New Features, Cutscenes & Steam Deck Support
Hi everyone,
this is one of the most substantial updates so far, bringing a mix of new gameplay features, quality-of-life improvements, visual clarity enhancements, cutscenes, and major performance optimizations.
Below is a complete overview of whatβs new.
[h2]βοΈ Gameplay & Combat Improvements[/h2]
[h3]π Melee Indicator (Crescent Gauge)[/h3]

A new crescent-shaped indicator has been added to clearly communicate melee availability and timing.
This improves readability during intense combat situations and makes melee usage more precise and satisfying.
[h3]βοΈ Improved Meteor Section Readability[/h3]

The meteor sequence has been refined with a clear visual reference that shows the damage radius.
This makes the danger zone immediately understandable, reducing frustration while preserving challenge.
[h2]π§ User Interface & Quality of Life[/h2]
[h3]β Confirm Button in Upgrade Panel[/h3]

The upgrade screen now includes a Confirm button, alongside Skip.
This gives players full control over their choices and avoids accidental selections.
[h3]π§ Dodge Recharge Audio Feedback[/h3]
Two new sound cues have been introduced:
This allows players to rely less on UI elements and more on audio feedback during fast-paced gameplay.
[h3]π‘ Tips System[/h3]

A new Tips system has been added to help players better understand mechanics and controls.
Tips can be enabled or disabled at any time from the options menu.
[h2]π¬ Narrative & Presentation[/h2]
[h3]π₯ New Cutscenes[/h3]

Cutscenes have been introduced:
These additions strengthen the narrative flow and improve the overall presentation without interrupting gameplay.
[h2]πΉοΈ Platform Support[/h2]
[h3]β Steam Deck Support[/h3]

The game is now fully playable on Steam Deck, with optimizations and fixes to ensure a smooth experience on the device.
[h2]βοΈ Performance & Technical Improvements[/h2]
[h3]π Level of Detail (LOD) for Heavy Models[/h3]
Heavy environment models now use proper LOD setups, reducing GPU and CPU load, especially in large scenes.
[h3]π₯ Optimized Destructible Objects[/h3]
Destructible objects have been reworked using a new DestructibleKinematic system:
This significantly reuces memory usage and draw calls.
[h3]π§© GameMachine Optimizations[/h3]
Several internal systems have been optimized to reduce unnecessary updates and improve execution efficiency.
[h2]π§ Additional Improvements[/h2]
Alongside the changes above, this update also includes many small refinements and fixes that improve overall polish and consistency.
Thank you all for playing and for your continued support π
As always, feedback is welcome!
β Fabio
this is one of the most substantial updates so far, bringing a mix of new gameplay features, quality-of-life improvements, visual clarity enhancements, cutscenes, and major performance optimizations.
Below is a complete overview of whatβs new.
[h2]βοΈ Gameplay & Combat Improvements[/h2]
[h3]π Melee Indicator (Crescent Gauge)[/h3]

A new crescent-shaped indicator has been added to clearly communicate melee availability and timing.
This improves readability during intense combat situations and makes melee usage more precise and satisfying.
[h3]βοΈ Improved Meteor Section Readability[/h3]

The meteor sequence has been refined with a clear visual reference that shows the damage radius.
This makes the danger zone immediately understandable, reducing frustration while preserving challenge.
[h2]π§ User Interface & Quality of Life[/h2]
[h3]β Confirm Button in Upgrade Panel[/h3]

The upgrade screen now includes a Confirm button, alongside Skip.
This gives players full control over their choices and avoids accidental selections.
[h3]π§ Dodge Recharge Audio Feedback[/h3]
Two new sound cues have been introduced:
- one during dodge recharge
- one when the dodge is fully recharged
This allows players to rely less on UI elements and more on audio feedback during fast-paced gameplay.
[h3]π‘ Tips System[/h3]

A new Tips system has been added to help players better understand mechanics and controls.
Tips can be enabled or disabled at any time from the options menu.
[h2]π¬ Narrative & Presentation[/h2]
[h3]π₯ New Cutscenes[/h3]

Cutscenes have been introduced:
- at the start of the level
- before the final boss encounter
These additions strengthen the narrative flow and improve the overall presentation without interrupting gameplay.
[h2]πΉοΈ Platform Support[/h2]
[h3]β Steam Deck Support[/h3]

The game is now fully playable on Steam Deck, with optimizations and fixes to ensure a smooth experience on the device.
[h2]βοΈ Performance & Technical Improvements[/h2]
[h3]π Level of Detail (LOD) for Heavy Models[/h3]
Heavy environment models now use proper LOD setups, reducing GPU and CPU load, especially in large scenes.
[h3]π₯ Optimized Destructible Objects[/h3]
Destructible objects have been reworked using a new DestructibleKinematic system:
- fragments are loaded only when the object is hit
- once destroyed, the result is merged back into a single mesh
This significantly reuces memory usage and draw calls.
[h3]π§© GameMachine Optimizations[/h3]
Several internal systems have been optimized to reduce unnecessary updates and improve execution efficiency.
[h2]π§ Additional Improvements[/h2]
Alongside the changes above, this update also includes many small refinements and fixes that improve overall polish and consistency.
Thank you all for playing and for your continued support π
As always, feedback is welcome!
β Fabio