Full notes
Full Under a Desert Sun: Seekers of the Cursed Vessel update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- UI and audio
- Fixes
Hi there! As many of you know, I’m working hard toward getting the Early Access release ready for Q1, with new content, new story beats, and a fully playable Act One featuring two classes.
If you’ve been following the recent news posts, you may have noticed updates about an upcoming new dungeon and a lot of new technology being built behind the scenes. Whenever possible, I deliberately backport this technology to the demo, so it stays as consistent as possible with the full game experience.
And that… is exactly what this update is about. Notes below!
✨ Additions & Improvements
Added new visibility technology that makes roofs and other blocking objects fade / become see-through when the player moves underneath them, ensuring the character always remains visible.
Reworked the light jitter on fire-based light sources. Fire lights now produce more natural, organic shadow movement, replacing the previous version which felt too rough and cut off.
Added reverb zones to all scenes, creating a much better spatial audio profile that adapts to the environment you’re walking through (interiors, open areas, tight spaces, etc.).
Added specific, localized impact sounds to enemies, making hits feel more physical and clearly positioned in space.
🐛 Bug Fixes
Fixed an issue where, in co-op mode, the intro scene of player 2–4 could sometimes play instead of player 1’s intro. Player 1 now always correctly determines the story flow and intro sequence.
Source
Changelog.gg summarizes and formats this update. How we read updates.
