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Milo News

Milo Demo now launches using DX11 by default!

[p]I've noticed many people are experiencing horrendous performance in many cases just using DirectX 11 made performance drastically better, so now it's the default![/p][p][/p][p]If you have a great computer and want to play Milo with the highest quality graphics at the cost of performance...opt into DX12 in launch options. I've attached an image to show you where Steam allows you to configure the launch of the game.[/p][p][/p][p]Now for all new players, the game will by default launch with Direct X 11[/p][p][/p][p][/p][p][/p][p][/p]

Leaderboard Wipe and Development Update!

[p]Thank you all for playing and supporting Milo. It’s been amazing to see so many people try out the demo and share their feedback. The kind notes and messages we’ve received on Instagram and TikTok mean a lot, and it really does feel like a dream come true to be sharing this game with you. [/p][p]In this update, we’ve also reset the leaderboards. This is because we introduced a system to prevent players from exploiting the map in ways that make them untargetable by cultists. Now, if cultists can’t reach you, a timer will start, and after a few seconds your character will be teleported back to the player start. This should help keep the leaderboards fair going forward. [/p][p]This will also be the last update for a little while (unless something unexpected comes up). We won’t be updating the demo quite as frequently, not because development has slowed, but because the rapid updates have occasionally caused performance issues. Slowing things down gives us room to integrate larger systems into *Milo*—things like new maps, first-person animations, cultist models, and textures. A lot of this work is being done in collaboration with Yarrawah Interactive, our publisher and co-developer, who are handling the new artwork and animations. Updates will come less often, but they’ll be much more meaningful when they do. We haven’t decided yet what exactly will be shown for Steam Next Fest in October, but we’ll talk more about that in a future post. [/p][p][/p][p]If you enjoy Milo join the Discord! We'd love to have you and hear you feedback or just hang out![/p][p]https://discord.gg/f4z7V7Jer2[/p][p] [/p][p]Milo Demo – v1.9.13 [/p][p]- Performance: General improvements across the board [/p][p]- Lighting: Adjusted across maps for better visuals and smoother performance [/p][p]- Critical Hits: Chance has been buffed significantly [/p][p]- Persistent Effects: Gibs and blood adjusted (size and roughness) [/p][p]- Exploit Fix: Players now teleported back to start if cultists can’t reach them [/p][p]- Leaderboards: Reset for this version [/p][p]- UI: New options added for video settings [/p][p]- Thompson: Base reload speed lowered slightly[/p]

Milo Demo Update v1.9.11

[p]Milo Demo Update v1.9.11[/p][p]- persistent bones no longer cast shadows[/p][p]- DLSS implementation fixed[/p][p]- AA is locked to TSR when using DLSS[/p][p]- lowered the max amount of persistent bones and gibs[/p][p]- lowered max cultists to 25->20[/p][p]- fixed ghosting artifacts that happened to the sky/clouds[/p][p]- slightly increased length of daytime[/p][p]- adjusted some global post-processing[/p][p]- weather states can now last a bit longer[/p][p]- raised volume of K98 fire and adjust ADS FX[/p][p]- video settings "epic" replaced with "creamy"[/p][p]- cultists do more random groans now[/p][p][/p]

Milo Demo Patch v1.9.7

[p]Milo Demo Patch v1.9.7[/p][p]- sprint no longer cancels reload[/p][p]- lowered magnitude of special physics actor[/p][p]- adjustments to thompson muzzle fx and sfx[/p][p]- adjusted gibs, added persistent bones[/p][p]- added debris sfx from explosions[/p][p]- night is now longer than day[/p]

Milo Demo Update v1.9.3

[p]Milo Demo Update v1.9.3[/p][p]- you can now use ADS ability to cancel and transition out of a Sprint[/p][p]- re-added discord and wishlist buttons in front-end menu[/p][p]- adjusted post process settings for performance and quality[/p][p]- improved wall-buy UX[/p][p]- adjusted some fonts/materials in UI[/p][p]- fixed issue with weather system affecting normals on first-person materials[/p][p]- adjusted and scaling the kill requirement for 'Kill in Order' (starts at 3, then 4 then 5)[/p][p]- spaced out the on-screen notifications when getting things like 'tickets'[/p][p]- barricades now only repair when completing 'Kill in Order'[/p][p]- improved the front-end menu level background[/p]