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VIRVIUS Update (Feb 6th 2026)-Episode 1 Build v3.1.3

[p]Log - 02/06/26 Notes: Happy New Year folks! its been a long time since an update was made and I sincerely apologize in the delay as of late. The project is still in full development as Virvius reaches its 5 year development mark! [/p][p][/p][p]This update was dedicated to trying to improve Virvius's gameplay and performance as there were continuous problems (mainly with level 6) that caused issues of proceeding further in the game. Good news is that I have found some issues with physics, geometry and coding that caused the lack of FPS in the game but there is still more improvements to be made. Fixing these issues in level 6 also applied to the rest of the levels in episode 1![/p][p][/p][p]I have made a hard decision to keep \[E1M6: Fallen Scourge] as the performance update has helped immensely. I implemented a level layering system that can shut off layers of the level so they're not rendered in the background. Though, the layout of the level could be improved, there's no time to back track and replace the contents level. [/p][p][/p][p]Over the past few months, I have continuously listened to feedback in regards to the game and every single bit of it has made the game what it is today. By looking back 3 years ago, the game was never near the quality it has become. I thank you so much in participating in the development of Virvius! The game has potential to reach over 1000 downloads. [/p][p][/p][p]In regards to future updates I can't promise how quickly I can push updates but let me talk about the current plans of the project. Early Access --> I want to push Virvius out of Early Access and the base of the game as Episode 1. I will gradually be adding content over time and getting Episode 2 going. "which I'm excited for!" [/p][p] [/p][p]***Episode 2 should include new enemies, level structures that would take the player out of the foundry and into a more decrepit crypt. The are also Ideas for 3D models and how to improve current 3D Models with AI. The project will be investing into new tools with funding and learning how to make a better experience by updating weapons and current enemies first.[/p][p][/p][p]Keep up the great work in the discussions forum and keep that feedback coming! If you would like to leave a review of the game leave a review on Steam or let me know your thoughts of the new update on the discord server! --------> [/p][p]https://steamcommunity.com/app/2335370/discussions/[/p][p] --------> [/p][p]https://discord.gg/HSVPTCCs9E[/p][p] [/p][h2]ADDED/CHANGED FEATURES[/h2][p]-Level Layering system, bigger levels wont matter anymore.
-Improvement in the Enemy Navigation System.
-Game is a bit more difficult on harder difficulties.
-Title screen has skull hell fire animation. [/p][p]-Changing your UI Theme, color is more expanded throughout the menus.
-Better physics/fixed problems with FixedUpdate.
-New alarm sounds and fog in levels. [/p][p]-Improvements to E1M10[/p][p]-Improvements to the Options Menu.[/p][p]-Improvements to the weapon Wheel.
[/p][h2]GAME FIXES[/h2]
  1. [p]Develop a layering system for large levels[/p]
  2. [p]Level 6 is now optimized. [/p]
  3. [p]Spiker cannon bullets fire mid air and force is not applied, then causes a massive FPS slowdown. [/p]
  4. [p]Grenade, Rocket and sigma projectiles blow up in face when running forward. [/p]
  5. [p]Diabolic enemies not rising with platforms in level 5 after Navigation Update. [/p]
  6. [p]When using controller or mouse/keyboard the navigationUI and usingkeyboard bool not switching.[/p]
  7. [p]Enemies do not engage player yet their state is set to chase.[/p]
  8. [p]Defeating boss in level 10, player still has to wait for the rest of the enemies to spawn to leave. [/p]
  9. [p]Enemies get stuck inside player collider when on elevator lift in E1M6. [/p]
  10. [p]Optimize Vertices, all Items and props that are prefabbed. [/p]
  11. [p]Options UI is cut off when using 6:10 aspect ratio. [/p]
  12. [p]Din Enemy is slower after Nav Update, jump attack needs more punch.[/p]
  13. [p]Game not Hard on Hard difficulty. [/p]
  14. [p]Make Resolution a dropdown in Option Menu. [/p]
  15. [p]Make Delusion fall faster after Death. [/p]
  16. [p]Sigma projectile would bounce off enemies and stop moving. [/p]
  17. [p]Railgun projectile freezes mid are when firing at some enemies. [/p]
  18. [p]Add defaulting options to each separate page. [/p]
  19. [p]Add a confirm window to defaulting options. [/p]
  20. [p]Rail bullet does not go through enemies. [/p]
  21. [p]Saving in the menu makes an acknowledgement sound. [/p]
  22. [p]Problems with Enemies not going after the player. [/p]
  23. [p]Weapon emitter rotation is off on all weapons. [/p]
  24. [p]Player has beaten EP1 the text should speed up when pressing down a button. [/p]
  25. [p]Run button while autorun should be a hold to walk.[/p]
  26. [p]Doors permanently closed after loading save and reactivating inactive layer. [/p]
  27. [p]Change the weapon wheel selection from keyboard arrows to mouse wheel. [/p]
  28. [p]Explosives don't do enough damage to enemies. [/p]
  29. [p]Add alarm sound to flashing error lights.[/p]
  30. [p]Bridge after elevator down in level 6 does not move the player while player is standing on it. [/p]
  31. [p]Added a Blue Key Plaque in E1M3.[/p]
  32. [p]Scrolling through weapons, the weapon message disappears after minigun selected message.[/p]
  33. [p]Diabolic enemy swings too fast on demonic difficulty. [/p]
  34. [p]Add initiating sound to computer/Press switches/main switches. [/p]
  35. [p]Change water back to murky water in level 4. [/p]
  36. [p]Rocket System ignore colliders is not setup for diabolic enemy.[/p]
  37. [p]Remove the loading bar from loading screen and just fill colored text with normal color. [/p]
  38. [p]Make Torches Hurt the player.[/p]
  39. [p]Mastoid fires lasers too far away instead of chasing down the player. [/p]
  40. [p]Weapon wheel off screen when changing to lower resolution.[/p]
  41. [p]Elevator should only start moving when the elevator is not already moving. [/p]
  42. [p]Level completed font color needs to match the primary theme color.[/p]
  43. [p]Mist from water falling in level 5 entrance is too large. [/p]
  44. [p]Add jumping sound to Din.[/p]
  45. [p]Add other disabled color UI elements to match the theme sub color.[/p]
  46. [p]Grenades projectile speed too fast after using weapon wheel.[/p]
  47. [p]Ultra Shotgun appearance updated.[/p]
  48. [p]Enemy knockback implemented.[/p]
  49. [p]Pressing F11 resets all options where F12 resets just that category EX: Video.[/p]
  50. [p]Changed the sound of the rocket launcher.[/p]
  51. [p]Increased turning speed for enemies.[/p]
  52. [p]Delay added in explosive projectiles to not collide with player just after shooting.[/p]
  53. [p]MSigma X1800 Weapon shows the ball charging before shot.[/p]
  54. [p]Added better charge particles effects to MSigma.[/p]
  55. [p]Changed the appearance of the Mastoid Enemy.[/p]
  56. [p]Fixed when loading save while punisher power active the sword is also active.[/p]
  57. [p]While charging the MSigma, the charging ball kills enemies.[/p][p][/p]
[h2]GAME ISSUES[/h2][p]1. Enemies clip through Elevator in E1M2.[/p][p]2. Secrets found still not matching total secrets.[/p][p]3. Enemies killed still does not match total number of enemies in level after loading.[/p][p]4. Enemies still having jittery behaviors.[/p][p]5. Enemy count not adjusting based on difficulty.[/p][p]6. Player Jumping feels off, struggles to get up crates, jumping in general feels sluggish.[/p][p]7. Enemies no longer engage when sounds of player shooting close by.[/p][p]8. Grievers move when the walk/chase animation is not playing.[/p][p]9. Some of the game music doesn't loop properly[/p][p]10. Fog in level 1 is effected by lighting and looks weird.[/p][p]11. Enemies not acknowledging player fast enough.[/p][p][/p][h2]UPCOMING TASKS[/h2]
  1. [p]Enemy material should match the new textures in the level. [/p]
  2. [p]Game Task - Runic Key needs to implemented into UI. [/p]
  3. [p]Update weapon icons for UI popup (make 3D) [/p]
  4. [p]Preparation for Episode II [/p]
  5. [p]Remove prologue switches and have the bars unlock when the episode is finished.[/p]
  6. [p]Mouse wheel needs invert option.[/p]
  7. [p]Doors crush Enemies.[/p]