Gatewalkers is coming to consoles!
[p]Hello Gatewalkers![/p][p]After a longer break (porting), a new patch has arrived today, bringing several improvements and—most importantly—introducing cross-play between the PC version and the upcoming Xbox (release: June 17, 2025) and Nintendo Switch versions (release: June 19, 2025).[/p][p]The PC version is now fully compatible with the console versions, so you can team up and play together across platforms without any issues![/p][p]🛠️ We've also made improvements and fixes to: 🛠️[/p]
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[/p][p](click on the banner above) [/p][p][/p][p] Gatewalkers Dev Team[/p]
- [p]We optimized parts of the multiplayer code to improve game performance. Players should notice smoother gameplay, especially in larger parties of 3 to 4 players.[/p]
- [p]Reduced map creation time during expedition loading, resulting in faster load times before each expedition.[/p]
- [p]Dead monsters now have a reduced impact on game performance, helping to improve overall frame rates.[/p]
- [p]Skill usage and aiming with a controller have been made more intuitive. The starting position of skill indicators has been adjusted to appear closer to enemies, making it easier to aim. For example previously, ranged skills with circular indicators would begin at the player character's position. Now, these indicators start in front of the character, with the exact distance customized for each skill to enhance aiming time. This change applies only to controller gameplay.[/p]
- [p]To address the increased difficulty of aiming with a controller, an aim assist feature has been introduced. This assists players by slightly correcting near misses, making aiming feel smoother and more responsive. Aim assist does not remove the need for accurate aiming—it only helps when, a player is slightly off-target. This change is exclusive to controller gameplay.[/p]
- [p]The usage of usable items from quick slots with a controller has been updated for a smoother and more intuitive experience. Items such as grenades now behave consistently with skills, providing unified aiming and activation mechanics. This change brings controller functionality in line with mouse and keyboard controls, where item and skill behavior was already consistent.[/p]
- [p]Changed the key sequence for respecing skills in the library to prevent accidental respecs. Previously, players could unintentionally respec their character by repeatedly pressing the skip button to fast-forward dialogue. This update requires different key inputs to confirm skill changes.[/p]
- [p]Resolved an issue where certain UI windows could become permanently stuck on screen when using a controller. [/p]
- [p]Fixed map window behavior for controller, now it properly closes and opens as intendent when opening other windows[/p]
- [p]Fixed an issue where some rooms in cooperative objectives were spawning too many enemies. Enemy counts in those rooms have been balanced[/p]
- [p]Resolved a bug where players could sometimes cause the game to remain paused indefinitely by navigating to the login screen. [/p]
- [p]Resolved an issue where player names and icons were not displaying correctly during the loading screen in multiplayer for non-procedurally generated (non-PCG) quest missions.[/p]
- [p]Upgraded the textures of large rocks in all forest cave areas. These visual improvements make the caves look more detailed and appealing.[/p]
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