Hello!!
We are pushing a small update to address some technical, legibility and quality of life issues that players have raised since last month's major gameplay update to the demo. Nothing fundamental this time, just polishing up some stuff.
You can find the list of changes below.
Our main focus now is the design and production of the other levels. In fact, we are currently hard at work on the next one, and while there's still a lot to do, it's starting to become quite fun to play and to develop an identity of its own. I am really excited for it.
Though that does mean you probably won't hear a lot from us for a while, but you can always drop by our discord if you're curious, we tend to share more of what we're working on here.
And you can have that as a little tease :)

- Matt
Full Changelogs
Gameplay
Properly indicated quick restart feature
Further increased player bombs' fade out distance, but they're not fully transparent when close anymore
Gave flak split VFX a more distinct shape
Changed missiles' rotation logic so they hopefully do less abrupt and erratic changes in trajectory
Now the detection cone for the missile behind you warning gets an increased angle while the player is pitching
Turrets stop rotating as soon as the ship is closer than their minimal range
Adjusted the timing of the run start text
Made the french version of the start text less invasive
Bugfixes
Sound volume settings now properly apply in every scene
Fixed the content size fitter of the number of entries display in the leaderboard not refreshing properly, causing missing spaces
Fixed missing colliders in some interior details of the fortress, leading to interfaces being hidden behind geometry if you crashed in the surface behind them
Camera FOV is now interpolated back to its normal value upon death
