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Steam News8 June 202627d ago

There's Nothing Down There: 1.02 Update

Hello again! I've had a very busy weekend working on some more fixes and adjustments for issues I've encountered in livestreams/videos or that have been posted by people here in the discussion boards.

Full notes

Full There's Nothing Down There update

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Repeated intro

Hello again!

What changed

3 fixes0 additions3 changes1 removal
  • Fixes
  • UI and audio
  • Gameplay
changedI've had a very busy weekend working on some more fixes and adjustments for issues I've encountered in livestreams/videos or that have been posted by people here in the discussion boards. Thank you for all the feedback! It helps make There's Nothing Down There the best that it can be. This update addresses a couple minor issues along with an improved fix for something from the last update. There are some significant spoilers here so read with caution if you haven't played through the game yet; just know that these changes aim to make the experience even smoother and more predictable.
fixedFixed an audio stuttering issue with the music in both the yellow energy room and the boss encounter
fixedFixed an issue where the sound from the escape sequence would return at full volume for a split second before loading the ending text crawl.
fixedFixed an issue where destroyable objects would spawn two copies of their debris chunks.
changedChanged the logic for flare detection. The previous patch was a quick fix that slightly helped but didn't really fix the problem. The new solution is much more robust. The golem will now more actively seek out flares (if any are present)
changedChanged the aiming logic for the laser beam to be more forgiving in situations where the player isn't facing/can't see the beam as it's charging up.

There's Nothing Down There changes

changedI've had a very busy weekend working on some more fixes and adjustments for issues I've encountered in livestreams/videos or that have been posted by people here in the discussion boards. Thank you for all the feedback! It helps make There's Nothing Down There the best that it can be. This update addresses a couple minor issues along with an improved fix for something from the last update. There are some significant spoilers here so read with caution if you haven't played through the game yet; just know that these changes aim to make the experience even smoother and more predictable.
fixedFixed an audio stuttering issue with the music in both the yellow energy room and the boss encounter
fixedFixed an issue where the sound from the escape sequence would return at full volume for a split second before loading the ending text crawl.
fixedFixed an issue where destroyable objects would spawn two copies of their debris chunks.
changedChanged the logic for flare detection. The previous patch was a quick fix that slightly helped but didn't really fix the problem. The new solution is much more robust. The golem will now more actively seek out flares (if any are present)

I've had a very busy weekend working on some more fixes and adjustments for issues I've encountered in livestreams/videos or that have been posted by people here in the discussion boards. Thank you for all the feedback! It helps make There's Nothing Down There the best that it can be. This update addresses a couple minor issues along with an improved fix for something from the last update. There are some significant spoilers here so read with caution if you haven't played through the game yet; just know that these changes aim to make the experience even smoother and more predictable.

The full patch notes are as follows:

  • Fixed an audio stuttering issue with the music in both the yellow energy room and the boss encounter

  • Fixed an issue where the sound from the escape sequence would return at full volume for a split second before loading the ending text crawl.

  • Fixed an issue where destroyable objects would spawn two copies of their debris chunks.

  • Changed the logic for flare detection. The previous patch was a quick fix that slightly helped but didn't really fix the problem. The new solution is much more robust. The golem will now more actively seek out flares (if any are present)

  • Changed the aiming logic for the laser beam to be more forgiving in situations where the player isn't facing/can't see the beam as it's charging up.

  • During the boss fight, if the hint indicator comes up, the exit wall no longer needs to be pinged with sonar before it can be destroyed

Thank you so much for the support and feedback everyone! The game has reached a far wider audience than ever thought possible and I hope it's living up to your expectations. Please continue to leave feedback and report any issues you encounter.

-Tim

Source

Steam News / 8 June 2026

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