Release Date: August 15, 2026
STEALTH:
- Rebalanced the Stealth mechanic to make entering stealth more achievable at lower levels.
- Increased the chance of maintaining stealth, targeting roughly 60% reliability for an average level-one character and approaching 90% at level ten.
- Stealth reliability now improves with both the player’s Stealth stat and character level.
- Stealth maintenance checks continue to occur when entering a new room rather than continuously while moving.
PLAYER MOVEMENT:
- Smoothed the transition between walking and sprinting.
- Player movement speed and locomotion animations now blend progressively instead of switching abruptly.
- Reduced the perceived delay when transitioning into a sprint.
ENEMY COMBAT AND COLLISION:
- Fixed an issue where Minotaurs could continue moving into the player while attempting to reach their attack position.
- Enemy collision radius is now calculated after applying the enemy’s randomized scale.
- Adjusted Minotaur collider sizes to better match their visible bodies and combat spacing.
- Added deterministic component initialization ordering for systems that must initialize before dependent components.
- Removed the legacy enemy interaction collider and mouse-click selection pathway from the base enemy prefab.
TRAILER CAPTURE TOOLS:
- Replaced the single Trailer Mode toggle with a configurable Trailer Profile system.
- Trailer profiles can independently control the following features:
- Music
- Game UI
- Vitality overlay
- Damage text
- Target indicators
- Trailer hotkeys
- Added reusable responders capable of enabling or disabling GameObjects, CanvasGroups, and MonoBehaviours according to the active trailer profile.
- Trailer capture settings can now hide the normal game interface while retaining essential vitality information.
BIOME TRANSITIONS:
- Added a new position-driven Biome Transition Zone system.
- Post-processing now blends smoothly between two biome profiles as the player moves through a designated doorway or passage.
- Transition progress is based on the player’s position between the two biome profile volumes, allowing the transition to work smoothly in either direction.
- Primary biome volumes can retain hard boundaries, preventing post-processing from blending incorrectly through neighboring walls.
- Updated Forge biome entrances to support the new transition-zone approach.
CLOAKS:
- Introduced cloaks as a new wearable equipment type.
- Added multiple cloak variants to the game’s available equipment and loot pools.
- Cloaks are visually displayed on the player when equipped.
- Added localized names and descriptions for the new cloaks.
ENVIRONMENT AND PRESENTATION:
- Continued extending and refining the onboarding environment.
- Improved post-processing behavior around biome boundaries and specialized areas.
- Added additional enemy corpse variations for improved visual variety.
