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REMEDIUM News

Difficulty balance + Teleportations between respawn points patch!

- Added teleportation between respawn points
- Fixed several invisible walls and floors
- Major balance fixes, Standard difficulty became significantly harder

Daily Fix

- HUD improvements
- Removed key prompt from symptoms bar when there is no available cure
- Fixed the balance to make battles with weak enemies more dynamic
- Enemies now have more hit reactions
- Fixed a couple of holes in the terrain

Update v.0.64

Greetings, friends! It's been a few days since the release of REMEDIUM in early access, and during this time, we've received a lot of feedback and valuable input from you. Thanks to this, we've been able to promptly release several hotfixes with important and necessary updates and fixes. Here's what has already been done to date:



- Big adjustments to Dash, so the player doesn't "hit the air" anymore;
- Removed "M" key from most of the tutorials about the current objective;
- Minor fix to HUD added (for some icons);
- Screen Shake checkbox added to game settings;
- Optimized sublevels streaming (fixes or minimizes stutterings in some locations);
- Fixed destroyed cannon parts blocking player's movement;
- Fixed wrong start menu screen appearing after quitting to the main menu;
- Added more blood to VFX when enemies blow up;
- Added a setting that will reduce the sliding of the protagonist when turned on;
- Standard difficulty level became harder (more changes to come);
- Adjustments to aim assist;
- Fixed the appearance of some Bestiary entries;
- Fixed teleport spawning on Sentinels which prevented the player from activating them;
- Fixed weapons switching on gamepads;
- Fixed the radius of the Fire Grenade which was lower than intended;
- Small level adjustments in and around the Hospital area;
- Added separate audio settings for voice over volume;
- fixed when audio settings dind't save correctly;
- Added another compass tutorial;
- fixed achievements conditions;
- fixed weapon workbench;
- fixes in English and other languages.

Another fresh Hotfix

- Reworked the dash - it should now feel smoother and less abrupt at the end
- Default dash cooldown decreased from 5 to 3 seconds
- Removed map key prompts from quest descriptions when they aren't needed
- Improved some of the firing sounds
- Decreased damage caused by the Electric Cockatrice's projectiles
- Minor UI fixes including the removing of black lines on icons with cooldowns

Fresh Hot Fix

- Screen Shake checkbox added to game settings
- Optimize sublevels streaming (minimize stutterings in couple of places)
- Fix destroyed cannons parts block player from movement
- Fix wrong start menu screen appear after quit to main menu from gameplay
- Added more blood to VFX when enemy blow up