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Sector Unknown News

Version 1.5.6

Update:

  • Performed another optimization run on the game, attempting to squeeze out ever last bit of FPS for players. Was more aggressive with the light maps and shadows, noticed another good jump on my end.
  • Fixed a bug with enemies standing where they last died during game reloads.
  • Fixed a few minor dialogue grammar errors.


More to come. Thanks again for all your support and feedback!

Version 1.5.5

Updates:

  • Stringfellow and Moses can now wear helmets, though they will show as invisible.
  • Key bindings now display on top UI button tooltips instead of using hard-coded bindings.
  • Fixed a bug with resources sprites sometimes being overwritten with another sprite when deconstructing items.
  • Fixed a bug with a Null crafting option appearing on the base fabricator.
  • Added the ability to sort helmets and armor plating in inventory.
  • Fixed a bug where it was possible to speak about the robot with Kamal before speaking with Lena Franklin.
  • Fixed a bug where some missions could be turned into Torque, despite working for Elliot.


More to come! Thanks again for your support and feedback.

Version 1.5.4

Updates:

  • Options – Split the Controls portion into its own section and added key mapping for camera panning.
  • Options – Fixed an issue where the camera recenter binding was not resetting correctly.
  • Eremtera – Updated highlight and movement icon colors; the previous white highlights and orange icon were difficult to see against the snow.
  • Character Screen – Adjusted the Perks panel width to match the Stats panel for a consistent layout.


More to come! Thanks again for everyone's feedback so far.


Version 1.5.3

Updates:

  • Fixed a bug with portraits sometimes displaying as a white silhouette.
  • Added a quest resolution to recruit EA-6930 instead of having him self-terminate.
  • Added a quest resolution to allow for a happier ending for PO-7564.


Thanks again for the amazing feedback and support. More to come!

Version 1.5.2

Update:

  • GPU Instancing enabled for many scene materials - greatly reduces CPU overhead from draw calls, especially in large areas with lots of repeated objects (props, enemies, environment clutter).
  • Switched backend to IL2CPP - moves game logic from Mono to compiled C++ for faster execution and better CPU efficiency.
  • Enabled Incremental Garbage Collection - reduces stutter by spreading out memory management work across frames instead of pausing the game.


This should help some players if their CPU was being maxed out by one core and causing stutters.

More to come. Thanks for your continued feedback!