We're excited to announce that the first demo for Nexvultus has passed the internal Quality Assurance review! Now we're excited to bring you the next official demo for Nexvultus!
This second build takes everything we learned from the first pass and pushes it further. More polish, more stability, and some new features for the sealers to play around with. Much appreciation to the testers who completed Demo 1! Your feedback has helped shape the better experience in demo 2.
Note: this demo is currently only accessible for internal QA testers and is not publicly available yet. We want to make sure our public builds will be as squeaky clean as possible to provide a great experience for everyone.
In the meantime, here's whats changed since our last build:
Change log:
Added experimental Resonance Lattice sealing task
Added clearer guides to Resonance Sync sealing task
Finished planning Core Collapse sealing task
Added new section to Airport
Overhauled PAR (Pattern Analysis and Response) Engine to support horror with new metrics
Added PAR Session Director for per-session entity AI adaptation
Added PAR engine values to .nex save file (in addition to progression)
Reworked AI for Fracture Hound, Veil Shade, and Joking Phantom entities.
Re-added procedural spawning of fractals to Checkpoint 0
Added VISOR boot sequence after first pickup
Implemented Resonator/VISOR cosmetics (based on achievements)
Overhauled general lighting and feel
Made VISOR pick up clearer
Reduced volume of fractal explosion
Restructured overall flow of Checkpoint 0
Fixed various issues regarding the Resonator's Rend mode
Fixed Seal button not hiding after a new fractal is connected
Fixed PAR engine hindering entity spawns and behavior
Fixed entity states getting stuck
Fixed Phantom corner evaluation AI
Fixed Fracture Hound player detection and path finding
Fixed Veil Shade skipping torment phase
Fixed various model and map issues
Fixed various multiplayer/networking issues
Fixed various occlusion and lighting issues
Happy Sealing!
