7-11-2025
* Minor update to the pause menu button text for the controls mapping

Developer posts and news about this game.

* Minor update to the pause menu button text for the controls mapping

* Updated the ESC (Escape) keyboard button functionality so that it brings up the Keyboard and Mouse Button Mapping Screen. * Updated the Walk/Run Keyboard button so that it needs to be held for 1 second before switching to walking/running.

* Added the ability to turn off the in-game background music

Added the ability to move the in-game camera while the character is jumping.

When the player jumps on rock platforms, gaining momentum is no longer necessary . The player can now hold the forward movement button while jumping, and the character will move slightly in mid-air.

- REDUCED VRAM REQUIREMENTS BY 3-4 GB - Updated Isla's hair with a much more optimized version and changed the look. This performance optimization has made a significant improvement in VRAM usage. Vribyss Refuge™ The Escape is now playable with the GeForce 1060 GTX (6 GB) and the

* Fixed hair color glitch

• Switched the keyboard "Sword Equip/Unequip" key to "Y" for easier access. • Added the ability to swing the sword with the "F" & "G" keyboard keys. • Switched the keyboard "Strafing" key to "Tab" for easier access. • Fixed a glitch where after the character dies she could "c

• Increased the likeness of triggering the RMB combo attack. Fixed a glitch where it was hard to trigger this combo. • Fixed a glitch that allowed the sword combo audio to continue playing if the character was injured or the attack was canceled by dashing away. Now all sword comb

* Made slight improvements to the "Strafing Mode" movement. * Added VFX to characters' swords and when enemies receive damage.

* Fixed enemy AI glitch

* Upon request, the text that appears on the screen to show the player what button to press to save the game was made larger.

* Fixed a sound glitch in the boss area. * Added an adaptive difficulty system. The adaptive difficulty system changes the game's difficulty on the fly based on one or more factors: current player health, how many (if any) enemies have been defeated, and the time it takes the pla

* Fixed a save game glitch

* Made changes to the level so that it's more clear where to go and what to do next. * Added better lighting in certain areas where it should be easier to see what's happening. * Updated the mouse XY 2D axis so the camera points up when the mouse wheel is scrolled upwards and vic

* Some bugs were fixed to clarify the players' mission in the game in various areas. * Fixed some bugs where the character would not be able to move in certain parts of the game for no apparent reason. * Fixed camera clipping issues in the beginning area.