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Steam News29 December 20256mo ago

Development Update 06 - Animation transitions and Dungeon Map

It's been a bit of a slower week because of Christmas, but I still managed to squeeze in some updates.

Full notes

Full Temple of Eternal Suffering update

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

What changed

2 fixes2 additions3 changes0 removals
  • Maps
  • Gameplay
addedIt's been a bit of a slower week because of Christmas, but I still managed to squeeze in some updates. To work on something less taxing, I added the base for a Dungeon Map and some nice animation switching so that running around the dungeon outside of combat feels more natural.
fixedFixed Detonator enemy not appearing after pool sequence (after being reinstated in to the map).
changedUpdated Spider boss logic. Updated Spear skill telegraph to stop when colliding with a obstacle. Updated Spider boss rig to account for map elevation. Updated DEBUG teleport in dungeon.
fixedFixed Skill Box spawning, after change to the new pooling enemy system. Updated Dungeon Room spawner with better enemy placement logic. Changed attack cone height to work better on elevation. Added logic to hide enemy skill telegraph after death.
changedUpdated base for out of combat animation switching
addedAdded out of combat animation switching to the equipped weapon. Prepared base for Dungeon Map logic.

Temple of Eternal Suffering changes

addedIt's been a bit of a slower week because of Christmas, but I still managed to squeeze in some updates. To work on something less taxing, I added the base for a Dungeon Map and some nice animation switching so that running around the dungeon outside of combat feels more natural.
fixedFixed Detonator enemy not appearing after pool sequence (after being reinstated in to the map).
changedUpdated Spider boss logic. Updated Spear skill telegraph to stop when colliding with a obstacle. Updated Spider boss rig to account for map elevation. Updated DEBUG teleport in dungeon.
fixedFixed Skill Box spawning, after change to the new pooling enemy system. Updated Dungeon Room spawner with better enemy placement logic. Changed attack cone height to work better on elevation. Added logic to hide enemy skill telegraph after death.
changedUpdated base for out of combat animation switching

It's been a bit of a slower week because of Christmas, but I still managed to squeeze in some updates. To work on something less taxing, I added the base for a Dungeon Map and some nice animation switching so that running around the dungeon outside of combat feels more natural.

  • Fixed Detonator enemy not appearing after pool sequence (after being reinstated in to the map).

  • Updated Spider boss logic. Updated Spear skill telegraph to stop when colliding with a obstacle. Updated Spider boss rig to account for map elevation. Updated DEBUG teleport in dungeon.

  • Fixed Skill Box spawning, after change to the new pooling enemy system. Updated Dungeon Room spawner with better enemy placement logic. Changed attack cone height to work better on elevation. Added logic to hide enemy skill telegraph after death.

  • Prepared base for Out of Combat Animation Switching

  • Updated base for out of combat animation switching

  • Added out of combat animation switching to the equipped weapon. Prepared base for Dungeon Map logic.

  • Changed Nav mesh bounds calculation logic. Updated Dungeon map bounds calculation logic.

Thank you for reading this Dev Update, and I will see you in the next one :) Michael

Source

Steam News / 29 December 2025

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