1. Idosra: The Electric Renaissance
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  3. Updates for Demo and Pre-Release Versions

Updates for Demo and Pre-Release Versions

[p]Version 1.1.3 brings several bug fixes and improvements to both the demo and pre-release versions of Idosra. Most updates address back-end issues, such as memory leaks and a potential crash when loading indoor areas. There are also a few quality-of-life updates.[/p][p][/p][p][/p][p][/p][p]New Features[/p]
  • [p]Lighting FX Disable feature. The lighting effects in interior rooms can sometimes cause issues for systems with low free memory or integrated graphics. Some players may also just find interior rooms too dark for their liking. This feature will disable the lighting feature entirely (so indoor areas are treated the same as outdoor areas). Note: (1) in dark areas, NPCs will still react as if the room was dark. (2) Sometimes shadows can give hints on where to go, so be sure to use the 'scout' skill to scan the landscape around cliffs and ledges![/p]
[p]Bug Fixes[/p]
  • [p]Fixed: Right analog stick where the player character can get stuck in the crouch position or move on her own.[/p]
  • [p]Fixed: Two dialog prompts can open on the map screen simultaneously.[/p]
  • [p]Lowered size of pre-load screen (the greeting screen) to 1x so that it is not cut off on smaller monitors.[/p]
  • [p]Fixed: Slight lag in outdoor areas with water due to excessive collision checking against water tiles.[/p]
[p]Quality of Life[/p]
  • [p]A "!" icon will show on the map screen to indicate the next area Marika is interested in exploring.[/p]
  • [p]The action2 button (default x on keyboard, default B on Steam Deck/xbox controllers) can be used to skip the scrolling text in dialogs and reveal the text immediately.[/p]
[p]Balancing[/p]
  • [p]Lowered HP on some fixtures, such as turrets, so that they can be destroyed in a reasonable number of hits.[/p]
  • [p]Adjusted difficulty of the boss in "State Security".[/p]
  • [p]Moved the red "electronic eyes" in "Water Facility" so that they are easier to hit.[/p]
  • [p](Demo) removed some enemy NPCs that had too high HP for the area they occupied.[/p]
[p]Back-End[/p]
  • [p]Save game code optimized to run faster. Large save files no longer cause skipped frames when writing.[/p]
  • [p]Game bootup code optimized to run faster and consume less memory.[/p]
  • [p]Interior room loading code optimized to run faster and consume less memory.[/p]
[p]Technical Details[/p]
  • [p]An excessive number of strings were being created by the code that parses the map data files. The resulting garbage collection resulted in a significantly slower bootup process.[/p]
  • [p]Similarly, a similar issue occurred in the code that writes inventory items to the save-game file. This issue would only be noticeable on late-game save files. This problem resulted in a 1-2 second lag whenever the player touched a check point or started a new area (automatic save).[/p]
[p]Thanks to everyone who reported issues and suggested improvements, including participants at Oak City Indie Games 2025 and the game's Community Hub.[/p][p][/p][p][/p]