR:

-Sniper shots now produce an NPC-perceptible sound at their impact location

-Decreased spoken frequency of idle guard lines

-Killed or KO'd enemies now drop 1 ammo box of their weapon type along with their weapon

-Doubled time of enemy hit reactions for more visible impacts

-Increased radius around sound stimulus points which enemies can use to find a location destination (no more crowding beneath alarms)

-Added cooldown timer for the amount of "urgent stimulus sounds" (gunshots) an enemy can perceive in a given period (this should prevent enemies from running around like idiots during a gunfight)

Source

Steam News / 20 March 2026

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