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ReSetna News

Patch #3 (18.02.2025)

Changelog for Patch #3


  • Laser door sfx bugfix
  • Cursor remains visible while controller is active issue fixed
  • Added health bars to Apex fight shields
  • UI overlapping resolved & added background blur to reduce confusion
  • Enemy loot table fixed for last zone
  • Ladder movement bug fixes
  • Player combat improvements - slide cancelation and attacking from slide
  • More impactful aiming camera movement
  • Camera adjustment and glitching fixes
  • Cyclotor no longer pushes the player while charging
  • Apex vfx optimization and improvements
  • Apex fight adjusted and bug fixing
  • Apex arena adjustment for better camera visibility
  • Enemy errors fixing for cases where they would take damage exactly on spawn
  • Xynexis chase arena balance (wall speed and trap damage increased)

We redesigned the entire chase sequence based on our player feedback

First, we want to say a heartfelt thank you!

Since launch, we have received incredible support, valuable feedback and tough but honest criticism. We hear you.
We know ReSetna was not perfect, and we are working hard to make it better. Your feedback has been our guide, and patching it regularly is the result of us listening, learning and improving.

[h2]Patch highlights - built from your feedback
[/h2]

[h3]Xynexis chase scene reworked
[/h3]Many of you found this sequence frustrating – too bright, hard to see and unforgiving with no second chances. We have redesigned it:
- Visibility issues are fixed with new lighting
- Falling off no longer forces you to restart from the beginning

[h3]Final Boss fight improvements
[/h3]Your feedback was that the Final Boss arena was too bright, making it hard to track projectiles. So we fixed the lighting and added a new twist! Final Boss can now summon enemies to assist, making the fight more dynamic and intense.

[h3]Sabre ranged attack balancing
[/h3]Many of you shared that the Sabre's ranged attack felt too easy to spam. We have added a cooldown after every full use of four charges. Now, every shot counts, adding strategic depth to every fight.

[h3]Guardian boss room fix
[/h3]A bug prevented players from collecting a Chip after the Guardian fight. We resolved this by replacing the Chip Station with a Resource Box – no more lost rewards.

[h3]Other fixes and improvements:
[/h3]- General level polish for smoother gameplay
- Mouse is now locked to the window – no more drifting onto your second monitor
- General UI polish for a cleaner experience
- Combat improvements with smoother animation cancels and better combo flow

[h2]We know there is still work to do
[/h2]

Latest patch has a lot of gameplay improvements, and we already have more updates planned for next week. Some improvements are in areas we thought were fine, but here is the thing: ReSetna is not our game – it is yours. Your voice and experience is the most important to us.

We are committed to making ReSetna the game it deserves to be. If you stepped away, we hope you will give it another try. And if you are still with us, thank you for your support! Please keep sharing your thoughts with us.

If you encounter any issues after the update, you can let us know on our Discord Bug Report channel.

Thank you for playing ReSetna!

ReSetna Team

Patch #2 (14.02.2025)

Changelog for Patch #2


  • Xynexis Chase Scene has been re-designed
  • Final Boss fight improvements
  • Increased cooldown to Sabre Ranged attacks
  • Guardian Boss room Chip Station changed with Resource Box
  • General levels polish
  • Mouse is focused on the window, fixing the issue where the mouse went to the 2nd monitor
  • General UI polish
  • Player Combat Improvements (Animation Cancel and better flow between combo attacks)

From your feedback to ReSetna updates

[h3]We are constantly listening to your feedback and here are the latest improvements we made![/h3]

Since launch, we have been carefully collecting your feedback, analyzing your experiences and reflecting on how we can make ReSetna better. Every comment, suggestion and critique has helped us see the game through your eyes, and we were working hard to turn that feedback into meaningful improvements.

We have received a lot of comments that the core of ReSetna lies in its fast-paced combat, immersive exploration and fluid gameplay. That’s why this new update focuses heavily on enhancing those areas.

[h3]Combat that feels more responsive and dynamic
[/h3]
We heard your feedback about combat flow, responsiveness and the need for more tactical control. To address this, here are improvements we did.

- Improved stunlock mechanics: Both ground and aerial combat have been refined, making fights smoother and more consistent. We reduced cooldowns between attacks, allowing for faster, more fluid combos
- Ground Pound now cancels Melee Combos: You told us it felt restrictive when Ground Pound couldn’t interrupt melee chains. Now, you have more flexibility to shift between attack styles mid-battle
- Enhanced fluidity in player attacks: We have refined animations and attack responsiveness to keep the action fast, smooth and engaging
- Adjusted Parry timings: We heard you say parrying felt inconsistent, especially against enemies of different sizes. We fine-tuned parry windows to create fairer, more reliable defensive mechanics
- Improved Pushback while in the air: You said airborne battles lacked punch, with enemies not reacting as expected. Now, aerial pushback feels more impactful, giving your moves additional weigh

We are still working on combat polishing, both from visual and UX side. This is our key area for improvement and you can expect more fixes to come.

[h3]Navigating the World
[/h3]
Exploration is at the heart of ReSetna, but we understand you need more navigation tools.
This is why we added a minimap.

- Minimap Implementation: We’ve added a minimap to help you track your progress
- Added visual indicator for Ground Pound cooldown: A new visual indicator now lets you know exactly when Ground Pound is ready, improving combat flow
- Dynamic camera movement while aiming: We added camera movements to make aiming feel more intuitive and responsive, enhancing ranged combat

[h3]Quality of life changes for a smoother experience
[/h3]
We focused on reducing small issues to keep you fully immersed.

- No More Ambushes During Saves or Dialogue: We know how frustrating it was to get attacked while saving your game or in the middle of a conversation. Enemies will now leave you in peace during these moments, allowing you to focus without added stress
- Fixing smaller bugs: We did additional terrain fixes, UI fixes and improvements and fixed interaction bugs

You can find the list of all improvements in our latest Changelog HERE

[h3]Your feedback shapes ReSetna[/h3]
Your feedback directly influences how we improve ReSetna, and we are incredibly grateful for the time you have taken to share your comments.

We are not done yet. We want to hear more. What’s working? What’s not? What would make ReSetna even better?
Send us your feedback anytime at [email protected].

We are building ReSetna for you, and we are here to listen.
Thank you for being part of this journey with us and thank you for playing ReSetna!

ReSetna Team

Changelog for Patch #1 (07.02.2025)

Changelog


  • Minimap implementation
  • Added an indicator VFX when Ground Pound is on Cooldown
  • Cinematics now require holding to skip
  • Return in menus leads to selection menu first
  • Info panel displayed when controller is disconnected
  • Added camera movement when aiming
  • General bug fixes for the chip system
  • Improved pushback while in the air
  • Ground Pound now cancels player's melee combo
  • Improved fluidity in player attacks
  • Adjusted parry timings for smaller and larger enemies
  • Enemies will not attack when entering a save station or during dialogue
  • Enemy VFX polish
  • Player VFX polish
  • Darkness boss edge case bug fix
  • Terrain fixes
  • Drones will no longer fly too far away after attacking
  • Pacify hack fixes
  • General map bug fixes and improvements
  • UI fixes and improvements
  • Interaction bug fixes
  • Range input adjustment for controllers
  • Enemy collision improvements