Gameplay:
Preview feature: Added camera controls to look around via right stick on gamepad or arrow keys on keyboard
Added camera colliders to avoid out of bounds camera views with new camera look around ability while still supporting ultra-widescreen and super ultra-widescreen displays (21:9 and 32:9)
Changed camera field of view (FOV) to reduce camera distortion on the edges of the screen and create a more 2D-ish feeling for the game
Added more hints in demo #2 for players that have not played demo #1 to indicate that wall jump, double jump, ground slide, and dash are unlocked at the start already
Reduced stagger state from water sword towards Sorrow Crawler enemies to make them more challenging
Fixed secret cave trigger being too small for dissolve effect in demo #2
Improved flower elevator collider to spawn in sync with animation and not too early
Controls:
Preview feature: Added initial button remapping functionality in the settings menu to remap buttons / keys for currently a majority of gameplay actions for both controller and keyboard (no mouse yet)
General:
Improved game stability due to fixed DX12 crashes in game engine
Preview feature: Created initial warm-up setup for visual effects (VFX) that cause a lot of DX12 shader stutter when appearing for the first time
Bug fixes:
Fixed brightness becoming distorted when changing the display resolution
Fixed controller rumble / haptics not working in the demo build
Fixed DX12 shader warm-up not working
UI:
Updated demo selection screen with information when each demo was released (e.g., Steam Next Fest, Day of the Devs)
Added gradient to input icon for player hints used in demo #1 and now also in #2
Made upgrader UI list to be dark instead of the previous light color scheme
Added custom tint color for several settings menu elements
Audio:
Fixed music track not looping at wall run area and combat gauntlet tracks
