What changed
1 fix5 additions1 change0 removals
- Gameplay
- Performance
- UI and audio
- Fixes
addedHi 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.
addedIf 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.
added✨ Additions & ImprovementsAdded 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.
changed✨ Additions & ImprovementsReworked 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✨ Additions & ImprovementsAdded 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✨ Additions & ImprovementsAdded specific, localized impact sounds to enemies, making hits feel more physical and clearly positioned in space.
Under a Desert Sun: Seekers of the Cursed Vessel changes
addedHi 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.
addedIf 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.
addedAdded 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.
changedReworked 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.
addedAdded 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.).
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