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The Axis Unseen News

Latest Patch Out Now - New Immersive Main Menu!

The latest patch for The Axis Unseen is out now.

This features lots of bug fixes and polish, but most importantly, the entire main menu has been overhauled. Instead of being a series of menus, the majority of it (besides options, etc.) is now a playable space you can explore.

This lets players practice freely with no outside threat, resume old games, start new ones and pick your difficulty, all while moving around as the player.

This also makes the game more flexible for future updates, so new difficulties or game modes can be added without the menu getting even larger than it already was. :)

Here are the major changes:

-Added a new immersive main menu - Starting/resuming a game and selecting your difficulty is now all done in a playable space. This fits in more with the “no UI” pillar of the game and is more flexible for future updates.

-Fixed players taking fall damage if they jumped through a portal

-Branched the Boar AI so they are less likely to juggle the player. They attack and then go a random distance away before charging again instead of staying right next to the player.

-Adjusted the weathers right as night starts/ends to not get quite so dark.

-Added UI tips about the bow runes/health icon to both the Options screen and the Death UI.

-Updated localization to fix all the missing strings.

You can read the full patch notes here.

Version 1.051 - Released on November 4 2024 - 10 changes

-Changed the default magic type so that people loading an old save before equipped Magic Type was stored default to the Earth Power, which is the first one that is unlocked.

-Increased the Boar attack cooldown to prevent multiple hits and also reduced their vision to 60% of the previous value.

-Made sure that Rock Slam could hurt creatures when you land directly on top of them. Adjusted some arrow logic to make sure this doesn’t break anything since it now blocks some additional traces.

-Made sure that Screechers were not rotating in place. This was a side effect of some logic to get creatures who were stuck out of where they were.

-Made sure that all unlocks are refreshed when loading a save. There were some cases where depending on where you were and how things loaded where you could re-loot objects. Existing saves are fine, there was no corruption issue.

-Destroy arrows when the Nucklavee respawns, this was causing a lot of strangeness trying to spawn a creature on top of arrows. Duplicate arrows could be created, physics could freak out, etc.

-Made the Lurkers not hop. This was another side effect of logic to unstick creatures.

-Set the player to be temporarily invisible when loading a save to prevent fringe cases where loading a Pacifist save would cause nearby creatures to aggro the player for a bit.

-Reduced the low end of the Dodge Jump. The initial dodge jump doesn’t go as far but the high end is the same.

-Made the sound meter not blink and instead just adjust based on what’s happening so it’s less distracting.

Version 1.05 - Released on November 1 2024 - 38 changes

The latest patch is out now. You can read the notes here or below:
https://www.justpurkeygames.com/patchnotes

Here's some of the biggest changes:
-Fixed some cases where your Death Energy would fall through the world or get lost when you loaded up a save.

-Fixed volume sliders/a few other things resetting the first time you used the options menu.

-Birds now disperse if you loot the energy beneath them

-Magic power towers have the glowing particles above them shut off after you have collected the magic power. Confirmed that all other items shut off their particles as well.

-Creatures now move towards you while you are in the air.

-Added a way to permanently kill the Nucklavee

-Fixed the hotkeys breaking in Photomode if you clicked and dragged with the mouse.

-Added a slight delay after you go through a portal before creatures will start to perceive you.

-Fixed a crash in Photomode caused by DLSS by upgrading the DLSS plugin

-Buffed stealth more. Arrows/knives make sounds that don’t travel as far (reduced by more than 50%), sprinting is not quite as loud (was 2x, now 1.5x), crouch is a bit quieter (was 33% now 25%)

-Expanded the randomized radius that creatures search for sounds at. The further away the sound is, the less precise their search will be.

-Fixed an issue where if you quit the game while outside of any valid region (which only happened if you went climbing over cliffs/jumping down holes), your save would no longer have a valid respawn. Reloading it and picking “Abandon Hunt” to force a respawn will fix it.

Here's the smaller changes:
-Added a kill trigger in the gap in the cliffs between the Forest and Swamp

-Did a pass on the arrows in the world to prevent the “Arrow Full” message from getting stuck

-Latest Steam Deck update fixes the crash loading between levels (such as loading to the end of the game) If you run into this, make sure your Deck is updated.

-Made the Multitude use the Teleport instead of Move function so the player is not moved to an invalid spot where they get stuck.

-Made sure that if you kill something with the Rock Skin crush it will unlock the Statue/Journal entry

-Fixed text that was cutoff in some of the menu dropdowns

-Fixed sensitivity not saving. It was just pulling the current value not the one from the save.

-Updated the portal images on some of the newer portals that were added recently

-Scaled how much the sound meter goes up based on your Stealth stat, so if your stat is higher, the meter does not go up as high.

-Adjusted the scent particles to only adjust visibility based on if you’re downwind or not, the view angle no longer matters.

-Save/Load which Magic/Arrow you have active

-Put the “Save Bug Position” button back in. This saves the camera position and rotation to make it easier to track down things like floating trees/rocks. This goes into BugComments.sav in the save folder.

-Adjusted the Epic Store login flow to be more robust if you ever get logged out

-Extended the distance that the Redwood trees move with the wind and made sure the trunk now moves with the wind as well, that was not supported when those first went in.

-Added a note that the FPS readout is wrong if you use frame generation

-Added a periodic check to make sure the holster doesn’t get stuck out if you sprint by the restock portals and spam the quiver check button. You could sometimes end up with four arms.

-Adjusted the “Tick Manager” that optimized how often creatures would update to run better. Larger creatures need to be further away before they use large values. This stops stuff like large golems looking like they are moving like stop motion characters.

-Adjusted how the “Last Played” date is displayed, if it had a single digit (such as 9) it would show times like 10:9. Now it says 10:09 in these instances.

-Refined the collision of smaller rocks in the forest region.

-Repeatedly pulling the trigger/clicking while you have the sledgehammer will now only trigger a spear attack. You have to actually hold down the button to trigger the Sledgehammer.

-Made sure that the icon that indicates that you can level up doesn’t show a false positive when you have a stat at the Max level.

-Adjusted the damage vignette around the edge of the screen to not show up until 30% damage. This way you don’t stub your toe and have it already a bit harder to see. This was especially an issue in the dark.

-Added a distance cap to how far Metal Arrows will pull in Primitive arrows, also don’t do it for ones placed in the world. This caused some strange behavior and also even some slowdowns/crashes.

-Fixed the Use Key not showing the correct key in all cases.

-FOV adjustment wasn’t working for the Photomode Free Cam, fixed it.

-Added a failsafe on flying arrows to get rid of them if things broke and they started to circle the player forever making a whoosh sound.

🔥More new patches released! Fixes for the most common issues!

A series of new patches for The Axis Unseen have been released in the past few days.

These address the most common points of confusion, things that were hard to find or things that broken.

Expect even more polish and bug fixes soon, but these hit a LOT of the major issues and things past this start to move more into the realm of polish and things that are just "nice to have".

If you have any feedback or think I'm missing anything, feel free to reach out on the Steam Forums or the Discord (linked off the main Steam page).

Here are the biggest changes recently:
  • Fixed instances where the game would claim “No Save Created Yet”, in all cases saves were actually occuring, but would sometimes display this message incorrectly in the UI or stop saving just until reaching the first safe zone save. Now it always shows correctly if it has saved and the autosave will never break.
  • Fixed a major performance hit in the Crimson Abyss. Certain creatures were getting stuck, spamming the error log causing a huge performance hit. This has been fixed and they no longer get stuck.
  • If you die, you now spawn closer to the region’s portals that you died in.
  • Increased the maximum amount creatures can depenetrate from geometry in case they get stuck, this caused persistent bad FPS when it occured.
  • Adjusted rainy weather so sky is not so bright compared to dark foreground objects. Much easier to see now
  • Made rain impact the perception of the creatures (smell, sound, sight) and how loud your footsteps are.
  • Fixed an issue where the New Game button would break if you never configured anything in the Options menu
  • Added a portal out of the swamp if you go straight. Instead of going around some people would just go straight into the cliffs and get stuck in the Swamp. This leads them back to the forest.
  • Made the Fire Arrow altar location a lot more obvious. Added a path of stones to it, cleared out trees for certain sightlines and added an Obsidian Skeleton leading the way.
  • Made the Metal Arrow altar location a lot more obvious. Added large scale things to draw the player’s attention as well as Obsidian Skeletons leading the way.
  • Adjusted the lighting to be less contrasty. Boosted all of the lighting by the sky. Reduced the amount the sky lighting is lowered on low spec machines.
  • Toned down bloom on the bow/runes. It now takes time of day into account an gets dimmer at night. This way it doesn’t blow out when it’s dark, but it’s still visible if it’s bright.
  • Creatures that die from fire now place a fire
  • Scaled up the effects on arrows as you move away and added a brighter particle as well. So now there are both bright and dark particles that scale up as you move further away. Making it far easier to find arrows.


You can read the full list here.

Thanks, and don't forget to drop a review if you get a chance!

🤘The Axis Unseen Demo Back Up! New Patch! Overhauled Tutorial! Stealth buff!🤘

The Axis Unseen demo is now back up! A new patch has also been released!

The demo was down briefly for launch, but now it is back up and it has a lot of fixes, balance changes and polish.

It features over lots of changes and you can read the full patch notes here if you want.

Some of the major changes include:
  • A new pre-intro tutorial area was added before the main intro kicks off so you can take your time before diving into the intense metal intro!

  • Stealth was buffed, it is now harder for creatures to see and hear you. It is even more effective once you level up this stat.

  • Overhauled the cliff collision so that it is impossible to go inside of them.

  • Thinned out the spawns significantly in the starting area

  • Adjusted the logic for how creatures get unstuck

  • Fixed and issue where some settings would reset going from the Main Menu to the game

  • Fixed an issue where the spirit arrow would break the fog in the game

  • The Fire/Strength stat now lowers falling damage

  • Tweaked the exposure settings so that things don’t blow out so much if you’re in a heavily shaded area

  • Added fullscreen support. Note: Borderless windowed is still the preferred method since it doesn’t cause issues with Windows when you alt tab and doesn’t have issues losing focus of the screen when switching resolutions. If you have performance issues using your native monitor resolution you should consider using DLSS, FSR or XeSS. This also is better visually.

I hope you all have fun with the demo and if you like it, pick up the full version and leave a review! Feel free to send feedback to me. I'm actively working on the next patch after this. All of your feedback is useful! Thanks and happy hunting!

-Purkey