Unseen Diplomacy 2
Steam News 18 December 20255mo ago

Early Access v0.4.1 Patch Notes

Unseen Diplomacy 2 – Early Access v0.4.1 Patch Notes Hot Patch Bun Season's greetings! As the team is away over Christmas we wanted to send out 2025 with a small update to tie everyone over until the New Year. This is a…

Update log

Full Unseen Diplomacy 2 update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

8 fixes3 additions7 changes0 removals
  • Events
  • Fixes
  • Gameplay
  • Balance
addedUnseen Diplomacy 2 – Early Access v0.4.1 Patch NotesSeason's greetings! As the team is away over Christmas we wanted to send out 2025 with a small update to tie everyone over until the New Year. This is a minor patch just to fix up a few small bugs.
fixedUnseen Diplomacy 2 – Early Access v0.4.1 Patch NotesFixed
fixedUnseen Diplomacy 2 – Early Access v0.4.1 Patch NotesAll these issues below have been fixed in this update;
fixedUnseen Diplomacy 2 – Early Access v0.4.1 Patch NotesFixed black z-fighting (graphical issues) around mediterranean doors
changedUnseen Diplomacy 2 – Early Access v0.4.1 Patch NotesRT/LT icon didn’'t show on calibration if the menu is beyond the wall collision markers
changedUnseen Diplomacy 2 – Early Access v0.4.1 Patch NotesLocomotion Foot Planting didn’t stop for collision in Release Builds, because of a call which turns out was Editor only. This meant that players can walk through areas of collision when they shouldn’t, making it harder to control.

Unseen Diplomacy 2 – Early Access v0.4.1 Patch Notes

Hot Patch Bun

Season's greetings! As the team is away over Christmas we wanted to send out 2025 with a small update to tie everyone over until the New Year. This is a minor patch just to fix up a few small bugs.

Fixed

All these issues below have been fixed in this update;

Fixed black z-fighting (graphical issues) around mediterranean doors

RT/LT icon didn’'t show on calibration if the menu is beyond the wall collision markers

Locomotion Foot Planting didn’t stop for collision in Release Builds, because of a call which turns out was Editor only. This meant that players can walk through areas of collision when they shouldn’t, making it harder to control.

Minor movement issues around the Industrial theme/

Guillotine didn't have motion smearing.

Photobot could get stuck in an animation.

Some Tutorial 4 Alarms Logic could break.

One of the flipped start rooms, the box could start outside of the room.

Yacht Door collision wasn’t changing when opened, so could cause head darkening.

Fixed some ledges that couldn't be grabbed.

Fixed bug where getting hit by a damage affect could stop the player from being able to pick things up or move their fingers

Fixed rendering issue with lava

Fixed rendering issue with candles in castle mazes

Moved Light position in industrial to stop it looking like its floating in the air

Fixed keycards readers from being too close to doors, and lootbox being slightly in the floor

Clear up photobots if they have ran away and reported on the player

Quality of Life

Enable boundary when using artificial locomotion for player safety (also enabled during respawn and loading screens)

Calibration says "Stand up", but you don't need to do this - we have changed the wording here

Added more spawners to Yacht rooms so more appear more often

Reduced memory usage again due to some Quest OS issue with memory management reappearing

Source

Steam News / 18 December 2025

Open original