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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 what’s new.

[h2]βš”οΈ Gameplay & Combat Improvements[/h2]

[h3]πŸŒ™ 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]β˜„οΈ 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]🧠 User Interface & Quality of Life[/h2]

[h3]βœ… 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]🎧 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]πŸ’‘ 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]🎬 Narrative & Presentation[/h2]

[h3]πŸŽ₯ 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]πŸ•ΉοΈ Platform Support[/h2]
[h3]βœ… 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]βš™οΈ Performance & Technical Improvements[/h2]
[h3]πŸš€ 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]πŸ’₯ 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]🧩 GameMachine Optimizations[/h3]
Several internal systems have been optimized to reduce unnecessary updates and improve execution efficiency.

[h2]πŸ”§ 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 πŸ™
As always, feedback is welcome!

β€” Fabio