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Steam News20 January 20265mo ago

Listening to Our Agents – Development Updates Based on Your Feedback

Hello Agents, First of all, thank you. Truly! After the playtest, our entire dev team personally went through your survey responses, community posts, and every piece of feedback you shared.

In this update5

Full notes

Full V.E.D.A: The Awakening of Souls update

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

Repeated intro

Hello Agents,

What changed

2 fixes2 additions13 changes1 removal
  • Gameplay
  • Maps
  • Performance
  • Balance
  • UI and audio
  • Fixes
changed1. Camera & Lock-On ImprovementsWe identified the main cause as missing camera collision settings. We’re now implementing a dedicated camera collision system.
changed1. Camera & Lock-On ImprovementsThe reason the camera feels smoother in the Arcis boss stage is because that map already uses a separate camera collision setup.
changed1. Camera & Lock-On ImprovementsWe’re improving overall level geometry to support smoother camera movement.
changed1. Camera & Lock-On ImprovementsFast camera movement can feel uncomfortable, so we’re balancing responsiveness with stability.
changed1. Camera & Lock-On ImprovementsThe delay when switching lock-on targets is being rebalanced to favor responsiveness and accuracy.
changed1. Camera & Lock-On ImprovementsWe’re also reviewing the lock-on button itself and aiming for a more accessible setup.

V.E.D.A: The Awakening of Souls changes

changedWe identified the main cause as missing camera collision settings. We’re now implementing a dedicated camera collision system.
changedThe reason the camera feels smoother in the Arcis boss stage is because that map already uses a separate camera collision setup.
changedWe’re improving overall level geometry to support smoother camera movement.
changedFast camera movement can feel uncomfortable, so we’re balancing responsiveness with stability.
changedThe delay when switching lock-on targets is being rebalanced to favor responsiveness and accuracy.

First of all, thank you. Truly!

After the playtest, our entire dev team personally went through your survey responses, community posts, and every piece of feedback you shared.

Some of it was hard to hear, to be honest. But that’s exactly why it mattered. And why we needed it.

Today, we want to share how your feedback is already shaping the game.

We won’t pretend everything will be perfect overnight. But one thing we can promise you is this:

We’re listening. And we’re moving.

1. Camera & Lock-On Improvements

Issues with the camera and lock-on were the most common feedback we received.

Camera

  • We identified the main cause as missing camera collision settings. We’re now implementing a dedicated camera collision system.

  • The reason the camera feels smoother in the Arcis boss stage is because that map already uses a separate camera collision setup.

  • We’re improving overall level geometry to support smoother camera movement.

  • The camera currently has built-in smoothing delay. We’re tightening this delay carefully through testing.

  • Fast camera movement can feel uncomfortable, so we’re balancing responsiveness with stability.

  • We’re also adjusting camera distance to improve immersion.

Lock-On

  • Some lock-on issues will naturally improve along with the camera fixes.

  • The delay when switching lock-on targets is being rebalanced to favor responsiveness and accuracy.

  • A lock-on cancel feature already exists, but many players didn’t notice it—so we’re improving the tutorial.

  • We’re also reviewing the lock-on button itself and aiming for a more accessible setup.

2. Parry, Hit Detection & Combat Feedback

Timing clarity and combat feedback were another major point.

Combat Feedback

  • Enemy attack signals are being made clearer.

  • Internal tests already show noticeable improvement.

  • We’re refining both player and enemy animations.

  • Camera shake, haptics, and other feedback effects are being expanded.

  • Super armor will be communicated more clearly since it’s critical during damage trades.

Parry

  • We’re creating a brand-new parry sound effect to make successful parries feel more impactful.

  • Enemy attack signals are being tuned to better support parry, dodge, and guard decisions.

  • Parry timing is being adjusted so each shield’s identity feels more distinct.

3. Core Controls & Game Feel

We took comments like “stiff” and “unresponsive” very seriously.

  • We’re retuning animation notifies to reduce input buffering stress and improve action chaining.

  • Attack patterns and transitions are being redesigned for smoother, more Souls-like combat flow.

  • V.E.D.A is meant to be approachable for Souls-like newcomers, so we’re avoiding overly tight inputs.

  • We previously tested very strict controls and got a lot of “this is too hard” feedback—so we’re now aiming for the right balance.

4. Jump, Parkour & Rush

Jump

  • We fixed structural issues in the jump animations.

  • Failed jumps are now much less frequent.

  • Jump is now separated from dodge input.

  • Jump connects to the new Rush system.

  • If you hit a jump zone during Rush, you’ll auto-jump.

  • You can also press Rush just before a jump zone.

Parkour

  • Structural animation issues were fixed.

  • Parkour now triggers only from dodge input.

  • Dodge, jump, and parkour are no longer chained unintentionally.

Rush

  • Rush has been heavily reworked.

  • It used to be for skipping parts of levels, but level design changes made that purpose unnecessary.

  • Now Rush is a fast mid-range movement tool.

  • It activates instantly and only moves straight forward.

  • Attacking during Rush triggers a Rush Attack.

  • Hitting an obstacle cancels Rush.

  • Rush now connects naturally into jump zones.

5. Reducing Fall Death Stress

We knew this was a problem even before the playtest.

  • We’re loosening fall-death conditions.

  • A checkpoint system

Source

Steam News / 20 January 2026

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