General Fixes
After taking a closer look to the game, we found out an issue post Unity Engine update, got if fixed already! Sorry for the inconvenience! - Fixed a shader issue that showed up enemies on top of the UI. Build: bb80e2549
Developer posts and news about this game.

After taking a closer look to the game, we found out an issue post Unity Engine update, got if fixed already! Sorry for the inconvenience! - Fixed a shader issue that showed up enemies on top of the UI. Build: bb80e2549

Hi all! We are bringing a nice update this time! Gameplay wise you will get the same game, but content wise, oh boy, you will get a lot of newly added sounds on enemies and bosses! Important note, we upgraded Unity to 6.3.11, so far everything looks and feels the same, but we'll

- Improve the acid pool height on Sunken City - Added a checkpoint system on challenge rooms, increasing the difficulty a bit - Fixed map marker placement on map edges Build: bf506a45d

- Map improvements, it stops when scrolling on edges instead of moving away. - Implemented a system to disable initial hints, still WIP - Energy Crystals reworked, they are destroyed by hit count instead of damage. - Teleport screen improvements, better movement flow of the optio

- Fixed a bug where the Controller will not get picked up if you first launch the game and then connected it. - Ability collected screen reworked a bit to better accommodate the information - Inventory screen ability icons reworked a bit more - Enhanced visuals for Ability items

- Fixed some soft locks cases found on Sunken City and The Loop - Drones UI completely overhaul - Drones visuals completely redesign, they show an Arm / Disarm animation when selected - Added sounds to platforms and doors through the game - Fixed liquids not applying a low key pa

- Aim rework, the laser will hide when shooting - Abilities panel reworked - Replaced input prompts, added full Steamdeck support - Replaced interact icon to make it easier to understand - Invisible platforms will react to attacks - Enemy encounters rework, now the enemies will s

- Tweaked the first part of Sunken City, added a "tutorial" for pogo movement on Spikes.

- Changed the Main Menu music - Added more sounds to Rotoro enemy

- Added FX sounds to every enemy on the first 3 levels - Tweaked Map Legend info - Redesign a bit the Rotoro enemy - Fix some black fade screen borders on some resolutions

- Fixed an issue when moving through rooms

- Tweaked Art Style of The Loop - Fixed Demo Blocker position on Overgrown Passage

- Tweaked Map Zoom, now it goes further away and looks way better - Added Refiner Radar, this item allows you to see the refiner locations on the Map - Reworked the Companion introduction

- Updated Door Animations, better and smoother transitions - Added Map Zoom, added a way of recenter the map position, added sounds for the markers interaction - Reworked Shop screen - Updated interactable item required feedback - Enhanced the room transition to avoid cases where

- Added new destroyable elements on Overgrown Passage - Added Essence Refiners and Refined Essence - Added Olga, a new NPC - Save Rooms will have a distinct, more chill music, you are on a safe area after all! - Minor Player movement fixes - Overgrown Passage Art improvements - A

- Added a few more Demo blockers to avoid a potential soft lock - Properly fixed the input binding for keyboard and gamepad - Removed the Zoom In/Out input icons on the Map, they were not supposed to be there

- Fixed an issue with the input rebinding that caused it to reset all the time (Thanks for the report!)

Fixed an issue with the Save Game path being shared with the Main Game