Changelog
Gameplay Tweaks
Enemies now have 8% less health, so maybe you'll actually kill them this time.
Bullets now pass through fences—because apparently, wood and chain-link shouldn't stop bullets. Who knew?
Social links in the credits are now clickable.
Achievement tracking in the Codex no longer mysteriously vanishes. Turns out, keeping track of progress is useful.
Adjusted locked area lighting because immersion or whatever.
Pillars now cast slightly more shadows, so you can tell they exist. You're welcome.
The upgrade shop will now nag you with a notification chip if you can afford an upgrade.
Dynamic Spawning: Enemies will now adjust their spawn rates based on the chaos level. Good luck.
Shelving items now actually overlap correctly.
You can now spam spacebar to cycle menus faster when you die. Efficiency in failure.
Development Stuff
Added Control Key support to button prefabs. Devs rejoice. Players? Probably don’t care.
Bugs Squashed
Enemies can now properly enter locked areas.
Game over animation, sound, and blood FX are finally synced.
The Level Up menu is now properly layered above the mood title. Also, the mood title uses scaled time, making the first 20 seconds less of a panic attack.
Now go play. Or don't. Either way, AWI is watching.
