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Glimmer in Mirror News

Happy 2025! New Development Logs

Happy New Year, everyone! I'm TT, the developer of Glimmer in Mirror.

It's been a few months since the last major update, and I've received your messages asking about the progress of the new update. Thank you so much for your support!

I want to start by apologizing. In the second half of this year, due to some personal family matters, it has affected the development progress of version 0.8. Originally, we planned to release the major 0.8 update in 2024, but as of now, there’s still a lot that hasn't been completed.

But don't worry, we haven't stopped! As my personal matters gradually settle down, development efficiency has picked up, and version 0.8 is steadily moving forward. I hope you'll continue to be patient with us (a deep bow, and another one).

Here's a sneak peek for you—one of the new monsters from the Frozen Lands in version 0.8:



In 0.8, we'll have ground combat like in the previous maps, but there will also be some aerial battles with owls. We're polishing the aerial combat experience right now, and we hope you'll enjoy it when it's officially released!

Finally, thank you all for being with us so far. I wish you a peaceful and fulfilling 2025, may all your wishes come true!

Love you guys,
TT

Bug Fixes and Optimizations (v0.7.2.0005)

  • Reduce the cooldown time of Shadow of the Future by 25%.
  • Fix the issue where custom controller buttons cannot be reset to default.
  • Fix the game freeze caused by using skills to attack Alysha Scarecrow.
  • Optimize other minor details.

Update for v0.7.2

Hello everyone, the beta branch for V0.7.2 has now been merged into the official default branch! Thank you for participating in the beta testing!

[h3]Here are the updates in version 0.7.2:[/h3]

1. Added new echoing skills for a batch of monsters.
2. Following your feedbacks, Shiro can now shoot vertically upwards and downwards. (Due to game design considerations, we still do not support shooting at a 45-degree angle.)
3. Optimized the code of the physics system to avoid a series of physics-related issues for players with low frame rates, such as falling through moving platforms and abnormal jumping.
4. Upgraded the data structure to fix issues with weapon skills and monster configuration that were lost or damaged after the Unity version upgrade. (Data upgrades may introduce some problems, which is why we are conducting open Beta branch testing.)
5. Remove the glimmer cost of Perpetual Sight.
6. Fixed the issue where the Crystal Hammer couldn't trigger properly.
7. Fixed the issue where the Light Impact would persist with delayed effects if Shiro died while in aim mode until respawn.
8. Fixed the issue with the Element Skill "Piercing Light" not correctly targeting enemies with shields and enhanced the freezing effect.
9. Fixed the problem with incorrect initial attack direction for some monsters.
10. Fixed the issue where after completing the Sprint Skill (Shadow of the Future) challenge in a level, jumping into the lava might cause wrong respawn.
11. After using any ability that grants invincibility (like element skills or Delicious Fudge), Shiro will now remain invincible for an additional 0.5 seconds upon entering a movable state.
12. Optimized the required number of attacks to destroy dropped items in the scene during the echoing of the Lamp firefly equipment.
13. Optimized the jumping puzzle in Prism Highlands.
14. Fixed the issue where some maps couldn't be exited after entering from the entrance.
15. Other memory optimizations and minor bug fixes.

[Beta Testing] v0.7.2 Update

Hello everyone, based on version 0.7.1, we have made some updates to the game content, which is now available for open testing in the Beta branch. Once the test results stabilize, the changes will be merged into the default branch. You can switch to the Beta branch to experience the updates!

Please send your feedbacks to: [email protected].


[h3]Here are the updates in version 0.7.2:[/h3]

1. Added new echoing skills for a batch of monsters.
2. Following your feedbacks, Shiro can now shoot vertically upwards and downwards. (Due to game design considerations, we still do not support shooting at a 45-degree angle.)
3. Optimized the code of the physics system to avoid a series of physics-related issues for players with low frame rates, such as falling through moving platforms and abnormal jumping.
4. Upgraded the data structure to fix issues with weapon skills and monster configuration that were lost or damaged after the Unity version upgrade. (Data upgrades may introduce some problems, which is why we are conducting open Beta branch testing.)
5. Fixed the issue where the Crystal Hammer couldn't trigger properly.
6. Fixed the issue where the Light Impact would persist with delayed effects if Shiro died while in aim mode until respawn.
7. Fixed the issue with the Element Skill "Piercing Light" not correctly targeting enemies with shields and enhanced the freezing effect.
8. Fixed the problem with incorrect initial attack direction for some monsters.
9. Fixed the issue where after completing the Sprint Skill (Shadow of the Future) challenge in a level, jumping into the lava might cause wrong respawn.
10. After using any ability that grants invincibility (like element skills or Delicious Fudge), Shiro will now remain invincible for an additional 0.5 seconds upon entering a movable state.
11. Optimized the required number of attacks to destroy dropped items in the scene during the echoing of the Lamp firefly equipment.
12. Optimized the jumping puzzle in Prism Highlands.
13. Fixed the issue where some maps couldn't be exited after entering from the entrance.
14. Other memory optimizations and minor bug fixes.

[h3]How to Switch to the Testing Branch:[/h3]

Right-click on "Glimmer in Mirror" in your Steam game library, go to Properties, select the "Beta" option under the "Participate in Testing" section on the right side. This will allow you to switch to the testing branch.

Bug Fixes and Performance Optimization (v0.7.1.0040)

Performance Optimization: Some players have reported that version 0.7 of the game is slower compared to version 0.6. Since we are using a new version of Unity, the optimization process is indeed different from before. In response, we have made optimizations to the scene's performance. If you experienced lag before, we kindly ask you to try again after updating. Please let us know below this announcement if this optimization has been effective. Thank you for your support!

In addition, this version includes the following optimizations:

1. Modified the AI of the Armored Rhinobeetle, so now the Light Impulse can break its shield and stun it.
2. Removed the shield of the Fire-Spewing Rhinobeetle, allowing players to defeat it from the front.
3. Adjusted the spawn density of enemies in the underground challenge of the Flower Sea Plains to avoid situations where a large number of Armored Rhinobeetles and Fire-Spewing Rhinobeetles gather together.
4. It is now possible to quickly open the map. Press the "M" key on the keyboard or press the right joystick on the controller to open the map.
5. Adjusted some dialogue boxes to auto select the confirm button, enhancing player interaction.
6. Fixed an issue where the King Boss would display running logs at its feet.
7. Optimized the target acquisition mechanism for Ice Element Skill, although it is still not perfect. There are still issues with target acquisition for certain armored monsters, which we will further address in future updates.

Also, it has been noticed that some players using game controllers have reported joystick rebounding issues. This can be resolved by adjusting the joystick sensitivity in the settings.