Beta is entering its final phase — and we need testers!
[p]Hey, Necromancers![/p][p]Quick update — our pre-Early Access beta is entering its final stretch. We're polishing, fixing, and tweaking everything before the big launch, and we need as many hands on deck as possible.[/p][p][/p][h2]Join our BETA TESTS![/h2][p]Playtesting is happening NOW. If you want to get your hands on early builds, chat with the devs, and have a real say in the game's direction — hop on our Discord: here. [/p][p][/p][h3]Changelog - 12.02.2026[/h3][p]Void Sanctum Ready (build 272)[/p][p]Collision system expansion - non-walkable environment types[/p]
- [p]New collision components in components.ts,[/p]
- [p]Reworked detection in collision.ts - nonwalkable environment entity support,[/p]
- [p]movement.ts changes - respecting nonwalkable areas,[/p]
- [p]world-generator.ts expanded with nonwalkable element generation,[/p]
- [p]projectile.ts update - projectile interaction with non-walkable areas[/p][p][/p]
- [p]New visual effects in render-optimized.ts,[/p]
- [p]Rebalance: boss HP (sanctum.json), fog damage, spawnpoints,[/p]
- [p]GameModeManager.ts updated for new boss configuration,[/p][p][/p]
- [p]Engine-level fixes for AoE attack collision detection (collision.ts, explosion-manager.ts)[/p]
- [p]Rendering fixes - cleanup of render-optimized.ts (-483 lines of redundant code),[/p]
- [p]Minor behavior adjustments in dead-god-boss-system.ts,[/p]
- [p]Fixes in related systems: enemyAI, corpse-processor, spectral-army-system, sand-worm-system[/p]